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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 406075 times)

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2745 on: November 05, 2012, 11:10:57 am »

Marksdwarf killed a cavedragon with wood bolts. One shotted the wing and it passed out. Bolts are overpowered.

Anyone else seen a crystal dragon, yet? Or a cannon beetle? Interesting creatures I have never seen before :(
No, but I can tell you that the war carbuncles are freakin' dangerous.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2746 on: November 05, 2012, 11:32:38 am »

Waitwaitwait - war carbuncles? Large, inflamed, pus-filled skin leasions? Trained to do war on people? Now that sounds rather horrifying.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2747 on: November 05, 2012, 12:06:59 pm »

Those rabbit things. I might've spelled it wrong :P

EDIT:

What exactly does alchemical remedy do? And that special cheese? If I'm reading this right,
Spoiler (click to show/hide)
Is that right? If so, it's just a silly joke thing, right?

The blessed warrior's descriptions seems a little misleading since none of them actually have stat modifiers/increased learning rates (and the natural skills only apply to newborn children).
« Last Edit: November 05, 2012, 06:42:17 pm by katana »
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2748 on: November 05, 2012, 10:30:29 pm »

the remedy and cheeses (there's two kinds of them) don't turn dwarves into them, they're just a new soap and new cheeses that you can make with the proper items involved. i *think* the remedy is supposed to help with burns or the like, that come from various accidents at the alchemist's shop. cheeses are just cheeses, but need a specific building that requires a rare component. and they're made without animal products, which is always fun
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2749 on: November 06, 2012, 03:44:17 pm »

I spent today getting the documentation up to speed.  The only things left to do are the finishing of the temples of light and shadows (nailing down their construction components only, their graphics are done) and graphics for two more creatures.  This may not be as thoroughly tested as I would like, but I should have something to release by this weekend, and hopefully it won't be a buggy piece of crap.

Following this coming release, I'll be using 0.19b to fix any issues, and probably a few subsequent releases to include the constructs and other components that were planned for this update, but pushed back so that I could get this out by this weekend.

Not to look too far forward, but this will mean that tier 3 of the ritual tree is finally done.  Which is a good thing, because I've been itching to start on tier 4 for months now.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2750 on: November 06, 2012, 03:47:13 pm »

I am so happy this mod continues to 'live'.  Thank you so very much for continuing to work on it!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2751 on: November 06, 2012, 03:53:13 pm »

I am so happy this mod continues to 'live'.  Thank you so very much for continuing to work on it!

I really appreciate that.  :D

This mod is meant to capture the spirit of Dwarf Fortress - never finished, but stubbornly refuses to die, time and time again.

I want to assure everyone who has continued to support this little project that I have not forgotten you, and that I promised in the earliest days of this mod that it would continue until otherwise stated.  I have not "otherwise stated" - nor do I plan to.

Deon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2752 on: November 07, 2012, 08:54:02 am »

It's not a problem with wood bolts per se. Megabeasts and large creatures should get NOPAIN or special tissues with reduced pain receptors. Just an advice.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2753 on: November 07, 2012, 10:49:23 am »

It's not a problem with wood bolts per se. Megabeasts and large creatures should get NOPAIN or special tissues with reduced pain receptors. Just an advice.

The problem with that is that they're still (near) immobile if you shoot all their legs. So unless your beasts are spiders or centipedes, one or two marksdwarves will stop them in their tracks.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Deon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2754 on: November 07, 2012, 10:53:07 am »

Custom materials help that :).
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2755 on: November 07, 2012, 12:34:45 pm »

Custom materials help that :).

Sometimes, except when they don't.  I've covered a number of creatures in custom materials, from iron to steel and beyond, and many of them still see wooden bolt killshots to the head.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2756 on: November 07, 2012, 01:44:53 pm »

This will fix our deadly wooden bolt issue. Community fixed archery balance :)
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2757 on: November 07, 2012, 02:21:17 pm »

BUG-
Spoiler (click to show/hide)
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2758 on: November 08, 2012, 08:04:40 pm »

BUG-
Spoiler (click to show/hide)

Having trouble reproducing this one.  They're working fine in my arena.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2759 on: November 08, 2012, 08:24:10 pm »

After re-examining it, it appeared to have been caught in a web.

... For a really long time. Like, a month.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)
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