This is pretty helpful stuff. Making a Genesis-compatible version shouldn't be too hard, especially knowing the conflicts in advance.
I just started playing this mod and oh Armok I forgot axes. That will slow things down. Instant Noble needs is also weird, but I'll deal with it. I'm just glad that wizard is friends with everyone.
If you keep your leader otherwise happy, it won't matter if you miss the first few mandates. They'll take an unhappy thought, but nobody will be punished, since the Forewizard lacks the Law-Making responsibility until there are fifty wizards. Up until then, the only person in danger because of missed mandates is your Forewizard (unless he goes berserk, I suppose).
I am excited for another release as well. I was playing adventure mode with a red sorcerer and all his gear kept slowly, I mean slowly, melting away. It was fun to have the blood burn away but trying to carry molten copper was too much FUN. I don't believe it is intended to melt everything?
Thanks for telling me. I thought I'd lowered their temperature enough, but it looks like it should be lower.
I hope playing the sorcerers civ with get some love next update. Is there anyway sorcerers can get towns to trade at in adventure mode. I kind of view them as xenophobic slavers and over indulger like the classical Romans were. I do like the new complex alchemy but I also dearly miss equipping wizard gear in the beginning. My poor militia in pointed leather hats and robes with wooden wizards staff and copper wands felt like wizardry fun not drofy fun with cranky sober dwarfs that throw balls of light when provoked.
A disciplined wizard with a wooden staff and a steel mail robe makes for a powerful fighter. The new blast attacks are natural weapons and stronger than any equipment the wizards can wield -- a Wizard with only Dabbling Discipline will consistently penetrate full steel armor with a blast attack. These attacks can be used even if both hands are full, so weapons, while optional, remain viable. Wands are stronger, but lack the status effects of natural magic.
If you sit your Wizards in a Stone Circle to meditate, give them a wooden staff, and send them off to fight, I think you'll be pleased.
Is it possible to make lesser and greater wands? Some of the wands could just be a re-skin of common weapons. I just like the flavor of being different then dwarfs. Nuclear... I mean alchemy power super crossbows that take special wizardly ammo? Lighting "bolts" anyone? Armor that require metal bars and gems or special "empowered gems" that is made from a workshop reaction. Armor that can be call rings or belts of protection? They are equipped in the anatomical correct spot but cover the entire body with armor?
Some of the 'magic' of Wizards is anachronistic technological awareness, but there's much more than that involved. 'Charged' bolts could work. I want to implement gunpowder and bombards once I better learn the
chemistry alchemy involved, and you can make bolts out of uranium and tungsten metal, but that's not exactly magic. As far as exotic equipment goes, the 'orbs of deflecting' are an example of that sort of thing, magically-flavored alternatives. Natural defenses could include 'magic aura' or 'ice' tissue layers, for example. The trick will be balancing everything so that no item(s) or caste(s) is/are absolutely preferable to others.
Protip: Red Wizards are a bad idea on glaciers.
That sounds interesting, please do tell. Did they die and cause a wide melt, or did they just melt straight through the ice while alive?
Well, TomiTapio usually tests X vs Y creatures, then sends me excel files with statistics of types of attacks, their effects and results of the combats; also he does the same with world population and locations having creatures. Stuff like this. Having info in tables really makes it easy to read and tweak.
And sorry for being sarcastic. I just want to see another release sooner .
I see, thanks, no worries. I don't have tables of statistics but I keep plenty of notes, the edited forms of which end up in the changelog.
In other news, I still haven't figured out how to keep the Witches and Prismatics alive through the centuries (which might be a good thing where fortress survival is concerned). The enhanced healing rate still allows them to fall before minotaurs, even though they demolish everything but a Colossus in Arena combat. The contrast is frustrating, but I'm still seeking a solution.