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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 403707 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1770 on: March 20, 2012, 08:51:10 pm »

You dont get loyality cascades if they turn berserk. :)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1771 on: March 20, 2012, 08:55:46 pm »

You dont get loyality cascades if they turn berserk. :)

I still don't like the idea of a newborn dwarf poisoning his mother before he can understand coherent speech.  I can't restrict interactions by age, unfortunately.  Which reminds me to throw that into the suggestion thread...


... And I just thought of a way to work around the baby issue.  :D
« Last Edit: March 20, 2012, 09:17:22 pm by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1772 on: March 20, 2012, 09:43:10 pm »

Please, enlighten me, since I have the same maniac babies. ;) Plan to give the interaction a wait time of a few years before the dwarf actually becomes a spy after immigrating/being born ? If this is all to spoilerific, you can leave me a PM :)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1773 on: March 20, 2012, 10:02:56 pm »

Please, enlighten me, since I have the same maniac babies. ;) Plan to give the interaction a wait time of a few years before the dwarf actually becomes a spy after immigrating/being born ? If this is all to spoilerific, you can leave me a PM :)

The problem is that the watchers will identify them years before they become threats.  I feel like that makes it a little bit too easy.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1774 on: March 21, 2012, 10:49:18 am »

I feel like I am forced to acknowledge that if this spy project had a Native American name, it would be "Premise Running Thin." 

I might (read: will) end up gutting the lizardman spy code entirely and re-working it under a new dwarven caste called a "saboteur."  Saboteurs will develop a deep grudge against their own civilization at a young age, and will eventually start to sow chaos in your fortress by poisoning citizens and starting riots (yes, I can do this xD).  Watchers will be able to point them out - that part will remain the same.  How you deal with these guys is totally up to you, but they're going to be fairly uncommon - maybe even a little or a lot more so than vampires, depending on your worldgen settings.  Which reminds me...

Since LFR is getting more reliant on displacing generated interactions and creatures, I will be packaging some custom world generation parameters for use with this mod.  You are free to use these or ignore them completely - LFR will work just fine with the default ones, but these will make the new features a bit easier to find for those who want that.  I've barely cracked the shell on secrets and curses so far, and I'm planning a few new weather effects as well. 

I don't want to give too much away, but in the next release, you might want to try a fortress in an evil biome...  or a good one.  ;)

Also, I'm thinking of names for the new elemental units...  it hit me today.... "stonekin" is pretty good for the earth units, and it's a nice little Guild Wars reference as well.  Just don't expect them to get any overpowered shouts.


Planned abilities for stonekin and zephyrs...

Stonekin (units of Kerox):

"Rock blast" - hurl a stone at the enemy.  Medium cooldown.
"Stone skin" - increase the toughness of nearby allies for a short time.  Medium cooldown.
"Earth bind" - slow a large number of enemies by a moderate amount.  Short cooldown.
"Entomb" - slow a single enemy by a very large amount.  Long cooldown.
"Steadfast" - sharply decrease the effectiveness of metal weapons used against the stonekin for a short time.  Long cooldown.
Natural skills - 6 concentration
Can be healed


Zephyrs (units of Lemox):

"Tailwind" - boost the speed of a nearby ally by a small amount for a medium duration.  Very short cooldown.
"Headwind" - reduce the speed of a nearby enemy by a small amount for a moderate duration.  Short cooldown.
"Sonic boom" - send a blast of air at the target to deal light damage and cause dizziness for a short duration.  Very long range.  Medium cooldown.
"Jet stream" - slightly increase the agility of nearby allies for a medium duration and grant dizziness immunity for a short duration.  Medium cooldown.
Natural skills - 6 dodge, 8 archery, 8 throwing, 5 crossbow, 5 bow, 5 blowgun.
Can be healed*


---

Elemental units will also be getting "upgrade abilities" in tier four.  I've been planning that for some time, but I've neglected to mention it.  Here are some planned upgrades (these will be VERY expensive and a ways down the road)...

Emberlight warrior:

"Zalkor's inferno" - a massive, consuming blast of dragon fire.  Long cooldown.
"Immolate" - causes a target (restricted to common enemies) to literally explode in a burst of intense flames.  Short cooldown.  Must be standing in magma to use.  This one requires some testing.


Wavebreaker:

"Temanat's haze" - blinds enemies in a large area with a massive cloud of dense water vapor.  Medium cooldown.
"Invoke blizzard" - a multiple-round salvo of "invoke hailstorm," firing a burst of ice blasts in rapid succession before a long cooldown.  Yes, this actually works.


Stonekin:

"Ground dasher" - deals severe bleeding and impaired movement to any STANCE body parts of enemies in a small area for a moderate duration.  Medium cooldown.
"Petrify" - turn an enemy (restricted to common enemies) into a stone for a medium duration.  Long cooldown.


Zephyr:

"Invoke hurricane" - a multiple-target version of "sonic boom."  Medium cooldown.
"Second wind" - sharply increase own agility and speed for a short duration.  Medium cooldown.
« Last Edit: March 23, 2012, 06:46:18 pm by narhiril »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1775 on: March 21, 2012, 01:15:47 pm »

I've barely cracked the shell on secrets and curses so far, and I'm planning a few new weather effects as well. 

I don't want to give too much away, but in the next release, you might want to try a fortress in an evil biome...  or a good one.  ;)

I've been playing exclusively in evil biomes since .34 came out and I love them.... except for the damn evil mist/fog!  That stuff is waaaay too powerful.  Is there any way you might be able to tone it down?  Maybe make it so it's less than 100% chance of insta-converting/buffing anything it touches, and doesn't leave a residue so that your dwarves can actually fight whatever it converts without also being converted?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1776 on: March 21, 2012, 02:00:47 pm »

I've barely cracked the shell on secrets and curses so far, and I'm planning a few new weather effects as well. 

I don't want to give too much away, but in the next release, you might want to try a fortress in an evil biome...  or a good one.  ;)

I've been playing exclusively in evil biomes since .34 came out and I love them.... except for the damn evil mist/fog!  That stuff is waaaay too powerful.  Is there any way you might be able to tone it down?  Maybe make it so it's less than 100% chance of insta-converting/buffing anything it touches, and doesn't leave a residue so that your dwarves can actually fight whatever it converts without also being converted?

LFR weather interactions will be both a lot more fun and a lot more interesting than generated ones.  For me, "more fun" goes hand in hand with "less irritating."  I tend to use contaminants very sparingly, so expect weather to bring more dynamics than just syndromes and contaminants.  You'll see dust storms in deserts that reduce visibility, acid rain in evil biomes that eats away at the skin of unprotected creatures, and some other, even more massive surprises.  Voidwalkers will get a buff in dark clouds of evil biomes, while the freezing rain of the tundras will sap the strength of the lizardmen.  You might even get lucky and find some of LFR's newest and most ambitious secrets.  Think something along the lines of meteor storms, resurrection mist, and rips in the fabric of the dimensions.

... But that's all I'm going to say about that.  ^_^
« Last Edit: March 21, 2012, 03:21:29 pm by narhiril »
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1777 on: March 21, 2012, 03:51:32 pm »

...meteor storms?

I pity anyone who tries to build an above ground fortress.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1778 on: March 21, 2012, 03:59:07 pm »

...meteor storms?

I pity anyone who tries to build an above ground fortress.

Yeah, that one needs some testing before I make it an official feature. ^_^

Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1779 on: March 21, 2012, 04:24:21 pm »

Rips in space-time sound Fun. I can't wait to see what that ends up doing.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1780 on: March 21, 2012, 04:28:47 pm »

I like firestorms and blizzards, that use actually hot and cold materials for aboveground fires and frostbites.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1781 on: March 21, 2012, 04:31:07 pm »

I like firestorms and blizzards, that use actually hot and cold materials for aboveground fires and frostbites.

Meteor storms will basically be flaming rocks raining from the sky.  I doubt I can make them actually do damage on impact, but they'll cause all sorts of smoke, dust, fire, and havoc.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1782 on: March 21, 2012, 04:33:58 pm »

It would also be nice to have some weather that would not brutally murder you. Like good rain that does something like raise happiness or heals you? Maybe it would also weaken voidwalkers and empower the angel guys? Or clouds of cotton candy that come and....I don't know... not tear off your skin and turn you into an undead or burn you alive?
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1783 on: March 21, 2012, 04:37:51 pm »

It would also be nice to have some weather that would not brutally murder you. Like good rain that does something like raise happiness or heals you? Maybe it would also weaken voidwalkers and empower the angel guys? Or clouds of cotton candy that come and....I don't know... not tear off your skin and turn you into an undead or burn you alive?

Good clouds that turn dorfs into elfs giant fluffly wamblers?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1784 on: March 21, 2012, 05:06:52 pm »

It would also be nice to have some weather that would not brutally murder you. Like good rain that does something like raise happiness or heals you? Maybe it would also weaken voidwalkers and empower the angel guys? Or clouds of cotton candy that come and....I don't know... not tear off your skin and turn you into an undead or burn you alive?

Here's what I've got actually written and working so far...

Freezing rain is actually beneficial if you're fighting lizardmen, as it slows and weakens them.  Dust storms affect friend and foe alike, impairing vision.  Void mist clouds will weaken everyone except voidwalkers, who gain a slight buff from them instead. 

Dust storms occur in deserts (except for good deserts), freezing rain occurs in tundra and glacier biomes of any alignment, and void mist occurs in evil biomes of all types.


Now...  what I'm currently working with.  Meteor storms will be exclusive to terrifying biomes and will rain smoke, fire, and dust.  Resurrection mist will only occur very rarely in joyous biomes, and will bring both friend and foe back to life (I need to test and balance this one).  There are also a few other, more unusual effects related to lore and other races, but I'm not going to reveal any more about those right now. ;)

Finally, there will be a very unusual effect that only occurs in evil biomes.  The "mystery cloud" will have randomized effects that are mutually exclusive to each other, so everything that enters the cloud might get a different effect.  Maybe part of your enemy's army will be turned to bunnies and frogs before your eyes, or maybe a lone peasant will be transformed into a raging megabeast...  or given a terrifyingly powerful spell.  Or transformed into a lizardman.  Sooner or later, I'm going to turn SOMETHING into a lizardman. 

Do you feel lucky?
« Last Edit: March 21, 2012, 05:09:28 pm by narhiril »
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