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Author Topic: Future of the Fortress  (Read 1206761 times)

King_of_the_weasels

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Re: Future of the Fortress
« Reply #645 on: May 31, 2011, 05:06:48 am »

with a werebull?

I'm not going to discuss the possibility of milking a werebull.  I'm just going to tell you to NOT do that.
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HollowClown

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Re: Future of the Fortress
« Reply #646 on: May 31, 2011, 05:22:53 am »

Will the new were-curses stack? 

For instance, if a dwarf is bitten by a were-elk and turns into a were-elk, and the dwarf is then bitten by a were-groundhog, what will happen?  Will the dwarf remain a were-elk?  Become a were-groundhog?  Become a bizarre hybrid were-elkhog?  Turn into a randomly-mutated abomination similar to a forgotten beast?

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Gamerlord

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Re: Future of the Fortress
« Reply #647 on: May 31, 2011, 05:36:12 am »

...FB factory!!! Some sort of series of collapsing bridges that exposes dwarves to many different were-beasts!

Chromasphere

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Re: Future of the Fortress
« Reply #648 on: May 31, 2011, 06:54:02 am »

Quote from: devlog
...but a third victim survived, pale from blood loss, but without any life-threatening injuries. Then it was time to watch the little moon indicator...

Hmmm, I think we will need to be able to designate a dwarf for chaining up.

 I would love to be able to have the guards escort a injured dwarf to a jail cell or dungeon and have him chained there.  Then, depending on the strength of the chain/cell door matterial and quality, have the werecreature be able to break out or not.  Anyway, that's probably something for quite a ways in the future, but fun to think about.  I'd settle for just being able to chain them up.

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Psieye

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Re: Future of the Fortress
« Reply #649 on: May 31, 2011, 09:28:56 am »

Quote from: devlog
...but a third victim survived, pale from blood loss, but without any life-threatening injuries. Then it was time to watch the little moon indicator...

Hmmm, I think we will need to be able to designate a dwarf for chaining up.

 I would love to be able to have the guards escort a injured dwarf to a jail cell or dungeon and have him chained there.  Then, depending on the strength of the chain/cell door matterial and quality, have the werecreature be able to break out or not.  Anyway, that's probably something for quite a ways in the future, but fun to think about.  I'd settle for just being able to chain them up.
1x1 burrow or a lever on repeat. Wooden door. Come full moon, if Toady adds Building Destroyer to werebeasts, they'll bust out.
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Khym Chanur

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Re: Future of the Fortress
« Reply #650 on: May 31, 2011, 10:46:15 am »

1. Will body modification curses revert on death?  That is, if a transformed werewolf is killed, will the corpse be a wolf or a human?

2. Are there any methods for curse contagion other than bites/wounds?
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de5me7

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Re: Future of the Fortress
« Reply #651 on: May 31, 2011, 11:15:11 am »

a creature turns into a wareform, or as a vampire turns into a bat, will it drop all its equipment/clothes? or are they magically kept in inventory but inaccessable?
« Last Edit: May 31, 2011, 02:04:40 pm by de5me7 »
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Fieari

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Re: Future of the Fortress
« Reply #652 on: May 31, 2011, 11:58:42 am »

When attacking a were-creature without using their weakness, are they merely resistant to damage (I imagine this'd be the easy way), or do they rapidly heal instead (more traditional)?

You mentioned that you had set it such that it is possible to defeat a were-creature without the weakness as of right now, but would be willing to change it later on as the slayer role is developed.  Is this a variable that can be set via the raws? I can imagine modders wanting to make a non-random creature with a particular weakness that MUST be used... which would be entirely fair for non-random creatures.
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tfaal

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Re: Future of the Fortress
« Reply #653 on: May 31, 2011, 12:24:28 pm »

Do big cities get sacked much in world gen? If we go into a ruined city in adventurer mode, what can we expect to find? Interesting things?
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

NinjaE8825

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Re: Future of the Fortress
« Reply #654 on: May 31, 2011, 12:27:46 pm »

Don't think anyone asked this, yet...
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
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tfaal

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Re: Future of the Fortress
« Reply #655 on: May 31, 2011, 12:34:17 pm »

Don't think anyone asked this, yet...
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Cruxador

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Re: Future of the Fortress
« Reply #656 on: May 31, 2011, 02:09:24 pm »

Don't think anyone asked this, yet...
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
It seems like something that could easily end up being an unplanned addition some time during the army arc, since historically the supernatural abilities of particular weapons and relics have (allegedly) changed the course of battles fairly often. It could of course also come earlier than that if Toady feels like tossing it in sooner.
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werechicken

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Re: Future of the Fortress
« Reply #657 on: May 31, 2011, 02:17:57 pm »

Two things

1 I will finally be able to have my namesake in a game

2 If werecreatures don't attack each other there could be some fun having an entire fort of werecreatures, especially in a siege;

Goblin A: wow! These dwarves sure are weak!

Goblin B: Oh look a full moon

Goblin A: What the f***!?  Where did these werebears come from!?
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Fieari

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Re: Future of the Fortress
« Reply #658 on: May 31, 2011, 02:24:16 pm »

I get the feeling from the main page that werecreatures in dwarf mode will be hostile to everyone and everything.

EDIT: I was wrong!  I just got to the point in the DF Talk where he states that weregoats don't attack weregoats, but werelions might attack weremaggots.
« Last Edit: May 31, 2011, 02:28:45 pm by Fieari »
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jellsprout

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Re: Future of the Fortress
« Reply #659 on: May 31, 2011, 02:25:47 pm »

Don't think anyone asked this, yet...
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?

Quote from: Toady One
Quote from: hermes
Will curses extend to inanimate objects such as swords, thrones and socks?  If so, could they "transfer" kind of like contact poisons (eg. from sword to wielder)?

Eventually, but not yet.  I imagine anything that comes of artifacts etc. will use the interaction system.

source: http://www.bay12forums.com/smf/index.php?topic=60554.msg2261541;topicseen#msg2261541

Quote from: Toady One
Quote from: monk12

Will curses be associated with particular creatures, or will they be associated with particular areas, or both?

For example, lets take the obvious "living death" curse. Do creatures suffer from the curse because they have been attacked/cursed by a certain creature (as is the case with most "infection" kinds of zombie apocalypse, or vampires) or do they suffer because they died in a certain area, perhaps without taking precautions (burial on unhallowed ground in an evil biome, for instance)?


Both areas and creatures will have curses, and the system will be expandable to artifacts and so on later.  It's not unlike a magic framework in the end and could become that in time, though were obviously focusing on a narrow slice right now without tackling some of the stumbling blocks.

source: http://www.bay12forums.com/smf/index.php?topic=60554.msg2243858;topicseen#msg2243858
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