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Author Topic: [47.05] Zombies Ate My Dwarves - Monster Mash  (Read 62967 times)

UselessMcMiner

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Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
« Reply #90 on: February 25, 2021, 02:02:13 pm »

Will this mod still work with the new version of dwarf fortress?
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

ZM5

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Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
« Reply #91 on: February 25, 2021, 04:54:45 pm »

Should still work with 47.05, yeah.

ZM5

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Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
« Reply #92 on: August 12, 2021, 09:29:40 am »

Update - mostly a two-fold one. One part is some additional creatures to the Doom side of things - mostly creatures from the Ancient Gods DLCs, plus some odds and ends - Prowlers, Armored Imps, Possessed Slaves and Hell Barons have the new variants added as castes (so Cursed Prowlers, Stone Imps, Possessed Screechers and Armored Barons). Maykrs also have a Seraph caste now.
For outright new ones, Blood Maykrs, Hell Titans, Arachnosynths Atlans and Argent Dragons have been added - the Titans rarely appear in some evil biomes, and are pets for the Maykrs - Atlans are those giant mechas used by the Argenta, and have several variants, one based on their in-game appearance, and the rest are based on some bits of concept art. Arachnosynths, meanwhile, are the Doom Eternal version of the Arachnotron.
Lastly, I've added the Dark Lord as a potential dark pits ruler. Potentially the smallest out of the demon rulers I made (though still huge due to the power suit), he can summon a quite substantial backup, on top of being incredibly deadly with swords and shields. Next updates to the Doom pack, whenever they come, will mostly be concept art stuff - for example, various early Carcass variants (sweet dreams by the way).

I've also added creatures from Hexen 2 and its expansion - some of them are fairly mundane, such as the Sand/Bog Scorpions or the various Werecat warriors, but nonetheless I figured they'd liven up some biomes. The Chaotic Beings have several additional castes now as well - Demonic Knights (basic caste thats more skewed towards using ranged weapons), Skull Wizards (projectile users that can increase their speed to get out of bad situations), Chaos Angels (fliers with projectile magic and a paralyzing spell), Chaos Eidolons (potential ruler caste, based on Eidolon) and Chaos Magi (another ruler caste, based on Praevus).

Lastly, I altered the Corrupted Minions from the Splatterhouse side of things - rather than being merely wild evil biome dwellers, they now count as a dark pits civ. They do not use weapons or armor, but can hit fairly hard in melee, and they also use other Splatterhouse creatures as pets. The Evil One has also been changed slightly, and is now a potential dark pits ruler instead of a megabeast.

Hope you guys enjoy this update.
« Last Edit: August 12, 2021, 09:34:14 am by ZM5 »
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ZM5

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Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
« Reply #93 on: November 03, 2021, 10:56:16 am »

Update, mostly a minor one - I added Floating Jack-o'-lanterns as a creature that may be found in some biomes - basically just flying carved pumpkins with vines for strangling/lashing and which can spit boiling pumpkin juice. I figured it was strange I didn't add something like it before (aside from the Jack-o'-bones skeleton caste). I also added a flesh cleaver weapon (oversized cleaver made for combat, uses the sword skill) and as a way to help them survive a bit more, the more specialist castes of the Skeletons are now gendered.

More importantly, I released the Zed addon for this pack - requires this newest update in order to work. Simply enough, it adds the Killing Floor Zeds/Specimens as a hostile invader force - for gameplay purposes most of them have a male/female split to help with survival (story-wise, they'd still be clones, presumably they're just clones of different people however rather than only the Patriarch's family - probably escaped experiments brought by the Aliens).

Hope you guys enjoy it, its a bit belated but I wanted to do some testing first before releasing it.

ZM5

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #94 on: October 06, 2022, 02:37:23 pm »

"...and as the Great Hero plunged the sacred sword into the Dark Lord's chest, the fiend's last order was, "COME!", and they came snrk - all of them, the vengeful dead, the traitorous men, the demonic entities, the creatures with blasphemous names...An army of horrors descended upon the land, to conquer the kingdoms of the living in time for the return of their evil master."

Relatively small update, but one I think is important - for this year's spooky month, I added a faction race called the Monsters - essentially a random mash of the various classic horror monsters, but in a playable form - that is, both for adventure mode and for fort mode. General vibe I wanted to go with was "you're Dracula, raising his army of dysfunctional monsters, and hoping they all don't kill each other".

The Monsters are a thieving faction, so they will actually be hostile to the vast majority of races - not just humans, dwarves and elves, but also many of the races from this pack. Perhaps they see you as intruding on their brand, or something to that effect. Regardless, the only allies you can expect to trade with you are the Pirates and Predators. They do not have any custom workshops currently, but that'll probably change eventually.

The Monsters have a variety of castes, that can be split into several categories, starting with the common fodder:
 -Rotter - undead, rotting, slow-witted humans that hunger for the flesh of the living. Don't call them "zombies", though, they find that offensive - they still think they're just normal humans. Some of the most common minions you'll get, they learn most labors at a 75% race, but they're quite durable and still learn combat skills at a normal rate. They also spread diseases by biting and scratching.
 -Skeleton - standard-issue pun-slinging skeletons that annoy enemies. Durable, and don't have any particular skills they're bad at, nor anything they excel at. They can aggravate enemies with puns, and also hurl sharpened ribs as a projectile.
 -Slime Ghost - a ghost made of ectoplasmic flesh and bone, with an oversized head and a huge maw. Avoids traps and has an easier time learning dodging - can also spit sticky slime to slow down your enemies.
 -Mad Clown - deranged human entertainers that went insane for a variety of reasons. They learn axes and fighting faster, and have a much easier time learning comedy. They can stress out enemies by telling them dark, disturbing jokes, and throw acidic pies.
 -Lagoon Dweller - evil, clawed fish-men. Innate swimmers and also capable of swimming faster, their scratching attacks are quite deadly, and they are somewhat agile and dodgy.

The heavies, large and primarily made for combat, but are quite rare:
 -Creature - large, stitched-together human-like undead. Their propensity for violence and relatively slow wit ensures that they learn most labors at a halved rate - however, they can easily take to fighting either with their fists or with maces and hammers. They also can hurl balls of lightning, or absorb lightning to empower themselves.
 -Man-Wolf/She-Wolf - large werewolves - they learn most labors at a 75% rate, but they pick up unarmed fighting much more quickly, and their howls may frighten enemies. Their claws and fangs are also capable of easily causing deadly injuries.
 -Swamp Man/Woman - half-plant monsters overgrown with a tangle of greenery - they can lash with the vines entwined with their arms, and also spew putrid spores to infect enemies. Also an innate swimmer, capable of swimming faster.
 -Man-Bug/She-Bug - a scientist, transformed into an insect monster through self-experimentation. Can perform deadly slashes or stabs with its bladed forelimbs, and also spit acid from a distance or unnerve enemies with harsh buzzing. Too heavy to fly, but capable of crawling up obstacles without losing speed or using their hands.
 -Murderous Psycho - undead, murderous human revenants. Smallest of the heavies, but still larger than your average human, and easily take to wielding swords, daggers and axes (or chainsaws, for that matter). They may take some time to prepare to kill enemies, with a chance of making themselves slower but also increasing their strength and agility.
 -Cthonian - dragon-winged, octopus-like humanoids with clawed, tentacle-like fingers. Most rare of all Monsters, they are something of a spellcaster-bruiser hybrid - while they learn fist-fighting at a faster rate, their rate isn't as high as that of other heavies - they make up for it with several spells, including a powerful single-target buff. They also have a bit more variety in terms of melee attacks, capable of tightly gripping onto enemies with their long, tendril-like fingers, or clawing with their spiked wings. They are innate swimmers, and can swim faster - their wings do not enable flight, however.

The spellcasters, who focus more on debilitating your enemies, and are also rather rare:
 -Dark Reaper - hovering skeletal minions of Death itself. They learn pikes at a faster rate, and are physically the strongest of all dedicated spellcasters. They are also capable of hurling summoned sickles to cause edged damage at a distance, and their two other spells debilitate the physical attributes of their victims.
Though, they do not like shoes, and will absolutely refuse to wear them.
 -Grudge Spirit - vengeful, female ghosts that hover above the ground - similarly to the Reapers, they do not like shoes. Not particularly outstanding physically, but they can heavily debilitate enemies by harnessing the power of their grudge, or psychically twist the limbs of their foes - they will also jumpscare enemies to severely frighten them.
 -Mummy - undead royalty awakened from their slumber. Far more intelligent than the Rotters, and are capable of cursing their enemies, either using a Curse of the Cat to make the victim nauseated and forced to vomit up hairballs, or the Curse of the Scarab that causes scarabs to manifest under the victims flesh - occasionally making the victim vomit up a Rotting Scarab, which will be hostile to the victim, should they be a living creature anyway. The mummies can also drain life from their enemies, and buff their allies with a blessing of the Pharaohs.

And lastly, the ones that don't neatly fit into the other categories, with varying rarity:
 -Bedeviled One -humans possessed by vulgar, demonic spirits. They can climb up walls quickly, without using their hands, and will vomit at their enemies, as well as insult them - they may also unnerve victims by twisting their own heads 360 degrees.
 -Vampire - undead human nobles afflicted with vampirism. Fond of fencing, but also enjoy dancing, to the extent of launching thrilling dance parties even in the middle of a fight. Rotters in particular benefit highly from the dance parties, gaining more powerful buffs.
They may also grow bloodthirsty in the middle of a fight - a strong self-buff, that unfortunately has a 50/50 chance of making the vampire crave blood, potentially feeding on any sleeping civilian - while many of the Monsters have no need for sleep, some of them that are not undead, demonic or otherworldly in nature (i.e Mad Clowns, Mad Scientists, Lagoon Dwellers or the Man-wolves) still do have this requirement. This state lasts for only 2 weeks, however. Their biting attacks may suck out blood, and also drain the victim of their endurance.
 -Mad Scientist - deranged human scientists, exiled for immoral experiments. Lifetime spent in their laboratories has made them more resistant to diseases, and they take very easily to medical jobs. They hand out various beneficial mixtures to their allies, while hurling vials of toxic runoff at their enemies. Unremarkable physically, however.

More precise details are available in the help files - I apologize if the formatting might be weird, I've switched over to notepad++. I hope you enjoy this more low-key update, there'll possibly be more updates later, but for now I gotta finish up working on some other mods. There's some minor updates to the addons for this pack as well, mostly slight increases to littersizes of the various unplayable factions so that they may survive worldgen a bit better, but nothing more important.
« Last Edit: October 06, 2022, 02:39:16 pm by ZM5 »
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voliol

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #95 on: October 07, 2022, 12:23:13 pm »

Oh sweet! I've been thinking of trying out some (for me) new mods to bridge out these few remaining months until the Steam release, and now this gets an update to remind us all how seasonally appropriate it is.

ZM5

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #96 on: October 19, 2022, 11:00:30 am »

Small update - fixed the targetting for the self-buffs of the Psycho and the Creature, previously the fort mode AI was able to use those abilities on anyone.

TheGoomba98

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #97 on: November 03, 2022, 07:10:14 pm »

Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?
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ZM5

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #98 on: November 04, 2022, 06:21:54 pm »

Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?
Accident on my part, was testing the Monsters and left other races unplayable for the duration - gonna upload a fix.

Kyuuketsuki_23

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #99 on: November 05, 2022, 05:28:02 am »

Weird question: is it intended that the Vampires caste of the Monsters still has to eat normal food & drink normal drinks?
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ZM5

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #100 on: November 05, 2022, 01:20:59 pm »

Weird question: is it intended that the Vampires caste of the Monsters still has to eat normal food & drink normal drinks?
Yeah, it is - partially due to the current crash bug with certain civilizations having NO_EAT and NO_DRINK, partially so their moods can be kept in check with alcohol and food (they wouldn't eat period and they wouldn't drink outside of taverns).

Kyuuketsuki_23

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #101 on: November 05, 2022, 02:51:01 pm »

Alright, thank you for answering!
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Kyuuketsuki_23

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #102 on: November 06, 2022, 09:56:03 am »

Another question - how exactly do Necromorph Regenerators, well, regenerate? How can I do that when I'm playing as one in Adventurer mode?
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ZM5

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #103 on: November 06, 2022, 10:27:17 am »

They may occasionally get it after being injured, following a long-ish delay - will probably change it to an interaction gained after being injured in a future update, though. Also, Necromorphs (any race that isn't capable of speech, including them, Xenomorphs, Malefactors, etc.) aren't supposed to be playable, but it seems due to kidnappings and the like in worldgen they pop up on the playable list anyway.

Kyuuketsuki_23

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Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« Reply #104 on: November 06, 2022, 10:49:55 am »

Noted, thanks again for the reply!
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