a subset of the undead, which is a kind of walking siege weapon.
Kamikaze zombies?
Good guess, but nope!
Great, thanks for the response!
Anyways, I have a question on recruiting; will I be able to send out a few of my men, or devote a few men to go out and recruit soldiers instead of me doing it directly? In such a way that I could tell men to recruit X amount of spearmen from X village?
Secondly, will you be able to encamp somewhere, and fortify it? Like, say I have a large group of men camped in some forest, will I be able to make them build up dirt walls and palisades, set up watchtowers and tents, and so on? It'd be interesting to have a base where I can train recruits or build up reserves while I go on marauding.
EDIT: Ah, I should've read more of the thread before posting. Found the answers there. :p
Yes, definitely; and various factors would determine how successful they were. You will be able to set up camp somewhere with tents, defenses etc, but in a much more 'streamlined' system than DF - which is to say, building will be fairly simple, and just have a few resource requirements and some people to stick on it. Even though traps and barricades and things don't yet exist, I've actually just been putting in a little bit of future support for them today.
Will there be things like poisons in the game? I'd hope for the standard things that are more common, like numbness, dizzyness, and vomiting from regular things (and not just "you slowly lose health and get weaker") to extremely rare, but insane poisons (that you can utilize) that do things like making your eyes bleed, your limbs changing to stone or such (which would be interesting, harder to destroy, but it encumbers you and you can't use it very well, with a cure obviously) or even turning you slowly into some kind of abomination/other species. All of these things would be very interesting, I'd hope to see something like them (like the poisons of a demon commander or something.)
Yes, absolutely. One or two creatures have poisonous attacks, one or two have poisonous/toxic blood, and you'll also be able to buy/create various poisons and similar. Demons will often have poisons available, and a few uniques/unusual creatures/characters will have some special effects too. Long-term, though! I'd also like to allow you to dip weapons in poison and similar, or dip arrows, etc.
I'm glad you liked the examining sounds idea Most games give the sounds as a message and if the player doesn't care about the sounds at that moment (if he is fightining for example) it's just clutter. It would also make lore skills more essential since players can recognize the sound creatures make.
By the way, you are building a very good foundation for the game. UI is very neat and all these things like view options doesn't even clutter the screen. I don't know how you did all this without cluttering the screen. Maybe I just have low UI standarts after all the time I spent playing DF
Will there be things like poisons in the game? I'd hope for the standard things that are more common, like numbness, dizzyness, and vomiting from regular things (and not just "you slowly lose health and get weaker") to extremely rare, but insane poisons (that you can utilize) that do things like making your eyes bleed, your limbs changing to stone or such (which would be interesting, harder to destroy, but it encumbers you and you can't use it very well, with a cure obviously) or even turning you slowly into some kind of abomination/other species. All of these things would be very interesting, I'd hope to see something like them (like the poisons of a demon commander or something.)
I like the limbs changing into stone idea. Imagine playing as a hand-to-hand character who drinks potions to turn his hands to stone... KICKASS!
I really like the idea of recognizing the sounds creatures make. That's an interesting one - I'll have to think over how that would work. Haha, thanks a lot re: the UI
! I'm currently wondering if I need to add a second (small) sidebar to the right of the screen during normal gameplay to incorporate a few other things, but I'm not sure about that yet. As for petrification... time will tell!
[Lots of realism questions]:
Well, there's currently two options in the world generation screen called 'Legendary Creatures' and 'Intelligent Creatures'. The former increase Dragons, Hydrae etc and the latter Cyclopes, Minotaurs, etc (and both from 'None' to 'Abundant'), so if you want, you can set both to 'None'. Even on Abundant, they are still pretty rare, as the idea is that their existence is largely unknown and they have to be sought out. So, if you set both to None, then you'll get realism (as Demonic/Undeads will also be reduced to 0), but anything above the 'None' settings will allow them to be generated. Additionally, the age of the world (from 'Nascent' to 'Ancient') will also have an effect; brand new worlds will have more demonic creatures, for instance, while old worlds will have more history and therefore more undead forces. But, again, setting those to 0 will eliminate them, if you'd prefer, but I'll definitely keep the mythology generations around!
So I saw this thread months ago. Then I found out about Ultima Online. Now every time someone mentions it, I think about this thread. How similar are they?
Also what is this? I know there's an OP but it's quite a long thread and things have surely changed since then. So, what do?
Well, I've never played Ultima Online, so as far as I know, nothing like it. I believe UO has a lot of magic and a ton of weird creatures, while I have almost no magic (or simply no magic at all, which I'm leaning towards...) and few creatures, and those can be reduced to 0 if you'd prefer. Well, for an update, I'd check the blog; I'm currently pushing for 0.0.1 by the end of this month, which is mostly a UI/world generation showcase with a little bit of combat, and some general mechanics (like moving, climbing, swimming, etc).