When dealing with Attributes, are the descriptions given, IE: 'clumsy, flimsy, quick to tire, slow to heal, and quite susceptible to disease' in reference to an average member of that caste, or are they absolute values?
I ask because I just got a Golem with the above traits, but the mental side of things look like it's working correctly..
I believe it's the average of the caste, which would mean an 'extraordinarily weak' for a green mage is still quite strong for the race as a whole. This is substantiated by the wreckage they dole out in battle, and by Toady One's note in the dwarf raw:
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers. The numbers are different percentile values. 1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.
So even the weakest Golem should be about four times stronger than the average human.
Is it possible to force the game to display the wizards in their colors rather than the game's job colors?
As an example, you could give Red castes a natural skill of over 20 in Mace/Mechanics and the like, which would make them always show up red in the game. Alternatively, you can keep them from gaining any skills that would change their job, since the peasants are displayed in their caste color. A third option is giving each caste it's own unique tile rather than the '@' symbol, which precludes graphics, but I don't think graphics can display individual castes anyway.
Mayday's pack mostly works - the new ores that you put in tend to show up as bats, since he swapped one of the tiles around.
Heh, thank you. I changed the tile to match Mayday's pack, since it's the standard tile for ore anyway it works out, and I gave them proper item symbol tags, so now they should look like ore.
Also noticed there are a lot of things with no descriptions (that I see) such as communing with nature and all the podium commands that do what exactly >.>
Communing with nature raises the Druid skill, which will have a use at some point, but not so much yet. The podium tasks raise various social skills. I'll include information about these with the next update.
I've also starting implementing basic graphics using the wizards that Deon drew, but at the moment they're very rudimentary and the [ADD_COLOR] token makes the wizards look like fruit snacks:
They won't look like this in the finished form, I'm starting to get the hang of this pixel-editing stuff. Anyway, I didn't spawn the Wizards as friends so they started murdering one another.
The winner was Wizard 5 the brown wizard, since they're resistant to destructive magic and because they're lucky opportunists. I decided to tested his mettle by pitting him against a prismatic mage.
I gave the prismatic mages modified versions of each color's special attack, so fighting them will be like watching the DF equivalent of fireworks. They're pretty difficult to defeat and should probably be balanced more.
I need to make the appearance of the magical blasts a bit more unpredictable and fine-tune their physical effects. Once I improve the graphics a little and finish testing and balancing the new caste abilities I'll upload the update.
Edit: Anyone know how to make human-sized megabeasts live longer in worldgen?