Hey, nifty mod there
. Seems to do a pretty good job of adding things that fill a new purpose, and yet at the same time that don't change the game too much. Basically, it gives me a feeling of "ooh, that's cool!", rather than feature bloat.
And, having just lost my first LFR fort, and embarked a second one, here's some stuff that I've noticed.
Didn't I see, somewhere in the changelog, a mention that the "World bearer's shell" should stop showing up in the stone list? Yeah, it's still there (I'm using the raw-only download, ASCII version). Both 0.14c and 0.14d.
Lizardman behavior seems kinda funky... at one point, in the fort I lost, they showed up to ambush/siege and just hung around my river. Never leaving, never going in the main gate (which was OPEN), just sitting there, looking threatening. Seeing as I tend to use stationary defenses (which were far away from the river), and had just had my meager army decimated by voidwalkers, the immobile lizardmen were a significant annoyance
. I think the issue was that I had cut two channels to the river for a water supply and drainage, respectively, and they seemed to really want to go in that way for some reason. The odd thing is, I had two OTHER ways to enter the fort, a waterwheel room and the main entrance, yet the lizardmen chose to hang out next to the entrances blocked off by
closed floodgates. Maybe this is a pathing bug, similar to the nephilim?
What's with all the plants that have bright green/blue/etc. backgrounds in ASCII mode? I don't mind colored foregrounds, but the background - in ASCII mode - is something that should probably be left black. After all, it can be a little disconcerting when I see a bright green square in the middle of a cavern, and spawning next to a blue field (bluebells, I think?) in adventure mode makes me think I'm somewhere coastal
. Is there an easy way to find and change all of those backgrounds back to black? Say, with a search-and-replace on specific files?
Have you thought about adding a way to craft most of the new items in adventurer mode? Say, by giving a modified version of the experimental weapons lab reactions to adventurers, using something similar to the Wanderer's Friend mod? Because LFR is pretty nice as-is, but seems highly oriented towards fortress mode. Adding a way to get the new weapons, without having to detour into fortress mode, would be a nice way to spread the love, methinks. It could also make it so that elves starting in nephilim areas, for instance, don't get totally screwed over by pathing bugs (more on that later). Anyway, if this seems like an interesting idea, I've got more that I could say about good ways to implement it (e.g., don't use stone, to keep the specialness of the new weapons). Heck, I might just implement it myself, if I find time. If so, is the iron experimental weapon reaction a good one to modify?
Nephilim have a nasty pathing bug in adventurer mode, as well. Whenever I go to recruit a nephilim, they wind up flying and... get left behind, somehow. I haven't looked to see exactly WHERE they end up, but I do know that twice now, I've left the fort I recruited them at, fast-traveled with the nephilim flying behind me in some Armok-forsaken location, and I've lost the nephilim allies when I return to local movement. This isn't *too* much of a problem if you start with reasonable weaponry (and tactical know-how from vanilla), but seeing as elves start with a mere wooden spear... yeah, I'm gonna see if I can get Wanderer's Friend to play nice with this mod
. I want me some 1500+ starting speed!
Nephilim soldiers in adventurer mode also seem to never use weaponry, but I think that's already been reported.
Anyway, nifty mod, now I need to see if magma works better on voidwalkers than mechanical traps did
. Although... voidshard is... not magma safe, huh? Well, guess I'll start with marksdwarves, THEN use magma if/when my bolts fail.