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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 397197 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3330 on: August 21, 2013, 02:35:59 pm »

I dont want to abduct the thread, so I PM you about the cursed armor.

EDIT: I got it. Item-sets. :)

Code: [Select]


[INTERACTION:ARMOK_BOOST]
   [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LOCK_1]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LOCK_2]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:boost]
[SYN_CLASS:BOOST] => also has all the unlocks itself.
[SYN_CLASS:UNLOCK_LOCK_1]
[SYN_CLASS:UNLOCK_LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:3000:START:5:END:1000]

[INTERACTION:ARMOK_LOCK_1]
   [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UNLOCK_LOCK_1]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:LOCK_1]
[SYN_CLASS:LOCK_1]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:500]

[INTERACTION:ARMOK_LOCK_2]
   [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UNLOCK_LOCK_2]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:LOCK_2]
[SYN_CLASS:LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:500]

[INTERACTION:ARMOK_UNLOCK_LOCK_1]
   [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:b1]
[SYN_CLASS:UNLOCK_LOCK_1]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:1100]

[INTERACTION:ARMOK_UNLOCK_LOCK_2]
   [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:b2]
[SYN_CLASS:UNLOCK_LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:1100]

Code: [Select]

[INORGANIC:ADAMANTINE1]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] for item "armor of armok"

[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:ARMOK_LOCK_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:1:lock #1:NA]
[CDI:ADV_NAME:test 1]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1]

[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:ARMOK_LOCK_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:2:lock #2:NA]
[CDI:ADV_NAME:test 2]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1]

[CE_CAN_DO_INTERACTION:START:5:END:460]
[CDI:INTERACTION:ARMOK_BOOST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:boost:gets the bonus from the completed set:NA]
[CDI:ADV_NAME:test boost]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]

[INORGANIC:ADAMANTINE2]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] [SYN_NAME:shield of armok]
[CE_CAN_DO_INTERACTION:START:0:END:1000]
[CDI:INTERACTION:ARMOK_UNLOCK_LOCK_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:b1:unlock lock #1:NA]
[CDI:ADV_NAME:test b1]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]

[INORGANIC:ADAMANTINE3]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] [SYN_NAME:sword of armok]
[CE_CAN_DO_INTERACTION:START:0:END:1000]
[CDI:INTERACTION:ARMOK_UNLOCK_LOCK_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:b2:unlock lock #2:NA]
[CDI:ADV_NAME:test b2]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]


Tested with 3 items, sword, shield and armor. When you first put on the item with adamantine1, which has both the locks and the boost, you might get the boost for a few times, before the locks prevent this. I dont know why this happens. And every now and then, maybe once a month, you might get the boost as well, even when the locks are on.

How it works:
The material adamantine1 uses itemsyndrome to add 3 syndromes. LOCK_1, LOCK_2 and BOOST.
LOCK_1 and LOCK_2 add SYN_CLASS:LOCK_1 and LOCK_2.
BOOST has CANNOT_HAVE_SYN_CLASS:LOCK_1 and LOCK_2.
This means the dwarf has the BOOST interaction, but cant target himself, because he has those syn-classes.

Adamantine2 and Adamantine3 are the keys. If you equip an item made of them, they will add a syndrome, UNLOCK_LOCK_1 & 2.
UNLOCK_LOCK_1 & 2 add the SYN_CLASS:UNLOCK_LOCK_1 & 2.
The previous interactions, LOCK_1 and LOCK_2 have CANNOT_HAVE_SYN_CLASS:UNLOCK_LOCK_1 & 2.
This means that wearing these additional items will block the lock 1 and lock 2 interactions. The dwarf with these items is no longer a valid target for the locks.

And if the dwarf is no target for lock_1 and lock_2, then there is nothing that could stop BOOST from targetting the dwarf. Result: If you wear items from 2 of the 3 materials, you dont get a BOOST. Only if you wear items from all 3 materials do you unlock the BOOST.

Hope the example helps if you want to try for yourself, and maybe you can even find a better timing then I did. the START:END:WAIT_PERIOD... those are the key to stopping the random BOOSTS from appearing. I havent found the perfect number yet.

The system can be used on any number of items and any type of items. I assume that the need for a better timing is higher the higher the number of items is.

EDIT2: I am still fiddling around with the start and end times, but the theory is sound :)
« Last Edit: August 21, 2013, 04:20:41 pm by Meph »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3331 on: August 26, 2013, 11:14:51 am »

Today marks my first day back at school.  You may be thinking "oh noes, narhiril, how will you ever make time for DF?" but the truth is, this is actually good news.  I tend to work on DF more quickly during the school year, since it's something I can do in and in-between classes. 

Today, I'm going to be working on some odds and ends related to the new cavern race (tentatively named "The Grum").  Here's a preview of what to expect:

Spoiler: lore_grum (click to show/hide)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3332 on: August 26, 2013, 12:08:15 pm »

I know I've promised concept art, but I don't have access to a scanner right now, so in the meantime, here's a teaser for the next version.

Idea- Humans have swiss pikemen. Those guys were TOUGH. Nice way to make a unique weapon though. Also, maybe humans had a tech advantage long ago, and they are the vanguard? Like halo? Just a thought.

There are descendants of the vanguard who are still alive today, but I'm not going to tell you who they are.  ;)

Each Old God will have at least one mythical weapon associated with them, which will greatly empower one of their followers, but might not be a good idea to give to someone else.  For example, don't give a hellfire brand to a normal soldier.  It's funny, but bad. 

Likewise, you will find some mythical weapons in places you aren't expecting, and many of them will not offer any clues as to what exactly they do.  For example, if you find a cool weapon in a vanguard ruin and start witnessing weird phenomena in your fortress shortly thereafter, it very well might be that you've dug up something perhaps better left untouched.  Some mythical weapons will not be so clear-cut - you may very well find a weapon that is both blessed and cursed, and you will have to identify its effects and then weigh its benefits against its risks.  Many mythical weapons are game-changing powerhouses, but you would be well advised not to ever pick up a mythical weapon without being prepared for it to be cursed.  But hey, maybe if you find a cursed weapon, you can still pawn it off to those naive little elves...  Prepare yourself for surprises - It's going to be !!FUN!!
« Last Edit: August 26, 2013, 12:31:13 pm by narhiril »
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Iceblaster

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3333 on: August 26, 2013, 04:51:11 pm »

How come the collective name isn't loved :(

Anyway. I will have to redownload this mod and try it out again... maybe later though. Either wya, I'll be back after I play a bit.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3334 on: August 27, 2013, 01:14:53 am »

That sounds amazing, a lot more intricate and thought through then what I had planned. ^^
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3335 on: August 27, 2013, 01:28:55 am »

That sounds amazing, a lot more intricate and thought through then what I had planned. ^^

welcome to LFR ;)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3336 on: August 27, 2013, 02:01:29 am »

:P (I stay with my system of writing a small test of features, release them, and improve them if people like the idea)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3337 on: August 28, 2013, 10:23:24 am »

...For anyone taking notes, remember to chalk up a dwarf with a hellfire brand under "things that are a really, really bad idea."

That being said, emberlight warriors can use them safely... well, safely for them, anyway.

« Last Edit: August 28, 2013, 10:32:51 am by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3338 on: August 28, 2013, 11:13:31 am »

I assume they get the firebreath, but self-targeted? ^^
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3339 on: August 28, 2013, 12:20:18 pm »

I assume they get the firebreath, but self-targeted? ^^

It's enemy-targeted, they're just... not particularly bright.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3340 on: August 28, 2013, 12:38:25 pm »

Well, they lighten up with it, so thats ok.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3341 on: August 28, 2013, 03:47:51 pm »

I've spent today finishing racial weapon bonuses and combing through pre-existing weapons to see which of those need an update.  Locust scepters (dropped by masters of locusts) can now be used by dwarves to summon the same locust swarms that masters of locusts use, albeit not as effectively and without any immunity to their effects.

Here's what I've got so far:

Goblins gain boosts to several mental attributes while wielding daggers.
Nephilim gain a speed boost while wielding a lance.
Voidwalkers wielding reavers can now enter martial trances.
Humans do not suffer from attribute rust while wielding long swords or scimitars.
Elves gain a large willpower bonus when using greatbows.
Lizardmen cannot overexert themselves while wielding pitchforks.
Bog trolls gain a strength bonus when wielding two-handed swords or claymores.
Dwarves gain a toughness bonus while wielding runic defenders (new type of shield).
Meowkin gain increased agility while wielding quarterstaves.
Grum will be immune to fear while wielding a grum-made weapon.
Moroii and kobolds do not gain any racial weapon benefits.  Shedim don't use weapons, so there's no point in giving them one, either.

I may very well do racial armor bonuses later, but for now that's all.

In addition to these, I've also got four or five mythical weapons finished - including the stonecrusher, which I had mentioned earlier, and the hellfire brand.  The stonecrusher will most likely be a ritual item from the Temple of the Twins, while the hellfire brand will probably come from the Temple of Fire - other special weapons will be made available through other channels.  Some of these ritual-related weapons will grant additional bonuses to units of the appropriate Old God, while some will be dangerous to use for anyone not favored (i.e. hellfire brand), and still others, in the most extreme cases, can only be wielded by the appropriate unit, and any other unit attempting to even pick up the weapon will suffer severe consequences for their hubris.  Don't worry - Putnam's script ensures that this will not affect haulers unless specified, so dwarves moving items to stockpiles need not worry. 

At least one or two mythical weapons will be added to the experimental weapons lab in addition to the already-present curious ritual knife.  I plan to do a few more as monster drops, a few as vanguard artifacts, a few from advanced alchemy experiments, and a few more in even more obscure places.   All in all, expect around 20 to 25 to be included in this release, with more to come in the future.
« Last Edit: August 29, 2013, 06:07:04 pm by narhiril »
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3342 on: August 28, 2013, 03:49:34 pm »

Okay, haha, never thought about giving mundane weapons itemsyndrome bonuses. I guess I did open that gate with creature classes, though.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3343 on: August 28, 2013, 04:00:22 pm »

Okay, haha, never thought about giving mundane weapons itemsyndrome bonuses. I guess I did open that gate with creature classes, though.

Most of them are not very large bonuses - just a slight edge to the race that uses them most dominantly.

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3344 on: August 28, 2013, 04:04:51 pm »

Wowsers, this is awesome to read about!   :o 8)
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