Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Sickness/Disease in Adv mode  (Read 2756 times)

Helmaroc

  • Bay Watcher
    • View Profile
Sickness/Disease in Adv mode
« on: December 31, 2007, 12:56:00 pm »

I know that some kind of doctors/sickness/hospital type of thing has been suggested for fort mode, but I have some ideas for adventure mode.
You (adventurer) could get a cold or pneumonia from being wet or in a cold/freezing area

You could get diseases from vermin, giant rats, ratmen, and that sort of thing

If you were bitten you could possibly get a disease or an infection

Permanent health issues could be added

Health issues could tax your speed and combat ability, and if you were highly contagious people could keep a distance from you

Towns could have medicine men/doctors/healers etc. to aid you and you could buy medicines or potions to cure sicknesses or prevent disease from cuts/bites. (Antivenom could be used)

Sorry if this has already been suggested, just some ideas.

Logged

penguinofhonor

  • Bay Watcher
  • Minister of Love
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #1 on: December 31, 2007, 02:54:00 pm »

.
« Last Edit: October 22, 2015, 07:37:28 pm by penguinofhonor »
Logged

Helmaroc

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #2 on: December 31, 2007, 06:06:00 pm »

Covenant-Cool idea

penguinofhonor- I should have said wet AND cold

Logged

BDR

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #3 on: January 01, 2008, 02:41:00 am »

It's good to have suggestions like these as it keeps support for these features alive.. *but* this is already in the dev notes and thus in the plans.
Logged
A HREF="http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000218">A Kobold''s Quest

A Kobold''s Quest II

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #4 on: January 01, 2008, 02:46:00 am »

Oh joy.  Now we get to be eaten by naked mole dog packs, after being webbed and paralyzed by a giant cave spider, while having your eyes ripped out by a giant AND be dying of the plague at the same time.  All we need now is spontaneous dwarven combustion.  

Oh, wait...

Rob Allen

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #5 on: January 01, 2008, 03:16:00 am »

I prefer to think of it as, how can I visit these afflictions upon my enemies?  Such a system would work well with alchemy.  Brew up a potion to give your enemy a nasty disease and kill him while he's weak.  Have a supply of antidote in stock in case you catch it.  I'd also be a great way to flee a battle.  Fighting something bigger than you?  Poison it on your way out.  Watch it die from a safe distance.

Now, how to make an anti-cave-spider poison?  Hmmm...

Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #6 on: January 01, 2008, 01:07:00 pm »

Don't forget to add some weird species that would use "disease" to reproduce.

Blue Slaad egg salad anyone?

Logged

Red Jackard

  • Bay Watcher
    • View Profile
    • Wiki Page
Re: Sickness/Disease in Adv mode
« Reply #7 on: January 01, 2008, 02:23:00 pm »

ratmen riddled with disease? excellent!

*renames them skaven plaguebearers*

Logged
My dwarves are not your dwarves.

Fenrir

  • Guest
Re: Sickness/Disease in Adv mode
« Reply #8 on: January 01, 2008, 02:56:00 pm »

Oooh... then we could capture diseased vermin (which is all vermin, to some extent) and release them into towns. We wait a few months, then grab plenty of medicinal plant extracts in case we catch it, waltz into town and pick their rotting corpses clean!
Logged

DJ

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #9 on: January 01, 2008, 07:30:00 pm »

Or you could come sooner and sell them some of those medicinal plant extracts. It's not as profitable, but it's more stylish.

Also, lycanthropy should be the first disease that gets implemented.

Logged
Urist, President has immigrated to your fortress!
Urist, President mandates the Dwarven Bill of Rights.

Cue magma.
Ah, the Magma Carta...

Rob Allen

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #10 on: January 01, 2008, 07:51:00 pm »

I vote vampirism...
Logged

FunkyBomb

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #11 on: January 01, 2008, 08:59:00 pm »

Poisoning a town's water supply sounds like a better idea, if you plan on taking that town for yourself. With toxins, you can prepare antidotes and take those afterwards, or drop them in the water, depending on what kind of toxin and antidote you're using.
Logged

Alfador

  • Bay Watcher
  • Dangerous Lunatic
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #12 on: January 02, 2008, 04:39:00 pm »

quote:
Originally posted by DJ:
<STRONG>Or you could come sooner and sell them some of those medicinal plant extracts. It's not as profitable, but it's more stylish.

Also, lycanthropy should be the first disease that gets implemented.</STRONG>


Seconded! I want a fortress full of wereelephants and weregibbons! And werecarp?

Logged
This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

Helmaroc

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #13 on: January 02, 2008, 04:55:00 pm »

I'm happy to see enthusiasm in the idea! Even though some kind of health arc is planned, this might give Toady some ideas!
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: Sickness/Disease in Adv mode
« Reply #14 on: January 03, 2008, 12:14:00 am »

Hmm... How about proper zombies?
1. Get bitten
2. flee to town
3. succumb to the infection
4. return to the same town later as a different adventurer to find all it's inhabitants reanimated.
Logged