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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


Pages: 1 ... 166 167 [168] 169 170 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406294 times)

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2505 on: June 27, 2012, 05:33:35 pm »

Welcome back!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2506 on: June 28, 2012, 06:20:35 am »

Hurrah. Safe to say that LFR's back?  :D
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2507 on: June 28, 2012, 08:38:35 am »

Hurrah. Safe to say that LFR's back?  :D

Back and kicking!  Ok, maybe not literally kicking, but back on track!

greycat

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.11b
« Reply #2508 on: June 28, 2012, 10:00:09 am »

CONFIRMED BUGS:

The foundry is known to cause all of the stones that it can produce blocks from to be listed as economic stones by default.  This is annoying, as you will have to manually change them back to mundane stones in the stone menu, but does not otherwise affect gameplay.  There is currently no fix for this.

Given the way stockpile/workshop linking works now, is it worth keeping the foundry?  You can get the same "churn out 100 blocks of olivine" result without it.

It was my intention to try removing the foundry raws before my most recent world gen, but I forgot. :(  Removing them after world gen (and after embark) caused the game to abort with an error when trying to load the save, so I just put them back....
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2509 on: June 28, 2012, 07:13:51 pm »

to make the foundry still worthwhile in my updated fortresses, i just ensured it made 5 blocks per stone instead of the 4 at the mason's shop. figured it wasn't too much, but still a little edge. sorta seemed appropriate to me.

...i'd also changed a few of the other things to require or produce blocks instead of boulders, too. but pondering changing those back...
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2510 on: June 30, 2012, 01:43:51 pm »

Alright. A caravan just came and offered me everything from carbuncles to grizzly bears, from snakes to rhinos, and everything in between.

But has anyone seen a cannon beetle yet? A tame one?

*EDIT*

...Are shedim supposed to come naked?

**EDIT**

....Do I see flying lungfish?

***EDIT***

Finally got a full Shedim invasion, they sent their general and everything. I was a little worried since the Giant Cappybara war had just happened and I was weakened, but they started fighting each other and everything worked out...
« Last Edit: June 30, 2012, 11:45:41 pm by Stirk »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2511 on: July 03, 2012, 08:36:28 am »

Here's a little information about what's currently being worked on...

The next version (v0.19a) will finish the ritual units of the elemental gods with the temples of light and shadow. 

Gisthal, the god of light, employs units called radiant priests, which have abilities specifically aimed at the undead.  Because of their limited target scope, the abilities of radiant priests are a fair bit more potent than most other elemental ritual units - extreme slows, long stuns, and the ability to transform enemy undead into extremely weak forms.  Finally, the presence alone of a radiant priest will weaken and slow nearby vampires, providing a subtle hint as to what creatures of the night lurk among your citizens.

Pharis, the goddess of darkness, pays her favor to the umbrals.  Umbrals are stealthy, shadowy combatants who carry powerful poisons and blind abilities.  Outside of combat, when fleeing, umbrals cast a hide effect on themselves and nearby dwarves, reducing civilian casualties in an ambush (this hasn't been thoroughly tested yet).  Umbrals also carry a powerful poison specifically aimed at the shedim.

In addition to these ritual units, the mechanized defense laboratory will be receiving new schematics for new dwarven constructs.  More on that as it develops.  :)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2512 on: July 03, 2012, 09:18:05 am »

But has anyone seen a cannon beetle yet? A tame one?

Nope. That's why I just made them domestic for my succession game.

These new changes sound insanely great, Narhiril. Looking forward to them  :D
« Last Edit: July 03, 2012, 10:41:59 am by Pan »
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ioi101

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2513 on: July 04, 2012, 06:38:08 pm »

Not sure if this is the right place to post this, but I'm getting a bug where the merchants won't leave. Specifically, the nephirim showed up first and left without issues, but then the meowkin and the dwarves arrived at the same time. I traded with both of them but neither group left afterwards, even after they made the announcement that they are leaving. The nephirim came again and got stuck as well, although after forbidding/unforbidding the depot at least they left. The dwarves/meowkin are still stuck though, and nothing seems to help. I've deconstructed the trade depot, dug through the nearby walls, etc. nothing, they just sit there, and it's already spring. Didn't get migrants either, I think because the dwarven caravan is still here.

Other then that.. great job on the mod heh, I played it in 0.13, it's much improved.


EDIT: Nevermind, solved it with some help from the general forum. Turns out, traps block wagons in .34
« Last Edit: July 06, 2012, 04:41:59 pm by ioi101 »
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2514 on: July 05, 2012, 03:05:49 pm »

narhiril, are banshees supposed to be able to be reanimated by necromancers? I just had to fend of a pack of zombie banshees that came with a necromancer.
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Hugo_The_Dwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2515 on: July 05, 2012, 03:16:22 pm »

Here's a little information about what's currently being worked on...

The next version (v0.19a) will finish the ritual units of the elemental gods with the temples of light and shadow. 

Gisthal, the god of light, employs units called radiant priests, which have abilities specifically aimed at the undead.  Because of their limited target scope, the abilities of radiant priests are a fair bit more potent than most other elemental ritual units - extreme slows, long stuns, and the ability to transform enemy undead into extremely weak forms.  Finally, the presence alone of a radiant priest will weaken and slow nearby vampires, providing a subtle hint as to what creatures of the night lurk among your citizens.

Pharis, the goddess of darkness, pays her favor to the umbrals.  Umbrals are stealthy, shadowy combatants who carry powerful poisons and blind abilities.  Outside of combat, when fleeing, umbrals cast a hide effect on themselves and nearby dwarves, reducing civilian casualties in an ambush (this hasn't been thoroughly tested yet).  Umbrals also carry a powerful poison specifically aimed at the shedim.

In addition to these ritual units, the mechanized defense laboratory will be receiving new schematics for new dwarven constructs.  More on that as it develops.  :)
Becareful with the Umbrals Hide ability, once used the AI will not leave the "Hidden" state and will move at a crawl until *discovered* It's great for dicated warriors, but not laborers. Shame the HIDE effect couldn't be given a timer, like syndromes. Maybe they cast Hide on themelves and give nearby dwarves a speed boost to run away faster? Currently this might make warriors OP due to more hits, but once Toady gets this next update out that won't be an issue.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2516 on: July 05, 2012, 08:39:39 pm »

narhiril, are banshees supposed to be able to be reanimated by necromancers? I just had to fend of a pack of zombie banshees that came with a necromancer.

Yo dawg, I heard you like zombies...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2517 on: July 09, 2012, 08:59:46 am »

What's up Narhiril?
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KingFerret

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2518 on: July 12, 2012, 11:26:45 am »

Made an account just to say that I can't play dwarf fortress without this mod anymore.The quality is excellent and the addition of the tech and ritual tree are perfectly fitting with this wonderful game's unique style. Erm, so yeah that's pretty much it, a big thank you to Narhiril for putting all of the effort into making this.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2519 on: July 12, 2012, 06:17:30 pm »

Made an account just to say that I can't play dwarf fortress without this mod anymore.The quality is excellent and the addition of the tech and ritual tree are perfectly fitting with this wonderful game's unique style. Erm, so yeah that's pretty much it, a big thank you to Narhiril for putting all of the effort into making this.

Thank you, it really touches me to know that there are people out there who get some joy out of what I do.

What's up Narhiril?

The period of silence preceding this post has been a productive silence - though, unfortunately, I don't have a whole lot of features in a state where I can show them off yet.  The obstacle course is getting a makeover, and I've been pouring a lot of time into the designs of the new temples.  A lot of the progress in the past few days has been in testing, trying to nail down the abilities of radiant priests and umbrals - I'm not quite there yet, but I'm getting close.

Some of you may remember this screenshot from a while back...

Spoiler: Ironhand version (click to show/hide)
Spoiler: ASCII version (click to show/hide)

Originally earmarked as the "Cathedral of Visthel," this was a design for the next tier of the ritual tree.  However, over the last few days, I've grown unsatisfied with it for its intended purpose.  I will likely be re-using this design for the upcoming "Temple of Origins," but I feel like a cathedral needs to be a bit more lavish. 

...Yeah, I know, I just claimed that my 22x22 workshop "wasn't lavish enough," but hopefully you'll agree with me when you see the new design (coming up later - it's 30x25).

Anyway, since all of that isn't going to be done for this release, here are the two temples (light and shadow) for this coming release.





Ignore the white barrier on those images - it's just a result of some imprecise cutting and pasting on my part.

More information will come as more things reach completion.  Next up - new mechanical constructs.  :)
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