Hey narhiril
I'm all for Voidwalker spells as long as you promise that none of them will be fire based. Maybe some skin melting miasma or something like that I can't really imagine them as traditional wizards. Also, I'm testing forts in evil biomes and I've noticed dwarves don't react to the evil rain. I'm not sure if it's my poor luck or perhaps some tags that are preventing the dwarves from being affected. As for the ethereal force multiplier I'm not sure if we'll notice it cause my Militia commander was already cutting through voidwalkers like butter. Maybe buff the CCS (weapon from the Wealth reaction). It was severing limbs quite nicely but also getting deflected by clothes. Do sieges draw from historical figures now? If so voidwalkers should be properly deadly. Off to test the new version now.
Hahaha... hahahaha... HAHAHAHAHAHA.
You're going to wish I had just given them fire.
As for the weapons from the early reactions (CCS, bloodforged club, etc) - these will be upgraded in tiers three and four of the ritual tree. Stay tuned for that. xD
I saw the post about poision-covered blowdarts in this thread, but somehow never got an answer... how did you do that ?
Do you want the short answer or the long answer?
Don't give me too much credit - both the short and the long answer are "I haven't a damned clue how that happened." Even had a dwarf migrate in one time with some honey bee venom-covered blowdarts. No idea why, but I haven't ever seen it happen with any other type of ammo.
-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?
For the lizardmen, spitting venom, for starters. I'll be giving that a pretty long cooldown though.
The shedim are nowhere near done, though - I don't even have the templates done for their body parts yet. They're a lot more intricate than any other creature I have done thus far.