Packs of early Giant Boars are really nasty, if they stay that way in vanilla might you be able to tone them down a bit?
An early entwife made a beeline straight for my embark site, overturned a wagon and drunk all the booze
Giant boars (wild pigs) are not in the game. I guess "giant badger boar" and sow? They are new to vanilla, 20x 15 kg = 300kg, not so large, they're just murderlustic.
I
did tone them down! (change not yet copied to Deon's release?)
They're [CLUSTER_NUMBER:1:4] in Genesis and [CLUSTER_NUMBER:4:12] in vanilla.
Ents: good fun, gotta have some creatures with CURIOUSBEAST_* so they approach your fort.
Our fortress grows stronger, though! I was afraid we would wither and die in the face of further aggression. Now, to design better defenses... and maybe find the caverns so we can figure out how to graze our animals safely...
Three weapon traps with "=marble mechanisms=" and 10 "=spiked wooden ball=" (ridiculously valuable compared to -metal weapons-) in each, That is doable without metal. I might tone down the spikedwoodenball if they kill armored foes too well.
Hey, a wooden club trap component should be made! A "subdue incoming beast" corridor. [ITEM_TRAPCOMP:ITEM_TRAPCOMP_WOODCLUB]
[NAME:bludgeon:bludgeons]
[ADJECTIVE:huge]
[SIZE:1600]
[HITS:1]
[MATERIAL_SIZE:4]
[WOOD]
[ATTACK:BLUNT:1200:400:bash:bashes:NO_SUB:1400] --Thunder hammer minus 600 pene, and velocity halved
My idea of safe grazing is a soil-layer dug cave next to our water reservoirs, filled by draining a 7x7-ish pond into many 3x2 pits.
just one question, how do I use the special abilities (like fireball, web, paralize breath) in adventure mode? Regards
Thanks Krelian, I help Deon improve the mod.
Can't, Toady has not coded a command for firebreath/shootweb in adventurer mode. Bite's injected toxin might work for adventurer, but I don't remember seeing a bite attack opportunity.