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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403512 times)

micelus

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1590 on: March 06, 2012, 04:48:15 am »

Keep going.
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TehNoob

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1591 on: March 06, 2012, 05:00:45 am »

Keep going.

Ugh, I want to try the wavebreakers! I vote to gear up for a release.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1592 on: March 06, 2012, 05:39:21 am »

Between college and work, my playtime's so limited... for me it almost doesn't matter when you release as long as it's before spring break in mid April  ::)

There's so MANY cool things coming that we know of (and surely more and more and more behind what we can clearly imagine we see now)  that I can hardly stand it either way  ;D

I don't think there can be 'too many releases'.  I don't think you are anywhere close to the edge of offering 'too few releases'.

I don't think you could drive our collective desire to see what you have recently made to much of a higher pitch than you already have - then again, I can imagine things that might kick us into a greater longing, so maybe you are about to prove me wrong  :P

Do what you do, Narhiril, and continue to do it with skill and artful tricksyness!
« Last Edit: March 06, 2012, 05:41:54 am by Imp »
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1593 on: March 06, 2012, 05:50:22 am »

Do what you do, Narhiril, and continue to do it with skill and artful tricksyness!

i wholeheartedly agree with the above statement
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1594 on: March 06, 2012, 10:21:20 am »

New versions out - might as well update the game with a compatible release that includes the newer features...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1595 on: March 06, 2012, 02:08:57 pm »

Well it looks like DF has made the decision for me (to be fair, I was leaning this way already).  I'll just be updating everything to 0.34.05, and 0.15f should be up tonight.


Between college and work, my playtime's so limited... for me it almost doesn't matter when you release as long as it's before spring break in mid April  ::)


My spring break is this coming week, so this version might not stay current for long. ;)
« Last Edit: March 06, 2012, 02:10:41 pm by narhiril »
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1596 on: March 06, 2012, 02:30:31 pm »

Between college and work, my playtime's so limited... for me it almost doesn't matter when you release as long as it's before spring break in mid April  ::)


My spring break is this coming week, so this version might not stay current for long. ;)

Completely in character.  We have come to expect such future delights from you, for we are spoiled and beloved!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1597 on: March 06, 2012, 03:34:45 pm »

Up and running.

I'd like to boast that this is one of the most well-tested versions in recent memory, but I know that if I do, some glaringly obvious game-breaking bug will come up and force me to do a revision or two.  So as usual, report any issues you find.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1598 on: March 06, 2012, 04:17:24 pm »

addition of a fair number of miscellaneous other goodies.  *snicker*

Ahh, I've not yet seen you snicker...  I can hardly contain my eager dread for this future forthcoming release some day!
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1599 on: March 06, 2012, 05:47:47 pm »

Hrm. As I just found out, shale walls and floors are the exact same tile. This makes my shale fortress really difficult to see.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1600 on: March 06, 2012, 06:22:34 pm »

Since I won't really be playing much until DT is updated, I might as well offer a little more insight into the direction LFR will be going in the coming months.


A lot of you guys have been asking me about lacerators, so I guess I'll bite and give up a little more information about them.

Tier three of the ritual tree is going to have seven temples - six devoted to the elemental Old Gods (Kerox and Lemox share a temple) and one devoted equally to the primary Old Gods, from which tier four will build.  I had planned to do the "Temple of Origins" last, as it was both the most complex and the most integral to future advancements, which means that you may not see Pel, Kogut, Voruk, Visthel, or Armok's units for a little while. 

I'm not doing this to torment you guys, I'm just very committed to doing this right the first time.  Armok being the primarch of the Old Gods, I want his units to be the crown jewel of tier three of the ritual tree.  I want to attempt to tackle lacerators only after I have created and balanced all of the units beneath them. That being said, I have a boatload of ideas for their abilities - by far the least exciting of which is steel skin.  Rest assured, you will not be disappointed to see them after wading through the rest of the ritual tree.  I have more tools and ideas for creating their abilities now than ever before, and I may yet have more by the time they come around. 

As for hands of Armok, I probably should not have even brought those up, as they're planned to be Armok's tier four ritual units, which is WAAAAAY down the road.  I have an extremely sick idea for what I'm going to do for them, but I don't want to share it until I can be sure that it will work properly.

--

In the more immediate future, the next development mini-arc will be focused on the "Temple of the Twins," Kerox and Lemox, earth and air goddesses, and then the "Temple of the Orphan," dedicated to Bartoth, the god of lightning and unbound energy. 

Units of Kerox will be able to manipulate the earth beneath themselves and their enemies.  While they will have a rock-based projectile attack for good measure, expect them to function less like soldiers and more like a crowd control unit - not accumulating large numbers of kills on their own, but making a noticeable difference in combat efficiency of your forces.  "Earth bind" will slow a large number of enemy units down by a fair amount, while "mark for burial" will make a single enemy almost entirely immobile.  "Stone skin" will increase the toughness of nearby allies.

Lemox' units will focus almost entirely on buffing allies to compliment Kerox' units.  "Tailwind" will boost the speed of nearby dwarves, while "headwind" will slow a single enemy.  Units of Lemox will also be able to augment the agility of allies, and will be legendary dodgers and talented archers.  They will also receive a ranged ability that can be fired from extreme range (though it won't be as powerful or as frequent as wavebreaker ice spells).

Bartoth's "tempests" are going to be a bit different in flavor, but more on them later.  ;)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1601 on: March 06, 2012, 06:27:22 pm »

Hrm. As I just found out, shale walls and floors are the exact same tile. This makes my shale fortress really difficult to see.

That's something from Ironhand's raws, so I'll make a note to mention it over there. 

In the meantime, if you want a fix, pull up inorganic_stone_layer...

[INORGANIC:SHALE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:shale][DISPLAY_COLOR:0:0:1][TILE:130]  <- change this number to 131
[SEDIMENTARY][SEDIMENTARY_OCEAN_SHALLOW]
[IS_STONE]

... No new world is required for this change.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1602 on: March 07, 2012, 01:20:44 am »

Oooh, I wonder what these new units will be called. Imp! Do your thing with the creativity! :D

By the way, I just remembered that shields, whether made of Visthel soap or not, can't be penetrated, and the material is only modifying the amount of damage the shield bash does. Silly me.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1603 on: March 07, 2012, 01:51:46 am »

Quote
"Tailwind" will boost the speed of nearby dwarves, while "headwind" will slow a single enemy.

If you find a way to make them stop spamming "headwind" constantly, even at the same targets, and stop them spamming "tailwind" constantly on your dwarves, even the already boosted ones, please leave me a PM. You know about the problem with healers I have, and they were just a little test. Best of luck and skill with your interactions.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1604 on: March 07, 2012, 02:53:54 am »

Oooh, I wonder what these new units will be called. Imp! Do your thing with the creativity! :D

Aww, thanks!  I am not so sure that these units are still unnamed, and for that matter, I wouldn't even be adverse to 'units of Kerox/Lemox' if that were chosen.

Still... maybe a list of possible names isn't out of place?  Here's some free association:

For Those of Kerox:

Spoiler (click to show/hide)

And for Those of Lemox:

Spoiler (click to show/hide)
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
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