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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 403354 times)

astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1380 on: February 18, 2012, 02:31:34 pm »

so, perusing legends in my (finally) first fort for the new df i noticed a lot of interesting things:

first, one of my 450 artifacts made in worldgen was a book made out of sentinel core. that's pretty impressive.

second, there are a *lot* of meowkin necromancers. nothing wrong with that, just interesting. and a fair number of lizardman necros, too

nephilim and hobgoblins (a modded race, stronger, slightly more likeable, and more organized than goblins...with steel) keep moving into each other's cities. a lot of the neph are kidnapped and grow up in the hobgoblin cities (they're babysnatchers) but some seem to move in as adults. and no real explanation for why the hobbos move in with the neph...and are allowed. but i kinda like that

most interestingly, one of my world's early dwarven kings was an emberlight warrior (born to a necromancer, interestingly enough). sadly, he was only king for one year before being killed by the demon that wrote the sentinel core book (and at least 30 other books...)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1381 on: February 18, 2012, 02:59:20 pm »

Just as a general announcement, I am indeed aware of the new release and I am working to get LFR up to speed with it.

This release won't see a whole lot of changes - mostly revised entity files to accommodation the new decoration tokens (that I had erroneously left out of the last release), a force multiplier for ethereal weapons against certain targets, and revised LFR language files for the new words in the dictionary. 

I would be up to that today, but it happens to be my significant other's birthday, so it's going to have to wait - sorry, I'm making an executive decision.

In the mean time, check out Meph's golem forge for some idea of where the fourth tier of LFR's tech tree will soon be heading.  I'll be revising the poll shortly to see whether people would prefer tier four tech or tier three ritual first.  The tech tree (t4) will focus on upgraded armor and mechanical constructs.  The ritual tree (t3) will focus on servants and blessings of the elemental Old Gods.

Oh yeah, and the shedim might be making a comeback pretty soon.  Just a heads up so you can ready the defenses.
« Last Edit: February 18, 2012, 03:11:23 pm by narhiril »
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73

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1382 on: February 18, 2012, 04:23:39 pm »

Well, the new release has brought me back to DF after a long break, and I have to say that I'm really enjoying playing it with LFR. There's just so much to do; the constant progression forwards is sweet.

However, I'm a bit confused on this one minor point:

Spoiler (click to show/hide)

That's a room filled with 30+ dwarven children (most of them on top of each other) that I've flooded with magma. The lowest tile is 5/7, with some already filled, and it's been filling for a while.

(For the record, my justification for trying to burn all these kids is that in a fortress of 65 dwarves or so, more than half are children. Damn migrants...)

Anyway, as you might have noticed, they're... not dead. In fact, they're not even hurt, aside from a few who are drowning in magma since their tiles filled.

The magma destroyed their clothes, although said clothing didn't catch fire. But now they're just naked and swimming in it, and have been for quite some time (since the room filled slowly).

This is a completely unmodified version of 15.b, still using 34.01. Really, completely unmodified - I've changed absolutely nothing from the download, including the init files - and yes, temperature is on.

Anyway, I've got no idea if this is due to the new DF version itself or LFR, but I thought I'd post it here, since I hadn't seen any threads for vanilla DF with nonmeltable children.
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1383 on: February 18, 2012, 04:29:04 pm »

Check your init file to verify that temperature is on.
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trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1384 on: February 18, 2012, 04:45:20 pm »

I just checked and emberlight warriors have [FIREIMMUNE_SUPER] and I think I remember reading that that's a caste-level token. Possible workaround, used in the dragon's raws (I know that caste-level materials work):

Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
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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.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1385 on: February 18, 2012, 08:45:45 pm »

Well, the new release has brought me back to DF after a long break, and I have to say that I'm really enjoying playing it with LFR. There's just so much to do; the constant progression forwards is sweet.

However, I'm a bit confused on this one minor point:

Spoiler (click to show/hide)

That's a room filled with 30+ dwarven children (most of them on top of each other) that I've flooded with magma. The lowest tile is 5/7, with some already filled, and it's been filling for a while.

(For the record, my justification for trying to burn all these kids is that in a fortress of 65 dwarves or so, more than half are children. Damn migrants...)

Anyway, as you might have noticed, they're... not dead. In fact, they're not even hurt, aside from a few who are drowning in magma since their tiles filled.

The magma destroyed their clothes, although said clothing didn't catch fire. But now they're just naked and swimming in it, and have been for quite some time (since the room filled slowly).

This is a completely unmodified version of 15.b, still using 34.01. Really, completely unmodified - I've changed absolutely nothing from the download, including the init files - and yes, temperature is on.

Anyway, I've got no idea if this is due to the new DF version itself or LFR, but I thought I'd post it here, since I hadn't seen any threads for vanilla DF with nonmeltable children.

 I applaud you of this, good sir, and is greatly saddened to see that the children are not harmed. Guess they'll just have to drown instead.
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Alkhemia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1386 on: February 18, 2012, 11:15:50 pm »

I just checked and emberlight warriors have [FIREIMMUNE_SUPER] and I think I remember reading that that's a caste-level token. Possible workaround, used in the dragon's raws (I know that caste-level materials work):

Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
Ah that why none of my dwarf burned to death in that fire [FIREIMMUNE_SUPER] go on the whole creature not just the caste
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1387 on: February 19, 2012, 06:52:02 am »

cant wait to start a new fort when 34.02 version of LFR is out!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1388 on: February 19, 2012, 01:31:23 pm »

I just checked and emberlight warriors have [FIREIMMUNE_SUPER] and I think I remember reading that that's a caste-level token. Possible workaround, used in the dragon's raws (I know that caste-level materials work):

Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
Ah that why none of my dwarf burned to death in that fire [FIREIMMUNE_SUPER] go on the whole creature not just the caste

Squashing that bug now.  Expect a 0.34.02-compatible release today.


----

A few hints about upcoming features planned for LFR v0.15d...


TECH TREE

-Mechanical constructs that function as war creatures.
-Armor upgrades.
-A new, special type of alcohol with empowering properties.
-Throwing weapons, which can be used with any one-handed weapon.
   -Upgraded throwing weapon ammunition.




RITUAL TREE

-Temples to the other elemental Old Gods
   -Spells and units associated with these gods.
-More powerful, unique weapons.


CIVILIZATIONS

-Voidwalker spell casters
-Voidwalker material weakness to ethereal weapons (done and ready for 0.15c)
-Fully functional Shedim race, enemy of all.
   -Shedim spell casters
   -Shedim caste variations
-Nephal "seraphim" elite units.
-Lizardman poisons.



OTHER

-New secrets to discover.
-New easter eggs.  Duh.

« Last Edit: February 19, 2012, 02:07:20 pm by narhiril »
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1389 on: February 19, 2012, 03:14:34 pm »

finally saw my first nephilim and voidwalker necromancers in my second world's legends mode. my first nephilim necromancer actually taught necromancy to a voidwalker. and learned it from a lizardman

and a whole lot more emberlight warriors showing up in legends, too. 'a whole lot' meaning i've seen about a dozen mentioned in 250 years of history. most seem to become leaders of some sort for a year or three before stepping down. i've seen them as kings/queens, generals, and the priestly equivalent that has many different names. a few will get killed randomly by vampires, too. they're still set to pop: 0, so apparently legends ignores that or occasionally decides someone's done the ritual. (also, i love that emberlight warriors get a natural cooking skill)

anyway, back to the nephilim. i started noticing some really unexpected actions from a handful...sometimes, those that become scouts decide that's the perfect time to torture and kill other beings they encounter. and they surprised me with the variety of ways they'd do it. one had decapitated or disemboweled some humans, as well as setting others on fire or burying them alive. rather twisted, which made me peek at their ethics...which again was a surprise. you secretly made them the inquisition...which makes perfect sense with their story, now that i think of it
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1390 on: February 19, 2012, 03:19:40 pm »

finally saw my first nephilim and voidwalker necromancers in my second world's legends mode. my first nephilim necromancer actually taught necromancy to a voidwalker. and learned it from a lizardman

and a whole lot more emberlight warriors showing up in legends, too. 'a whole lot' meaning i've seen about a dozen mentioned in 250 years of history. most seem to become leaders of some sort for a year or three before stepping down. i've seen them as kings/queens, generals, and the priestly equivalent that has many different names. a few will get killed randomly by vampires, too. they're still set to pop: 0, so apparently legends ignores that or occasionally decides someone's done the ritual. (also, i love that emberlight warriors get a natural cooking skill)

anyway, back to the nephilim. i started noticing some really unexpected actions from a handful...sometimes, those that become scouts decide that's the perfect time to torture and kill other beings they encounter. and they surprised me with the variety of ways they'd do it. one had decapitated or disemboweled some humans, as well as setting others on fire or burying them alive. rather twisted, which made me peek at their ethics...which again was a surprise. you secretly made them the inquisition...which makes perfect sense with their story, now that i think of it

That was intended.  They look like angels, but they're a bit overzealous.

The release is waiting on me finishing up the language files.  I was able to make up some new words to fit the shedim, moroii, voidwalker, and lizardman languages, and I was able to kludge and Google my way through the Latin one for the nephilim (I took four years of Latin, so that helped a bit), but the French one is the one that is taking the longest.  I'm working on that now.

Hopefully I'll have a release up (complete with a new SC) in the next few hours.  I just need to finish the language files and make undead graphics for the rest of the civilized races in LFR to open up some new fun and pave the way for the shedim.  This shouldn't take long, I already have the graphics, I just need to take a few, feed them through a filter, and do some re-coloring.
« Last Edit: February 19, 2012, 03:23:12 pm by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1391 on: February 19, 2012, 05:13:20 pm »

Giving this a kick for a new release for 0.34.02.  Also taking a moment to update the poll...


EDIT: Ok, here we go.  New poll is up...  I know it isn't nearly as large as the last one, but it's an important question for the next development arc.

Also, it seems we have a winner from the last poll...  A shocking 39.4% of you complained about the author of LFR not posting pictures of her boobies.  So without any further distractions...

Spoiler: Boobies. (click to show/hide)

... So what do you guys think?  Personally, I'm a little bit insecure about them.  The one on the left seems to be both a little bigger and a little perkier.  At least they seem to both be pointing in the right direction.  I mean, it could be worse - I HATE when the boobies decide to take off in different directions.

« Last Edit: February 19, 2012, 05:20:15 pm by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1392 on: February 19, 2012, 05:28:44 pm »

Very predictable picture, bit still a classic. ;) (sry, for offtopic, but had to be said)
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Roses

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1393 on: February 19, 2012, 05:32:33 pm »

Whenever I see pictures of boobies i always wonder how nature could make something that color...
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trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15b
« Reply #1394 on: February 19, 2012, 05:39:46 pm »

-Fully functional Shedim race, enemy of all.

Very excited for this!

-Lizardman poisons.

What will this include? Do you mean along the lines of venomous bites, or have you made progress in getting them to coat their weapons with poison?
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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.
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