A wild vampire wouldn't work as well, I think.
Mechanics-wise I mean. Sure I could probably mod in one, like copy the werebeast-effect so the cursed person would PROBABLY show up to attack your forts out of nowhere like a crazed person. It might actually be for the better, testworlds on 400 years have about 2 vampires that survive worldgen, the rest have been eaten by megabeasts, other beasts or werebeasts.
I think I'll flip a coin again. I could make it happen but it'd need to be rare, don't want "VAMPIRES, CURSE THEM" happening in every fort or it becomes dull. Although all it needs right now is for a vamp to attack, bite and infect a few soldiers, who "just" need to survive until the fort is abandoned, after which it's "oh look, migrants from my old fortress" and the cycle starts anew. I probably should add a proper werewolf infection syndrome and bite to the lycan as well. Diretooth too. No idea why I didn't think of that before.
Anyway, meanwhile in "let's try out my own mod" land... A fearsome dracopyre arrives! It's friendly! I let it indoors and it starts wrecking my furniture!
Future update will remove dracopyre and werepyre BUILDINGDESTROYER:2 tag. In other future update news: To fight the threat of the undead from afar, we welcome the rivebow! It's a huge crossbow "loaned" from Mieville! It shoots metaldiscs! They cut off limbs!
Bolts and arrows still have better penetration ability though, so it doesn't replace 'em completely.
EDIT: Fucked around with stuff.
Coin flip was positive.
Wild vampires are now a frequency:1 large predator, considering how many god damn wild vamps there are, this shouldn't be a problem. Unless some civ tames the wild vampires of this here place and sieges you with a horde of 'em. That may be a problem. Unless the INTELLIGENT tag forbids it.
Two new interactions for bite attacks, one for Vamps and other for Lycans.
Wild vamp bite just turns you into a vampire. Generic one taken straight out of the raw examples. The vampires that may arrive to trade with you also have that ability on their bite attack. It is recommended to do trading with vampires behind tightly shut areas. Wouldn't want 'em to drain your trader, right?
Lycan and diretooth bites turn you into a wild diretooth. Let's just say that turning into a furry is enough to drive anyone insane.
Adventurer-mode wise, it's a lot noisier now. A lot of the modded critters have sounds that they make, some are generic, some less so, but yeah. Hope it's not too noisy now.
Class-boosts for Adventurers got some successful roll buffs.
The poor adventurer who didn't have any buff prior to this now has "legendary dumb luck" that upon activated gives them a major buff to their rolls.
Update impending once Toady releases the next bugfix and I know whether or not I need to implement some new things. Probably not. Meaning I can fuck around instead! Hooray!
EDIT2:
Decided to add "nightbane". I could have called it blessed steel, but nightbane fits the theme better since we got dragonbane and zardbane already. Like you might have guessed, nightbane is equal to steel, but it does extra damage against stuff like undead(mine, hardcoded undead are impossible to make weak towards nightbane), lycans, vamps and various other darkness-related creatures.
You get your nightbane from Yulgar's trading post or whatever I call it. One gold bar and one steel bar equals two nightbane bars.
In other news, messed a bit with banshee curse. Decided it's too mean right now, the curse now wears off after 2400 ticks, 2 ingame days I think.
Noticed that I had forgotten dragon- and zardbane to be made in other things but weapons and ammo. That's corrected now, nightbane included, all the -banes only go for weapon and ammo production, strange moods excluded of course.
Also, looking at how much I changed crap that requires a regen to take effect, it makes me wonder if people are sick and tired of me doing this shitty rapid updates where I fix a little, release a version, fix a little more and then release another version.
Oh well. C'est la vie, or something.
EDIT3:
Added all the new verminhunter behavior to domestic animals. Some will drag their kills to their owners, but most just eat the vermin they catch.
Added other "behavior things" to wild creatures, rooting the ground and so on. Just some flavor things for Adventurer mode really.
EDIT4: Updated VBASE since, well, it got updated. Tweaked it a bit to add all the crap I've added to the files it uses(makes me wonder why I never just made my own).
Gizzards don't work on my creatures. At all. I have no fucking idea why. I bring shame to the VBASE-name, "modding tool for experienced modders", hur hur how does i code computer gaems. So probably until the end of eternity, none of my birds will drop gizzards.
EDIT5: Welp, I think I'm done for the moment. If not for the nagging "but what if the new update breaks something" at the back of my head, I'd be adding stuff already.
I guess instead I can write about a long-term plan that's been on my mind for a while now but I've been unable to properly implement it.
Deities from AQ.
I'm just going to leave The'Galin/Devourer outside of this one, because- Well uhh. A game like DF doesn't really need a definite big bad like him. Creator/Lorithia will also be set aside, let's just say that fluff-wise, she makes up the DF world and then all the horrible horrible things happen. And she just watches.
Anyway. Here's some stuff listed that Lore has from deities and everything related to 'em and my plans for the future regarding 'em(since DF makes up deities for pantheons out of a relatively common list of themes, let's say that the gods of war that three civs worship are all part of one bigger deity of war, and so forth):
- Elemental Lords. More commonly known as Fire, Ice, Earth, Wind, Energy, Water, Light and Dark Lords. Less commonly known as Life, Death, Peace, War, Lies, Truth, Eternal and Transient. I have no idea which is which. I'll wait until the "magic" system is a bit better before I start adding these in. Right now it wouldn't be that difficult to add a Fire Lord's blessing into the game, but I'm not sure if I want to add "generic bad guy #838, now with renamed dragonfire!" into the mod.
- Avatars. The Lords use people as their avatars, but the problem is that being the Avatar of a Lord doesn't make you immortal, it cuts down on your lifespan. Right now the way people find help from gods grants immortality, so we'll need to wait until we get stuff like gods being able to "bless" people during worldgen or something. Problem again, I have no idea how I would add these to the mod. Would it be too generic to have Death be a necromancer corpse-raiser? Would it be too hardcore to have 'em be able to kill people with speshul powers? What kind of a power would Truth use then? Super boost to rolls since they obviously have the Sharingan and can read moves that people make? This one needs serious thought.
- Communicants. Lords have communicants that relay their will to the people. Or something. I'm not really sure but that sounds about right. Need to play through the quests where these people show up and soak up on the fluff a bit more.
- Monster versions of Avatars. Stuff like Aquus and Fuuryoku are listed as avatars of the Lords. I have no idea how to properly add this. I would have to make up new creatures so the avatar of the Water Lord wouldn't always be a big thing made of bubbles. Maybe in the future I can find a loophole to make creatures sphere-related and applicable to being avatars.
- Demipowers. This group has entities like Loco, War, Famine, Pestilence and Death. Since Loco is something of a chaos trickster god, I'm going to need something a bit more to work on with them in order to have 'em in the game. I'll think more on the special attributes these ones will get when we get that far. I don't think I have to start thinking about it anytime soon though, har har.
- Draconic avatars. Uhhhh, oh boy. This one needs a lot of thinking too. I COULD add some of these things right now, but I'd prefer to be able to do everything in one go. Listed draconic demipowers are: Chaos, Order, Destruction, Creation and Balance. Also, Sylvanus, draconic demipower of "the plant kingdom". Said to offer inspiration and guidance that lets plants grow. Yeaaaah. We're gonna need to wait on this too.
- People ascending into demipowers. Well the only example I found of this actually is about Kethorat, megdragon who became a demipower somehow. ...this one obviously needs to wait as well. If I add this sort of possibility into the mod, I'd prefer if the people in worldgen who get through this shit would actually become deities rather than just impersonate one, and as much as the idea amuses me, they wouldn't be standing around in some town just waiting for some adventurer to show up and lop off their head.