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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 403229 times)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1215 on: January 25, 2012, 09:53:52 am »

Bog troll thief one shotted a recruit. Four Nephilim guards jump him a second later and cut him to pieces. Dual goblin ambushes then appear and proceed to get ripped to shreds by the Nephilim. No problem here!

Narhiril, are you still considering the spring propelled dagger-in-weapon idea?

Also, what experimental weapons can and cannot be used? The last time I made that masterful mithril scythe, it went to waste by being too big for dwarves to carry. I'm just wondering what other weapons will be forced to be loaded into a lowly weapon trap instead of cutting swathes through a horde of trolls in the hands of a hadrine and adamantine clad dwarven juggernaut.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1216 on: January 25, 2012, 10:21:01 am »

Bog troll thief one shotted a recruit. Four Nephilim guards jump him a second later and cut him to pieces. Dual goblin ambushes then appear and proceed to get ripped to shreds by the Nephilim. No problem here!

Narhiril, are you still considering the spring propelled dagger-in-weapon idea?

Also, what experimental weapons can and cannot be used? The last time I made that masterful mithril scythe, it went to waste by being too big for dwarves to carry. I'm just wondering what other weapons will be forced to be loaded into a lowly weapon trap instead of cutting swathes through a horde of trolls in the hands of a hadrine and adamantine clad dwarven juggernaut.

I went ahead and checked, and all of them can be used except for the scythe, which needs an enormous dwarf to wield.  I'm going to lower that value for the new release, as I don't really recall what purpose I had in mind when I did that for the scythe.  It's being lowered to 45000.  If you want to use the masterwork one you made, you can probably dfworldtinker it without much trouble.

"Sidearms," as I like to call them, are something I have not quite worked through the logistics of.  It will probably involve me putting a ranged, maxvel, and shoot_force token onto every single melee weapon in the game, then allowing you to unlock throwing knives or spring-loaded projectiles for use with any weapon.  I'll need to test that to make sure it works right, but I think it should.  I'm not going to force it into 0.15a, as it would delay an otherwise very soon release, but I wouldn't rule it out for 0.15b or 0.15c.

Actually, that gave me a curious idea.  Can you give a weapon multiple ranged tokens to allow it to use multiple classes of ammunition?  If so, I think that will be another thing worth dropping into the tech tree in the future.

trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1217 on: January 25, 2012, 03:34:59 pm »

Actually, that gave me a curious idea.  Can you give a weapon multiple ranged tokens to allow it to use multiple classes of ammunition?  If so, I think that will be another thing worth dropping into the tech tree in the future.

I assume you mean ranged token as in [RANGED:CROSSBOW:BOLT] for weapons / [CLASS:BOLT] for ammo? I recall hearing someone in the modding workshop a while ago say that a weapon can have up to three different ones before acting strangely.

Nothing will go wrong if you give more than one kind of ammunition the same class, though, and that's probably a much easier way to implement it.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1218 on: January 25, 2012, 06:22:23 pm »

Actually, that gave me a curious idea.  Can you give a weapon multiple ranged tokens to allow it to use multiple classes of ammunition?  If so, I think that will be another thing worth dropping into the tech tree in the future.

I assume you mean ranged token as in [RANGED:CROSSBOW:BOLT] for weapons / [CLASS:BOLT] for ammo? I recall hearing someone in the modding workshop a while ago say that a weapon can have up to three different ones before acting strangely.

Nothing will go wrong if you give more than one kind of ammunition the same class, though, and that's probably a much easier way to implement it.

What I meant was giving a ranged weapon the ability to fire both bolts AND arrows...  Thanks for the tip, though, I'll be testing it out.

Teach

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1219 on: January 25, 2012, 11:27:54 pm »

We definitely need some custom vampire hunting gear to use in adv. mode in the next release. (Even if it's just javelin throwers)  :D

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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1220 on: January 27, 2012, 10:33:13 am »

Spoiler (click to show/hide)
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1221 on: January 27, 2012, 01:34:28 pm »

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1222 on: January 27, 2012, 10:38:22 pm »

Would the wheelbarrows in the machine shop be able to load corpses and bodyparts? Because that would be useful to quickly clear an area of dead bodies and such.
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1223 on: January 29, 2012, 08:19:39 am »

Lustrum, I find, is a rather... limited material. On description they are some sort of great fuel, but practical terms you never get that many lustrum in your forts as the veins are just not enough to provide a decent amount in the long term, even if you do bother yourself to mine the veins of this limited and rarely used material.

I'm pretty sure corpses and body parts cannot be included in reactions like these? Like how autopsy was supposed to use actual corpses but was scrapped cuz that's not possible.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1224 on: January 29, 2012, 02:54:45 pm »

Would the wheelbarrows in the machine shop be able to load corpses and bodyparts? Because that would be useful to quickly clear an area of dead bodies and such.

I'm anticipating problems here because of how the game handles corpse materials.  The wheelbarrow reactions work by destroying the item and then creating an identical copy inside of the wheelbarrow.  I doubt the game would let me create corpse pieces from a reaction - this has caused crashes before when I tried it.

Lustrum, I find, is a rather... limited material. On description they are some sort of great fuel, but practical terms you never get that many lustrum in your forts as the veins are just not enough to provide a decent amount in the long term, even if you do bother yourself to mine the veins of this limited and rarely used material.


In case you haven't tried out the test version, lustrum plays a larger role in tier three tech advances as a power source for some of the new devices.   I don't know about you, but I find lustrum extremely useful - without any magma, a single vein of lustrum provides literally hundreds of refined coal.  I had a fort that was able to deck out an entire army in damascus steel using the lustrum veins found in the caverns, which was actually a lot easier than pumping magma all the way up to the forges.

Are you playing with recommended mineral distribution settings?  That makes a BIG difference.


Also, for anyone who is curious, LFR will be incorporating this in the next release.
« Last Edit: January 30, 2012, 02:16:30 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1225 on: January 30, 2012, 07:03:19 am »

Will the executive be on a separate download? Cuz I play, sadly, on a Mac.

Just a thought, but do you think Nephilim soldiers will look less like barbie dolls if they wear roman styled helmets in their art?
« Last Edit: January 30, 2012, 07:07:20 am by Pan »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1226 on: January 30, 2012, 10:06:39 am »

Will the executive be on a separate download? Cuz I play, sadly, on a Mac.

Just a thought, but do you think Nephilim soldiers will look less like barbie dolls if they wear roman styled helmets in their art?

The new .exe will only affect the pre-installed version, which is also the SDL version.  I'm honestly unfamiliar with DF on Macs, so if this is causing any problems that I'm not thinking of, please let me know.

... And yeah, I can do that.  I can't promise they'll be good, but I'll do it.  They need some more graphics if they're ever going to be playable, anyway.
« Last Edit: January 30, 2012, 11:29:47 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1227 on: January 30, 2012, 10:45:58 am »

I had a fort that was able to deck out an entire army in damascus steel using the lustrum veins found in the caverns, which was actually a lot easier than pumping magma all the way up to the forges.

 Hmm, although really, a stairwell into the depths and making magma forges above the magma sea is pretty easy and can be set up in the first year.

 So I hear the next version is up tomorrow or sometime after that?  What's the list of changes here? :D
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1228 on: January 30, 2012, 11:21:43 am »

I had a fort that was able to deck out an entire army in damascus steel using the lustrum veins found in the caverns, which was actually a lot easier than pumping magma all the way up to the forges.

 Hmm, although really, a stairwell into the depths and making magma forges above the magma sea is pretty easy and can be set up in the first year.

 So I hear the next version is up tomorrow or sometime after that?  What's the list of changes here? :D

Tomorrow or possibly Wednesday, I'm not sure how much work I'll have for school (I'll know later today).

Ah, the list of changes...  I thought you'd never ask.  ;)

This is one of the biggest updates LFR has gotten in a long time, so I'm going to embellish it and proclaim its glory to the fullest.  Bear with me.



THE CHANGELOG - V0.15A


MINOR CHANGES AND BALANCE TWEAKS


-Fixed a typo in the description for megalania. 
-Added a new easter egg creature (this thing is vicious, just warning you guys, but you'll have to go a bit out of the way to find it). 
-Fixed an issue with incubi that was causing them to be much rarer than intended. 
-Fixed a bug related to vines of xanadu returning a bugged (null) mill product
-Vines of xanadu will now produce "heavenly seasoning" when milled, which carries a material value of 20. 
-Nephilim will now use heraldic shields in addition to their previous two types (this change is mostly cosmetic). 
-Added the ability to craft hadrine reactive shields (same prerequisites as other hadrine pieces). 
-Alchemical experiments now have a small (5%) chance of producing a lustrum rock. 
-Added savant castes for glassmakers. 
-Zinger anatomy has been vastly simplified. 
-Added corrosive zingers. 
-Meowkin adult size has been slightly increased.
-Removed a redundant extra "document efficient casting procedure" reaction. 
-A certain type of pigeon is now substantially less common, and will use a unique graphic. 
-Stock whips have been beaten with the nerf bat of justice and will no longer offer ridiculous armor penetration, which didn't make any sense anyway. 
-The trash compactor can now be used to remove slabs of accreditation - unlike documentation, this reaction uses no skill and creates no product, it is purely for disposal of unwanted slabs once things are unlocked. 
-Creatures have had their background colors removed, which should make the unit screen a bit easier to look at. 
-Plants in ASCII version have had background colors removed. 
-Minerals and metals in ASCII version have had their background colors removed. 
-Artwork for the experimental materials workshop, shrine of nature, shrine of victory, shrine of prosperity, mechanical obstacle course, medical training dummy, and weapons concept labs has been revised. 
-Nephilim will no longer send caravans or diplomats during the spring. 



DOCUMENTATION CHANGES


-Added a good amount of documentation for the tech and ritual trees, found in the lfr manual and lore folder.
-The tech tree and ritual tree now have their own dedicated manuals and/or reference sheets.
-Tier three of the tech tree has a guide on how to fully utilize the new features.  Speak of the devil...



MAJOR ADDITIONS


-Tier three of the tech tree has been implemented.  The full changelog for this is so enormous that it would fill most of the screen, so I'll try to paraphrase.

-Added buildings: the advanced alchemy lab, the prototype workbench, the scientific library, the exotic cheesery.
-Weapons upgrades - the dwarves can perform research at the advanced alchemy lab to unlock upgrades to the crossbow and a new weapon entirely.
-Weapon upgrades can create formidable hybrid weapons, which are capable of great power in both ranged and melee combat.
-The magnetic dart launcher can be researched, unlocked, and then upgraded alongside the crossbow.
-Ammo for the magnetic dart launcher can be manufactured from certain metals in stacks of 60.
-Advanced alchemy experiments - the bigger, meaner cousin of the alchemical experiments of old.  New risks, new rewards.
-Advanced transmutation experiments, to much more reliably grant access to rare plants.
-Added the ability to manufacture a potent knockout gas from voracious maws at the advanced alchemy lab.
-New methods for creating cheese.
-In case you missed any tier two advances on the way to tier three, the scientific library can unlock them for you.
-New easter eggs.

--


That's the gist of it.  This version has been more heavily tested than most previous numerical upgrades, so I expect it to work and work well.  At least, it better.  I've been play testing it for a week or so now, only needing a few minor tweaks here and there (like advanced alchemical experiments, which I gutted and re-wrote about 5 times).
« Last Edit: January 30, 2012, 11:54:56 am by narhiril »
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1229 on: January 30, 2012, 11:40:55 am »

Ah, been waiting for the new version to be "official".  Does it include that patched .exe you made?
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