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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 403534 times)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1620 on: March 08, 2012, 02:44:58 pm »


Lizardman spies are masters of disguise and illusions.  On the technical side, it works in a similar way as a vampirism curse, except very heavily modified.  In legends mode, you will periodically see "(some new god) smote (some defiler dwarf), allowing an opportunity for a lizardman spy to take his place."  Technically speaking, it's still a dwarf, but it has "lizardman spy" appended to its name (and then hidden), and it can immigrate to your fortress.  Once there, it will pull levers and empty cages at random (MISCHIEVOUS tag).

In order to counter it, Pel's lesser servants will have an ability called "expose spy" that they will cast if they see a lizardman spy, which turns them into a berserk lizardman, "exposing" their disguise.  Ultimately you'll probably have Pel and Armok's servants lined up screening migrants as they enter your fortress, but a lizardman spy can cause some real damage before you unlock those if you're not paying close attention - which is how the lizardmen are supposed to work, through sabotage and subterfuge.  Admittedly, this is pretty elaborate, and I'll need to test it very thoroughly before I can speak for the end result, but it works well enough in theory to get a saboteur past your outer defenses long before the DF army arc comes around.

There aren't currently any plans for web dwarves, but tempests of Bartoth will be able to cast a wide-area, short-duration paralyze spell that should have a similar effect.  Buffs and debuffs are what I've spent a lot of time recently working on to structure them so that dwarves will only use them when appropriate (which involves a lot of manipulation and testing of target tags).  The end result should be dwarves that will not buff already buffed dwarves, will not debuff already debuffed enemies, and will not heal dwarves that aren't injured*.

*The inner workings of the last bit are so elaborate and unproven that I can't yet promise that they will work.  Meph and I have been developing a way for dwarves to detect each other's injuries.

Imp has enjoyed experiencing shock and awe recently.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1621 on: March 08, 2012, 05:23:29 pm »

Quote
Meph and I have been developing a way for dwarves to detect each other's injuries.

This statement is false. I have done testing which horribly failed, while you offered improvements. You are clearly the developer of that. Btw I had no time yet to test the blood-syndrome idea, but it is slightly faulty, since dwarves get dwarfblood on them all the time without getting injured. Also: It rains dwarf blood.

PS: Immobile tag. well. Everything went better then expected. Thanks for that, smartass :P (they cant move, still be moved by pasturing, and still attack.)
« Last Edit: March 08, 2012, 05:25:01 pm by Meph »
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isitanos

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1622 on: March 08, 2012, 08:11:43 pm »

The mod seems interesting to explore, but I'm kind of put off by stuff like "bioelectric capacitors". I like my medieval fantasy, you see.

Is advanced tech integral to the mod or relatively easy to remove? If it's part of the core I guess I'll just wait until I'm in the mood for a radical change of setting.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1623 on: March 08, 2012, 08:27:57 pm »

The mod seems interesting to explore, but I'm kind of put off by stuff like "bioelectric capacitors". I like my medieval fantasy, you see.

Is advanced tech integral to the mod or relatively easy to remove? If it's part of the core I guess I'll just wait until I'm in the mood for a radical change of setting.

The tech tree is completely optional.  You don't have to use anything you don't like - none of the features of vanilla Dwarf Fortress have been adjusted at all with respect to the tech tree.  Though, to be honest, the technological advances are relatively holistic and themed around mechanisms, Tesla-style electrical experiments, and alchemical pseudo-science.  It's a lot closer to steampunk than it is to modern, and it fits fairly well, even into a medieval fantasy universe (my opinion, of course, drawing pretty heavily from Warhammer).

Also, your heart contains a bioelectric capacitor.  Just saying.  ;)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1624 on: March 08, 2012, 09:04:47 pm »

Anyone know what skill the crystal growth tank uses? Usually one of my 50 lazy hobo dwarfs hanging around the gold tables (Which are amazingly easy to get on a volcanoes with this mod...) go and do it immediately, but it looks like nobody wants to.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1625 on: March 08, 2012, 09:37:21 pm »

Eh never mind. Found it. Something to do with gems. Who would have guessed.

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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1626 on: March 08, 2012, 09:45:14 pm »

For the healing only injured dwarves: How about a self-only interaction that supplies a syndrome that does nothing, but lasts ~500 frames  and has a syndrome tag that the healing only effects?

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1627 on: March 08, 2012, 10:45:21 pm »

I think the last idea was to give dwarf blood a syndrome that allows to be a healing target. But even uninjured dwarves get covered in it, and it can rain dwarfblood. So it works in a way, just not always. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1628 on: March 08, 2012, 10:55:38 pm »

I am finding it interesting how many babies are becoming wavebreakers when I just set it to auto. Since my AFK people are the first to do the thing, and most likely to have children, when they go to the ceremony they bring their babies. Their babies always appear to transform before the adults do...

But now I have an army of wave breaker babies, so it works out.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1629 on: March 08, 2012, 11:08:37 pm »

hmm... would an emberlight baby still use its firebreath? would definately create !!FUN!! if his/her mom wasnt an emberlight/wavebreaker

ahh the things we can do in DF  :D
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1630 on: March 08, 2012, 11:29:25 pm »

Hm, so all nearby dwarves will be affected? Well, it appears that I can exploit this by cramming a bunch of soldiers into the temples during ceremonies to transform everyone into an emberlight/wavebreaker!
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1631 on: March 08, 2012, 11:31:56 pm »

Actually, it only does one at a time. But for some reason, it does the baby first, the adult is completely unaffected. Since I have it on repeat, the parent then continues and makes himself a wave breaker (Better than the other way around, when the kid would drown when mom went for a swim...)
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1632 on: March 08, 2012, 11:39:41 pm »

...But the babies can still use their power. I would post a picture, but I am not sure how to take one.

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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1633 on: March 08, 2012, 11:59:32 pm »

...But the babies can still use their power. I would post a picture, but I am not sure how to take one.

I recommend zscreen for screen captures.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1634 on: March 09, 2012, 12:03:54 am »

Actually, it only does one at a time. But for some reason, it does the baby first, the adult is completely unaffected. Since I have it on repeat, the parent then continues and makes himself a wave breaker (Better than the other way around, when the kid would drown when mom went for a swim...)

So much for mass production of emberlights and wavebreakers then... But at least a potentially big bug is averted, so that's good.
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