Elves will show up in iron and steel then. I can either give them metals, OR only wood, so they would mix steeloak and ironbark with scrapwood swords and fungiwood armors. Damn elves
auto queue "burn bone armor" in the Crematorium.
This is definetly
not automated.
About the books: generally I have three options:
1. give them standardized names, thought *-bible was obvious.
2. Give them nicer sounding names.
3. Get rid of them and use adamantine directly.
The books, however they are called, limit the reactions to trading. I do not quite like it. I would rather add a reaction to the magic building to write one (similar style to the scriptorium) While adding a custom reagent, it would be one people already know from the mod, so they can adapt easily to it. All depends on the poll (which looks undecicive) and my final decision on the matter, if I base magic on Adamantine alone, or differentiate the three schools of magic, so one is weak and can be accessed early, another one only with magma, and another one with adamantine. This would of course lead to horrible inbalances, for people who embark on volcanos and such. I personally lean towards Adamantine, while still looking for a way to make them mutually exclusive to each other. People can only choose one in each Fortress. But except ridiculus useage of syndromes I couldnt find anything. (I could, of course, make the choice in the GUI. Instead of turning Magic ON/OFF, you can turn magic ON/DWARF/EVIL/GOOD. But this would remove the choice from the actual game and I do not prefer to do so) Any ideas ?
Other Ideas I had:
Living tree - cavern lvl3 => a tree you can butcher. More for flavor then use, since no one will go through 3 cavern levels just for meat.
Living rock drop => same as cave fungus right know, 2-5% of them leave a stone you can butcher.
raise value of all seeds by 1 => Makes farming slightly harder since you cant take as much on embark.
steeloak just steel / ironbark just iron ? => Will be done, I like the idea of less redundancy.
Landmine Upgrades. => Done in pet armory ? (or rename golem forge to something techy, do all constructs there)
Turret upgrades => take fire turret, make hellfire turret, bullet => slade, acid => warpstone.
Negative syndromes for cheap booze => dizzinesss, blindness, fever, vomit.
I finished one very, very basic disease, a migrant that carries a infective vomiting syndrome. Nothing harmful, just colorful, for about 1/2 season. A test, I guessed that people will notice this the most, while not harming anyone with my little testrun.
And a surprise for everyone: What would you say if the next release would support Phoebus, Ascii, Ascii+/Vherid, Matrix and JollyBastion ? I just ask, because, well... it does.
I also added a truetype ON/OFF button to the GUI for people who cant find F12
I'd like to second removing any real-world references, as it does break immersion for me. There's so many possible DF references - a Carp God instead of Posiedon, etc.
I will ponder upon this. Maybe an easter egg option ? Would be a lot of work, since so many things are in so many different places. If anyone goes through the raws and gives me a list of things he finds too real-life, or immersion breaking, I'd be glad. One comment on this: No matter what, the epic/foul morningstar will stay
PS: I support the notion that a bible is indeed christian and does not fit. I had it first as the human tradegood (since in my mind they are crusader types) and just expanded on it, without questioning the symbology.
EDIT:@bombzero: Custom armor, yes. Custom materials that armor will be made of ? No, impossible to control this. DF does not allow specific items of a specific material to be added. I give them a reaction to make an armorgrade metal, only to the elves ? This is ok, they trade it. I give them a reaction to directly make a full armorset of this metal ? Does not work... otherwise the flavor would be much easier to do, and I could take away these last metals from the civs. I have no idea where drows get rose gold from for example.
EDIT: Forgot: Most of the building guides are for the NEXT version. I include them in the next download, till then I just posted them so people can have a look. If anyone wants to put them on the wiki, be my guest.
Changelog:
- Changed purify water to barrel instead of bucket.
- Added edible cave fungus cheese reaction. Some cave fungus might leave a stone now. Quite rare though.
- Added aquifer bombs. Little gemstone cluster with the aquifer tag.
- Rebalanced occurence of the 5 new metals a bit.
- 5 more building guides finished. Engineer, Timberyard and the 3 magic buildings. 29 done.
- Added orkels Brain System. Brains are now "inner brain and outer brain" and people will survive head injuries more often.
- Added SanDiegos Tissue Overhaul. Parts of it. Biggest changes: Shell, Scale and Chitin is tougher, internal organs bleed more, hurt more, but also heal faster, and in general a bit more blood everywhere. Hope testing proves this to be a good decision.
- Made MountainKing a lot more fun. Unkillable and throws everything he hits away. A lot. Can take frost giant siege alone.
- Updated to newest Phoebus Version.
- Added Ascii
- Added Ascii+ done by vherid with custom color scheme
- Added Matrix, with custom color scheme
- Added Jolly Bastion, with custom color scheme. Press F12 to disable Truetype if playing with this tileset.
- Added automatic tileset chaning to the GUI. Tested, works.