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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3627478 times)

CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #5640 on: October 12, 2009, 09:37:01 pm »

Hopefully the new release puts some of that oomph back in so it IS special. First dragon experience was kind of laughable thanks to a missing limb.
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SirPenguin

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Re: Future of the Fortress: List of Remaining Items
« Reply #5641 on: October 12, 2009, 09:43:10 pm »

Well, ALSO in that DF Talk Toady mentioned how megabeasts definitely have their power back. I think he mentioned on dragon with 400 dead dwarves under her belt, and he gave a kind of sly laughter when he said, "Guess you'll have to deal with it"

Speaking of which I hope the 3rd talk comes out soon
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Flaede

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Re: Future of the Fortress: List of Remaining Items
« Reply #5642 on: October 12, 2009, 10:00:24 pm »

those talks are amazing. After each, the amount of information I'd just picked up was only apparent after I took it back to the forums. I like his thinking on siege planning/AI.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5643 on: October 12, 2009, 10:19:51 pm »

Hopefully the new release puts some of that oomph back in so it IS special. First dragon experience was kind of laughable thanks to a missing limb.

The new materials and combat system revamps ensures that large megabeasts will be serious threats.

Grek

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Re: Future of the Fortress: List of Remaining Items
« Reply #5644 on: October 13, 2009, 12:10:58 am »

How does the [DRAGONFIREBREATH] tag work now? Is it going to be replaced with a poison breathe that burns people?
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #5645 on: October 13, 2009, 12:21:39 am »

Hmm, good question, as I don't think that fire is a material.

...And now, I so want it to be...
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Sysice

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Re: Future of the Fortress: List of Remaining Items
« Reply #5646 on: October 13, 2009, 12:26:30 am »

No, I think the poison breath on the random creature was just that: randomly generated. I mean, there might be a [POISONBREATH] tag, but it probably won't be on dragons.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5647 on: October 13, 2009, 01:10:14 am »

How does the [DRAGONFIREBREATH] tag work now? Is it going to be replaced with a poison breathe that burns people?

Further down there's an example of a critter that has the FIREBREATH tag. So this new poisonbreath is an extra, rather than a replacement.

Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #5648 on: October 13, 2009, 02:40:27 am »

I think there's no "poisonbreath" per se, there's "materialbreath" that just happens to have poison as one of its possible materials. At least, that's what I remember.
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Vester

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Re: Future of the Fortress: List of Remaining Items
« Reply #5649 on: October 13, 2009, 06:56:55 am »

Materials, eh?

Soooo...

Ironbreath?

Bloodbreath?

Elfskinleatherbreath?!


That would be cool and gross.
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UristMcGunsmith

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Re: Future of the Fortress: List of Remaining Items
« Reply #5650 on: October 13, 2009, 07:19:13 am »

But hasn't he said that arena mode wouldn't come with the next release?

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I'm going ahead with the arena idea we discussed a bit before -- not arenas in adventure mode, but a mod testing mode. The current simple idea, which can be expanded after this release, is to allow the selection of a raw folder (either the main one or one of the ones associated to a current save, active or not) and to create a 144x144x9 arena with a floor, sky, magma and water. Next up is being able to stick critters in there with equipment and skills, and give them sides. Then you could have them fight and read the combat reports, or jump into one of them and play using adventure mode controls, or just see if they can walk around or live in general. I've got a creatureless version of it up and running in a stripped down dwarf mode -- there are lots of things to fix up, since there isn't any civilization information etc. loaded up and dwarf mode doesn't really like that. This time around, you can't save anything and there are no buildings or jobs created. We can do stuff like that later, after this release is up. The purpose here is basic creature/weapon/armor/material testing.


My god. The epic battles that would ensue are mind boggling.

Has anyone ever asked you how many 5 year olds you think you could fend off?

How about how many Dwarven Children, or Kobolds.

Vester

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Re: Future of the Fortress: List of Remaining Items
« Reply #5651 on: October 13, 2009, 07:21:42 am »

If you've ever played adventure mode, you'd know the answer is: "never enough".

Seriously. Children and Wolves have probably killed more adventurers than all megabeasts combined.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5652 on: October 13, 2009, 07:32:10 am »

I'm totally making a creature that breathes chunks of iron at you.

keith.lamothe

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Re: Future of the Fortress: List of Remaining Items
« Reply #5653 on: October 13, 2009, 07:47:43 am »

But if breath weapons just take a specified material, what temperature is it at? Just the necessary temperature to make it gaseous?  With iron, that would be pretty nasty.

Or maybe it would just be projectile-vomiting iron chunks.
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #5654 on: October 13, 2009, 08:59:28 am »

I don't know. It'd be neat to be able to give specific temperatures. Breathing clouds of freezing water, searing hot vapors, deadly poison - that accounts for three of the chromatic dragons. I don't remember what the green and white ones breathe.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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