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Author Topic: Your Adventure Mode Building Projects?  (Read 34640 times)

Untrustedlife

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Re: Your Future Adventure Mode Building Projects?
« Reply #45 on: March 04, 2016, 06:46:05 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.
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Random_Dragon

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Re: Your Future Adventure Mode Building Projects?
« Reply #46 on: March 04, 2016, 06:48:36 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.
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Untrustedlife

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Re: Your Future Adventure Mode Building Projects?
« Reply #47 on: March 04, 2016, 06:50:38 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.

which is kind of silly dont you think?

Why does it take necros years of study but our adventurer can learn it instantly by skimming through a book.

I hope toady improves that eventually.
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Orbotosh

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Re: Your Future Adventure Mode Building Projects?
« Reply #48 on: March 04, 2016, 06:56:52 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.

which is kind of silly dont you think?

Why does it take necros years of study but our adventurer can learn it instantly by skimming through a book.

I hope toady improves that eventually.

All player characters have been augmented by the narrative and granted magical powers. This is also why PCs are able to generate campfires out of nothing and are the only beings targeted by bogeymen.
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Random_Dragon

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Re: Your Future Adventure Mode Building Projects?
« Reply #49 on: March 04, 2016, 06:57:10 pm »

As far as I know it's just a matter of them eventually stumbling their way into being rewarded by their deathlord. Not sure how long apprenticeship works, but given how bad adventurers are with exploiting that power, it might just be that they intend to groom apprentices into the role so they use their power responsibly.

Well, as responsibly as a necromancer can. It's funny that I can't recall necromancers ever attacking settlements outside of fortress mode. :V
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Untrustedlife

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Re: Your Future Adventure Mode Building Projects?
« Reply #50 on: March 04, 2016, 07:03:33 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.

which is kind of silly dont you think?

Why does it take necros years of study but our adventurer can learn it instantly by skimming through a book.

I hope toady improves that eventually.

All player characters have been augmented by the narrative and granted magical powers. This is also why PCs are able to generate campfires out of nothing and are the only beings targeted by bogeymen.
hehe, yeah, but i can see alot of coolness coming out of pc apprenticeships and toady tends to lean towards simulation, so hopefully.

Also I have seen necros and other (modded)  mages take over villages.

I hope we can eventually do stuff that is of the caliber of this threetoe story.

http://www.bay12games.com/dwarves/story/tt_journey.html


Also people traveling on the world map that arent you can generate CAMPS complete with tents and campfires out of nothing. SO if anything PCS are less magic.
« Last Edit: March 04, 2016, 07:06:22 pm by Untrustedlife »
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sirvente

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Re: Your Future Adventure Mode Building Projects?
« Reply #51 on: March 04, 2016, 11:08:46 pm »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.

which is kind of silly dont you think?

Why does it take necros years of study but our adventurer can learn it instantly by skimming through a book.

I hope toady improves that eventually.
It doesn't take years of study, they learn it in like five minutes in worldgen.
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Untrustedlife

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Re: Your Future Adventure Mode Building Projects?
« Reply #52 on: March 05, 2016, 12:03:45 am »

Necromancer guild?
Now if only we could take in our own apprentices..or be an apprentice.

If only. If you aren't hostile to undead, you can at least just waltz in and learn it yourself. And be a bard so you can at least ask to become a performer for them.

which is kind of silly dont you think?

Why does it take necros years of study but our adventurer can learn it instantly by skimming through a book.

I hope toady improves that eventually.
It doesn't take years of study, they learn it in like five minutes in worldgen.

If they  are the original yes, but their apprentices take about a year or more. And I am talking about the apprentices.
« Last Edit: March 05, 2016, 12:06:08 am by Untrustedlife »
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Random_Dragon

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Re: Your Future Adventure Mode Building Projects?
« Reply #53 on: March 05, 2016, 01:11:46 am »

If they  are the original yes, but their apprentices take about a year or more. And I am talking about the apprentices.

That's why I figure it's more a matter of selecting and training apprentices they can trust, before passing on their secrets.
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Rumrusher

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Re: Your Future Adventure Mode Building Projects?
« Reply #54 on: March 05, 2016, 04:26:53 am »

on the subject of learning it's probably because apprenticeship is mostly there for learning how to read then finally learning how to clothed zombies.
which given the player necromancer is really hard to do.
lessons of life and death is given by a demon, the lessons of making sure your undead isn't using their puny human fists to kill something takes years of practice of taping weapons to their hands or stubs.
also necromancers are atleast not evil spiteful folk and just people who want to live forever like those elves and goblins and soon figure out living forever has BOREDOM and need hobbies to keep them from going insane like playing dress up with their dead.

kinda wonder if you retire with a zombie and unretire will your zombie companion get clothes?
that said when building stuff gets drop I probably just figure out if toady will now allow us to build working cage traps in adventure mode and let us trap folks in them.
I'm already wondering if pets in fort mode transfer over to adventure mode.
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pikachu17

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Re: Your Future Adventure Mode Building Projects?
« Reply #55 on: March 08, 2016, 11:44:50 am »

will be able to use cage traps in adventure mode? kindof want to just put a cagetrap in the dragons lair so I can have a proper zoo in my adventurer fort
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Etc_Guy

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Re: Your Future Adventure Mode Building Projects?
« Reply #56 on: March 08, 2016, 02:01:38 pm »

will be able to use cage traps in adventure mode? kindof want to just put a cagetrap in the dragons lair so I can have a proper zoo in my adventurer fort

I would like cage traps in adventure mode too, with animal training skill so you can tame animals you catch to kill more things with.
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Rumrusher

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Re: Your Future Adventure Mode Building Projects?
« Reply #57 on: March 08, 2016, 02:20:23 pm »

will be able to use cage traps in adventure mode? kindof want to just put a cagetrap in the dragons lair so I can have a proper zoo in my adventurer fort
the question would be will toady allow caged sentient beings to be saved when you load the map, as of now currently only pets seem to stay in cages.
caged cats will stay in cages, caged human would more likely pop out of the cage next retire and unretire.
though this basically asking for adventurers to accidentally cage trap themselves which is what toady trying not to do.


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Random_Dragon

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Re: Your Future Adventure Mode Building Projects?
« Reply #58 on: March 08, 2016, 02:27:16 pm »

And yeah, adding this would make it inevitable that the player might mess up and trap themselves. Then again, that would make it even easier to drink mugs full of people.
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Max™

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Re: Your Future Adventure Mode Building Projects?
« Reply #59 on: March 08, 2016, 09:16:31 pm »

on the subject of learning it's probably because apprenticeship is mostly there for learning how to read then finally learning how to clothed zombies.
which given the player necromancer is really hard to do.
lessons of life and death is given by a demon, the lessons of making sure your undead isn't using their puny human fists to kill something takes years of practice of taping weapons to their hands or stubs.
also necromancers are atleast not evil spiteful folk and just people who want to live forever like those elves and goblins and soon figure out living forever has BOREDOM and need hobbies to keep them from going insane like playing dress up with their dead.

kinda wonder if you retire with a zombie and unretire will your zombie companion get clothes?
that said when building stuff gets drop I probably just figure out if toady will now allow us to build working cage traps in adventure mode and let us trap folks in them.
I'm already wondering if pets in fort mode transfer over to adventure mode.
Waiting for you to draw this.
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