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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 405315 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3435 on: November 23, 2013, 06:59:54 pm »

I think at this point, I'm just going to package what I've got and hope that the underground stuff works.  Expect something new in the next few days.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3436 on: November 23, 2013, 07:06:24 pm »

The force event script does not work on layer linked (or thieving) civs, so you cant test it that way, but they should show up in legends. Have you checked legends viewer for the grum?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3437 on: November 23, 2013, 07:18:35 pm »

The force event script does not work on layer linked (or thieving) civs, so you cant test it that way, but they should show up in legends. Have you checked legends viewer for the grum?

They do show up in legends.  I just have never actually seen them show up in fortress mode.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3438 on: November 29, 2013, 11:53:58 am »

Hoping everyone had a very happy Thanksgiving! 

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3439 on: December 02, 2013, 11:15:14 am »

I'll have a release ready to go later today.  The last thing I'm doing is reworking the deep wolf graphics (because the current ones suck and they bother me).  PREPARE YOURSELVES!

Here's the old graphic, blown up.  Looks... recognizable, at least, but when zoomed out, it looks very lanky and very awkwardly posed.  This was one of the first graphics I did, so I guess that's to be expected.



Here's the new one.  Smaller, more in tune with the creature size, and with a better pose and proportions.  I also did a child graphic, so those deep wolf pups will actually be distinguishable now.  Background is transparent in game.


As we somehow managed to have a four-way tie for the poll, I guess I've got four projects to work on next.  :D
« Last Edit: December 02, 2013, 11:49:10 am by narhiril »
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3440 on: December 02, 2013, 01:58:07 pm »

Egads, or will you be combining them?  A mythical, technological, secretive plague?   :o

A secret plague of mythical technology?  :-X

Plaguing secrets about technological myths?   ???
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3441 on: December 02, 2013, 02:15:25 pm »

Update is live, here are the short-version patch notes.

Spoiler (click to show/hide)


A secret plague of mythical technology?  :-X


Be careful what you wish for.
« Last Edit: December 02, 2013, 02:22:53 pm by narhiril »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3442 on: December 02, 2013, 08:12:17 pm »

Awesome!  I'm so torn now about whether or not to abandon my current fort...
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3443 on: December 02, 2013, 10:48:38 pm »

Woo, congratulations! :)
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Morhem

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3444 on: December 03, 2013, 10:02:49 am »

I dont know if its fixed already, but shedim sometimes bring animals... fight with them, and leave.

Also:

"Half-eaten Corpse Child has died of old age."

This thing REALLY freaked me out. I think I had a bad dream becouse of it.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3445 on: December 03, 2013, 02:54:48 pm »

I dont know if its fixed already, but shedim sometimes bring animals... fight with them, and leave.

Also:

"Half-eaten Corpse Child has died of old age."

This thing REALLY freaked me out. I think I had a bad dream becouse of it.
That's supposed to happen :P. It's the Shedim Intimidation Combat Effectiveness Tactic (They get a buff from eating something on the field.), though sometimes they decide not to spoil the intimidating effect of devouring things outside your base by actually attacking.

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3446 on: December 08, 2013, 02:03:34 pm »

Possible bug with the new release:  the game crashes every time I try to export map/gen info from legends.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3447 on: December 08, 2013, 02:07:10 pm »

The new update is too great for your computer to fully comprehend. You must see it through the fog of play to prevent your going blind with the unlimited secrets.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3448 on: December 08, 2013, 07:02:05 pm »

Possible bug with the new release:  the game crashes every time I try to export map/gen info from legends.

This is not something I've been able to replicate.  If you don't mind, could you upload one of the worlds that is doing this so I may take a look?

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3449 on: December 08, 2013, 07:04:10 pm »

Likely to be an issue with a DFHack plugin (E.G workflow) that uses hist figures to store persistent info specific to worlds.
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