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Author Topic: Undertale Mod [0.3]: Monster language and magic-channeling wounds  (Read 18327 times)

IndigoFenix

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Long ago, this world was inhabited by a race of monsters...

This mod adds the monsters from the game Undertale as a playable race.  Monsters can use magic bullets to attack their foe's willpower directly (using pain effect), but are weakened when running away, or when their enemies want to kill them.  Which is most of the time, being enemies and all.  Also their attack skills drop when they are crying.  Prepare for an extra challenging game if you try to fight your enemies.  You'll have to increase your monsters' combat hardness if you want to fight effectively.

Adventurers may have an easier time, since all RPG adventurers are possessed by the spirit of violence and are therefore able to refrain from self-weakening.  But be warned that if you cause your monster to cry, they will still be weakened.

Monsters come in many shapes; most of them are basically just animal people though.  Some unusual ones are Woshua (who will clean up their allies), Vulkins (who spray magic lava that will heal monsters but burn non-monsters), and Pariahs (who give much-needed combat boosts but have really, really annoying personalities and cause bad thoughts).

Now with annoying dogs!

Doren

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Re: Undertale Mod - Initial release
« Reply #1 on: March 04, 2016, 09:23:40 am »

Are dogs annoying enough in this mod?

IndigoFenix

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Re: Undertale Mod - Initial release
« Reply #2 on: March 04, 2016, 10:16:02 am »

Are dogs annoying enough in this mod?

Oh man... you're right, I totally forgot the Annoying Dog.  They'll show up in the next version.  Probably an item thieving wild animal.

Orbotosh

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Re: Undertale Mod - Initial release
« Reply #3 on: March 04, 2016, 12:19:13 pm »

Dwarf Fortress: A game that proves that humans are psychopaths when given the ability to do almost anything they want without any consequences.

Undertale: A game that mercilessly punishes psychopaths who abuse their ability to do anything they want without any consequences.

I see nothing wrong with this.
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Rydel

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Re: Undertale Mod - Initial release
« Reply #4 on: March 07, 2016, 10:31:57 am »

Since they are done using castes, and each type of monster looks drastically different, decently looking graphics won't really be possible.

Which is, in a way, a good thing, since when I saw IndigoFenix made an Undertale mod, my reaction was "*sigh* Sure, I can make graphics for that.  I didn't need this free time. Stupid brain."

Rumrusher

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Re: Undertale Mod - Initial release
« Reply #5 on: March 07, 2016, 03:09:44 pm »

kinda wonder what changes this mod going to do that dwarf fortress already has in vanilla?
I guess making loads of dangerous interactions and setting the usage hint to greetings and watch a bunch of dwarves/humans/whatever gonna be in this mod deal with monster bards who causes dust knockdown attacks.

edit: okay took time to re-read the OP and notice that was covered.  with variation of unique interactions though that lava bit seems like a Forest fire waiting to happen... which is good because that's what I expect from a walking volcano.
okay so
Spoiler (click to show/hide)
also would this mod work well with Putnam's Homestuck mod?
« Last Edit: March 07, 2016, 03:16:00 pm by Rumrusher »
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DoktaYut

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Re: Undertale Mod - Initial release
« Reply #6 on: March 07, 2016, 04:06:19 pm »

Hmm, some testing in arena shows the bullets don't really seem to do much, at least in the encounters I've tried so far.

By the way, is the unconsciousness effect for them in the raws supposed to not have brackets? Is it dummied out or was that genuinely intentional?

EDIT: Further investigation proves me a bit wrong, it IS doing something, but you need a crowd of monsters for it to start having an effect (AKA a pain knockout). Probably better that way. Everyone seems to start out crippled, however, that or a starting 0.323 speed is natural for monsters.
« Last Edit: March 07, 2016, 04:15:47 pm by DoktaYut »
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Putnam

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Re: Undertale Mod - Initial release
« Reply #7 on: March 07, 2016, 04:44:33 pm »

You're lucky I've obsessively memotized the entire soundtrack and have been playing DF-style guitar for 4 years.

Admiral

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Re: Undertale Mod - Initial release
« Reply #8 on: March 07, 2016, 11:20:34 pm »

Is the download page working? or is it just me?
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darkflagrance

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Re: Undertale Mod - Initial release
« Reply #9 on: March 07, 2016, 11:23:45 pm »

Is the download page working? or is it just me?

DFFD seems to be down, that's why.
« Last Edit: March 07, 2016, 11:26:28 pm by darkflagrance »
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IndigoFenix

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Re: Undertale Mod - Initial release
« Reply #10 on: March 08, 2016, 12:35:24 am »

kinda wonder what changes this mod going to do that dwarf fortress already has in vanilla?
I guess making loads of dangerous interactions and setting the usage hint to greetings and watch a bunch of dwarves/humans/whatever gonna be in this mod deal with monster bards who causes dust knockdown attacks.

edit: okay took time to re-read the OP and notice that was covered.  with variation of unique interactions though that lava bit seems like a Forest fire waiting to happen... which is good because that's what I expect from a walking volcano.
okay so
Spoiler (click to show/hide)
also would this mod work well with Putnam's Homestuck mod?

Most monsters won't use bullets as greetings, only Vulkins (who are monsters that, in Undertale, attack you because they think their lava heals you).  It isn't hot enough to ignite most materials, just enough to cause burn damage.

Everything is modular as usual so it should work alongside any other mod.

Putnam

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Re: Undertale Mod - Initial release
« Reply #11 on: March 08, 2016, 12:37:24 am »

the homestuck mod uses custom music and if i ever decide to get off my ass so will this

also, maybe... a custom opening scene?? that sounds fun

seriously, I had so many plans for an Undertale mode that never ended up going through because i realized that none of it actually involved a damn mod

IndigoFenix

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Re: Undertale Mod - Initial release
« Reply #12 on: March 08, 2016, 12:48:53 am »

the homestuck mod uses custom music and if i ever decide to get off my ass so will this

also, maybe... a custom opening scene?? that sounds fun

seriously, I had so many plans for an Undertale mode that never ended up going through because i realized that none of it actually involved a damn mod

What do you mean, an Undertale mode?  Like, using malevolence values to alter attack damage, or soul stuff, or...

Putnam

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Re: Undertale Mod - Initial release
« Reply #13 on: March 08, 2016, 12:58:00 am »

I meant mod there. That was a typo.

And I meant that almost all of my plans involved music and other presentation stuff.

I did think mildly of boss monster aging, some sort of unique reproduction system (and by "unique" i mean "copied whole-cloth from Fortbent") and, yeah, maybe some soul absorption stuff. Dwarf Fortress is remarkably receptive towards soul stuff. I mean, utterly remarkably, seriously, that soul vector isn't used for anything.
« Last Edit: March 08, 2016, 12:59:41 am by Putnam »
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IndigoFenix

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Re: Undertale Mod - Initial release
« Reply #14 on: March 08, 2016, 05:42:49 am »

I assume that souls will be developed more in later versions of DF.  The next arc will involve more magic, gods and mythology, so maybe we'll see some afterlife related stuff.

I have done some soul related dfhack experiments, but I typically prefer to keep my modding projects and scripts separate.
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