Version .32 is up at
DFFD.
- Fixed air magic material to keep things from getting covered in 'magic coating'
- Quicksilver solid name changed to prevent folks from liking 'frozen quicksilver'
- 'Radiation' no longer counted as stone, will not show in preference lists, tweaked material and syndrome display names
- Overhauled caste abilities, all castes but golems now have flashy magical blast attacks
- Tweaked existing attacks for visual effects and syndrome symptoms
- Made Red castes glow in the dark
- Air Man dodge skill reduced
- Added Shadow Man
- Removed demands from forewizard
- Cats and other domestic animals returned to Wizard and Sorcerer civs, should fix trade
- Fixed Centaur placement in world-gen and corrected some entity file errors
- Earth men returned with updated tissue placement
- Changes to Wizard/Sorcerer noble positions' display names, mandate amounts and room requirements
- Removed age effects from Sorcerer appearance
- Removed [UNDEAD_CANDIDATE] from Sorcerer entity file
- Removed [FANCIFUL] from some of the magical critters
- Improved display name of magical effects
- Adjusted magical material display tokens and physical properties
- Darkened Fortress Mode magic missiles so they leave dark rather than bright debris
- Gave Golems blood-based mud material to make them more mortal
- Increased Spirit of Fire fixed temperature
- Changed tile of new ores for Mayday compatibility and added item symbol (thanks Magentawolf!)
- Graphics support added, files in raw/graphics/wt and /ff (thanks Deon and Mayday!)
Natural skills and armor....perhaps super healing?
I tried skills and armor, but they still get devoured by grizzly bears. Haven't tried super healing yet, I'll give it a shot.
Is it intentional that the forewizard starts mandating stuff immediately in 31c?
Also, I'm kind of missing cats now that dead vermin can be cremated for ash. (Unless cats are in the embark menu and I just didn't see them)
You can embark with domestic animals once again. It was my mistake to remove the common domestic tags from the entity files, but they're back now, so cats and dogs and trade are all present.
I think for the next version I'll take away the 'expedition leader' forewizard's mandates and simply make the 'mayor' forewizard kick in sooner. I wanted to tier that position further so that they get more demanding as the population grows.
Overseers (Sorcerer forewizards) are outrageously demanding little monsters right from the start. Sorcerers don't get any noble higher than an Overseer unless the monarch arrives, so they're basically a Duke/Mayor/Hammerer that you start with. I consider playing as Sorcerers to be a sort of challenge mode, but they do visit you twice a year with caravans to make up for the fact that you're at war with everyone else.
Yeah, mine wanted "radiation items" made. What the... ?
Happened to me too
Turns out it was using the stone template and was tagged to be used for items (I don't know how I managed to overlook that one). That's been fixed, and the 'radiation' material is now properly called 'radium' in any lists that it happens to appear in. I think they might still like radium in their preference list, but now it counts as a soil and I don't think they'll ask for things made from it.
I'm not too sure about all this radiation stuff in the mod. It just doesn't feel wizardly to me. But overall still cool and I am starting to play around with wands it.
I somehow managed to make a huge pile of aluminum wands, they are clogging up a lot of thing right now but a great trade good at over 500 a piece from one piece of aluminum as far as I can tell.
The forewizard is being mister demandy pants asking for steel in the first year, I just about met that one. the extra challenge is not the worst thing that could happen.
I really don't like the limited training. Can we still train all of the skills and I am just not seeing how? My doctor so far is only learning Diagnosis.
I like the golems as a caste, that is a cool touch.
Thanks, please let us know how the rest of your expedition goes
I may just take out the reactors and such stuff and come up with a new way to do the upper-tier wands, since most of it's just too hard to model properly. Besides the fact that the compact reactors and uranium batteries take more than a stretch of physics. I don't think there's anything unwizardly about upper-level chemistry in general, given their talent for alchemy, but the current system is admittedly pretty clunky.
As for the scrolls, I'm going to expand the training system and make sure each skill has its own method of training. First I wanted to get the framework for writing with parchment in place.
Anyway, regarding the new version, most of the fixes should be self-explanatory in the changelog. A lot of little issues that have been present since the beginning have been dealt with, and the weird problems caused by the recent updates have been corrected as well.
Graphics are now included. I took the wizards Deon provided and colored them in for different jobs, and I used Mike Mayday's graphics to learn the whole process and the tiles are based heavily on those (some, like the birds, are edited palette-swaps of other creatures). The Centaurs are based on Chariot's centaurs, and others like the Witches and Spirit of Fire I drew freehand. Later on, I'd like to add variety to the Wizard/Sorcerer profession and noble graphics.
Please enjoy!
edit: the word "that" does not end with an "a"