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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 403337 times)

simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1350 on: February 13, 2012, 06:00:39 pm »

can you make a god of brain death
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1351 on: February 14, 2012, 02:46:52 am »

Each elemental god will be getting a temple (roughly 10x10 or so) for tier three of the ritual tree.  Each of the major old gods will be getting a special workshop in tier four, which is even bigger.  That building is the tier four "Cathedral of Visthel."  I have not yet completed the other ones yet, but expect them to be of comparable size.

Temples will allow your dwarves to perform rituals to transfigure themselves into new units (I have not yet worked out the logistics of this - it will either be a change in caste or a new creature entirely).  These reactions will have some pretty awesome effects (and, potentially, consequences), giving you access to things like fire-breathing dwarven "emberlight warriors of Zalkor," or a curse in the form of transfiguration into a monstrous, hostile creature.

Tier four buildings, which I am calling "cathedrals" as an umbrella term, will allow for even grander champions, including an "upgrade" system for these new units - for example, a reaction to turn a dwarf into a "lacerator of Armok," and another, unlockable ritual to transform a lacerator into a fabled "hand of Armok."  Or maybe a really pissed off greater demon, depending on your luck.  ;)

Teach

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1352 on: February 14, 2012, 04:27:08 am »

OH MA GAWD
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Jilladilla

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1353 on: February 14, 2012, 06:36:46 pm »

ritual to transform a lacerator into a fabled "hand of Armok."  Or maybe a really pissed off greater demon, depending on your luck.  ;)


I honestly dont see the problem here, although a "Hand of Armok" sounds a lot more awesome
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1354 on: February 14, 2012, 08:07:46 pm »

Would these creatures be controllable as a normal dwarf?
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1355 on: February 14, 2012, 09:41:45 pm »

Will you be starting work on making this mod work with the new version?
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1356 on: February 14, 2012, 09:47:31 pm »

i'd be surprised if she's not already doing such, simon. nar's been waiting *ages* for this version to come out so she can finish off a lot of stuff she'd been plotting, including some of the aforementioned dwarven transformations/transfigurations/transmogrifcations

as is, stupid 12-hour long workdays keeping me from the shiny, new df 'til this weekend...
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1357 on: February 14, 2012, 09:51:48 pm »

dont fret, it means you prioritize like an adult. im 25 and i dont  :P
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1358 on: February 15, 2012, 04:39:02 am »

Will you be starting work on making this mod work with the new version?

Most of tomorrow will be spent trying to get a version up and running for DF 0.34.01.  Tonight, I tried to spend a little time combing through the raws and just looking at what needs to be updated in the existing version to bring it up to speed - mostly graphics and breath attacks, but language files need a little work too.

Expect either an update tomorrow or some news about one coming later this week.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1359 on: February 15, 2012, 12:06:04 pm »

Ok, taking a look at it today, this isn't nearly as bad as I thought it would be.  A bunch of CE tokens need to have their targets removed (since they no longer take targets, like CE_DIZZINESS), everything needs to have its toes renamed (these were changed, apparently), and all of the breath attacks need a rework, which I had anticipated anyway. 

The language files all need some new words, and I've taken the liberty of restoring the "obscene" words that were removed in this version - with my thanks to CptMayday.  Frankly, Toady can do whatever he wants with making this game family-friendly, but I'm a modder, and if I want my mod to have a goblin named Anusbitch, my mod WILL have a goblin named Anusbitch.  Deal with it.   *flips down sunglasses*

I have been informed that tortoises are a possible upcoming stock creature, so rather than cut my own tortoises and their pathetic little (and adorable, in a way) graphics, LFR's tortoises will be getting renamed to avoid confusion.

I may be able, depending on timing, to get a 0.34.01-compatible release out by tonight.  Since it's as good a time as any, I'll be rolling the completed changes that were slated for 0.15b into this as well.


Spoiler: changelog for 0.15b (click to show/hide)
« Last Edit: February 16, 2012, 01:45:49 am by narhiril »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1360 on: February 15, 2012, 02:26:12 pm »

Just another update...  Managed to get everything running with a blank errorlog, so it looks like I'll have a release ready to go later tonight.  I need to flush out the language files and maybe finish up an easter egg or two, but it's almost ready.

Oh, and watch out for akumas.  They seem to be a lot more dangerous with the new fireball interactions.

SalmonGod

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1361 on: February 15, 2012, 05:49:05 pm »

Eagerly anticipating this after work tonight!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1362 on: February 15, 2012, 05:56:29 pm »

I have to confess, I've been playing around for the last four hours with emberlight warriors, and I've almost got them to a state where I can go ahead and put them in the mod, so I hope you'll all forgive me, but the wait will be worth it.  I just need to tweak them so that they stop melting themselves.  Shouldn't take long.

I can go ahead and make the ritual tree unlock spells now, which is more than I thought I would be able to do, and the floodgates for that haven't even opened yet.  I'm also bringing back pyrophoric zingers.  It's going to be a HELL of an update :D
« Last Edit: February 16, 2012, 01:46:19 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1363 on: February 15, 2012, 06:16:35 pm »

I have to confess, I've been playing around for the last four hours with emberlight warriors, and I've almost got them to a state where I can go ahead and put them in the mod, so I hope you'll all forgive me, but the wait will be worth it.  I just need to tweak them so that they stop melting themselves.  Shouldn't take long.

I can go ahead and make the ritual tree unlock spells now, which is more than I thought I would be able to do, and the floodgatesfor that haven't even opened yet.  I'm also bringing back pyrophoric zingers.  It's going to be a HELL of an update :D

Might as well include in the lacerators and hand of Armok and such in the next update too. Wait will be worth it, I should think.
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Rykan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1364 on: February 15, 2012, 08:06:23 pm »

Eagerly awaiting the release. I've been holding off on actually starting a fort until a good mod has been updated to the new version, and this one looks great.
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