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Author Topic: Future evil biome embarks.  (Read 3745 times)

Loud Whispers

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Re: Future evil biome embarks.
« Reply #15 on: January 05, 2012, 02:28:52 am »

The devlog says the resultant creature was bloodless. Does that mean one can mod the type of fluid which flows through a dwarf's veins? Would that not allow one to create a disease which could be transmitted, because the infected emit more of it?

I like this train of thought. 28 weeks later.

KtosoX

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Re: Future evil biome embarks.
« Reply #16 on: January 05, 2012, 05:19:05 am »

This will be awesome! Just think of the possibilities!
Face melting rain!
Cursed fog!
Imagine a fog that turns everybody in to were-badgers!! :D
Or a fog that causes inner heat to sky rocket after delay?!
UrsitMcOverseer:"OMG! An evil cloud!... but nothing happened? It's probably bugged."
2hours later...
UrsitMcMinner1 has been struck down!
UrsitMcMinner2 has been struck down!
UrsitMcMasson has been struck down!
UrsitMcFisher has been struck down!
FUN!!!
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Ieb

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Re: Future evil biome embarks.
« Reply #17 on: January 05, 2012, 06:19:52 am »

So now turtling up in evil biomes during sieges can lead to enemy armies turning into horrible monsters if the fog spawns and washes over 'em.

I bet they won't even leave the map either when that happens. Trading might become an issue, since I doubt traders will be able to path away from the fog if it's in the middle of their route to the depot.

Did the RNG evil-biome creatures make it into the new release? I recall Toady mentioned something about unique evil wildlife living only in a particular area of the world, like a massive six-legged wolf with razor teeth that lurked in the dark cursed woods of ThisPlaceHere.
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Di

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Re: Future evil biome embarks.
« Reply #18 on: January 05, 2012, 07:41:45 am »

Hell yeah, some freezing terrifying biome would be perfect. Maybe I'll even dig some safety tunnels for migrants and traders.
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Osmosis Jones

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Re: Future evil biome embarks.
« Reply #19 on: January 05, 2012, 07:58:02 am »

Here's to hoping we can get fogs with the Raise Dead ability... think about your fortress after a few sieges, surrounded by a wasteland of goblin corpses.

Now imagine every one of those corpses waking up and yowling for brains...

FUN!
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Oliolli

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Re: Future evil biome embarks.
« Reply #20 on: January 05, 2012, 08:04:03 am »

This update will definitely +10% DF's awesomeness. That takes Dwarf Fortress' awesomeness to... *taps calculator* ...a happy face. No, wait, that's  :)^12
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Urist Da Vinci

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Re: Future evil biome embarks.
« Reply #21 on: January 05, 2012, 09:55:29 am »

Here's to hoping we can get fogs with the Raise Dead ability... think about your fortress after a few sieges, surrounded by a wasteland of goblin corpses.

Now imagine every one of those corpses waking up and yowling for brains...

FUN!

No need for a fog... it has been stated that corpses in an evil region may get automagically animated once per week, depending on the region's random effect.

Ieb

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Re: Future evil biome embarks.
« Reply #22 on: January 05, 2012, 03:24:41 pm »

Besides the fog potentially turning sieges into shambling hordes of undead/monsters, perhaps there is something else that might be worth weaponizing.

Toady already said that evil biomes can have rain of blood that can cause minor poisoning effects. If it's blood rain, would it collect in puddles like normal rain, so you'd have ponds of blood? Which also was mildly poisonous?

Finally we can have real blood-drowning trap corridors. And it'd be poisonous too!
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Loud Whispers

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Re: Future evil biome embarks.
« Reply #23 on: January 05, 2012, 03:53:25 pm »

I'm still waiting for the eventual titan that keeps growing limbs.

Urist McKiwi

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Re: Future evil biome embarks.
« Reply #24 on: January 05, 2012, 04:30:11 pm »

The devlog says the resultant creature was bloodless. Does that mean one can mod the type of fluid which flows through a dwarf's veins? Would that not allow one to create a disease which could be transmitted, because the infected emit more of it?

I like this train of thought. 28 weeks later.

Would this allow giving dwarves alcohol for blood? Then you could change a few reactions so you can boil down dead dwarves and bottle the remnants to give to the other dwarves to keep them happy.

....Or use them as improvised landmines by setting them on fire. Actually, the possibilities are endless for alcohol-based life-forms.
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flieroflight

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Re: Future evil biome embarks.
« Reply #25 on: January 05, 2012, 04:34:20 pm »

bonus points if its eventually put in that theres creatures tht kill other creatures, then absorb/eat/ assimilate the corpse to either heal wounds or grow new body parts
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Loud Whispers

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Re: Future evil biome embarks.
« Reply #26 on: January 05, 2012, 04:41:21 pm »

bonus points if its eventually put in that theres creatures tht kill other creatures, then absorb/eat/ assimilate the corpse to either heal wounds or grow new body parts

And on a glacier.

Kumquat

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Re: Future evil biome embarks.
« Reply #27 on: January 05, 2012, 04:58:57 pm »

Toady already said that evil biomes can have rain of blood that can cause minor poisoning effects. If it's blood rain, would it collect in puddles like normal rain, so you'd have ponds of blood? Which also was mildly poisonous?

Finally we can have real blood-drowning trap corridors. And it'd be poisonous too!

That'll have to wait for liquid rewrite, for now it is most likely just pools of goblin or dwarf or elf blood all over the landscape. That's hardly a big change for any Fun fort.
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YetAnotherStupidDorf

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Re: Future evil biome embarks.
« Reply #28 on: January 05, 2012, 05:00:21 pm »

Okay, if surface poisons you and you can potentially mutate into nasty monster, then I do not want to know what HFS-fog will do. Because there will be
Spoiler (click to show/hide)
(now actually in game, not only in description), right? right?
Other possibility that I wonder about is moddability of this. Could we finally properly mod in radiation exposure?
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Loud Whispers

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Re: Future evil biome embarks.
« Reply #29 on: January 05, 2012, 05:01:35 pm »

The HFS is getting a revamp too?

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