Dwarf Fortress When the large goblin siege is about to just run over your militia and destroy all life in your fort, but suddenly Martial Trance kicks in. |
- When the large goblin siege is about to just run over your militia and destroy all life in your fort, but suddenly Martial Trance kicks in.
- Testing and modifying Modded Magic for DwarfFortress (spellcrafts)
- Monster Slayers stirred up a bunch of cave beasts.
- (Suggestion) New "Biome-Morality-Based" Strange Moods + Dark Artifacts
Posted: 11 Jan 2020 10:23 AM PST
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Testing and modifying Modded Magic for DwarfFortress (spellcrafts) Posted: 11 Jan 2020 05:33 AM PST I'm a long time adventurer mode player from time to time lurks but never have had a talk with the community, long live to the cause! I'm currently modding spellcrafts mode for my own porpouse and I want to share with you my changes. While doing this changes I was focusing in making the mod a bit harder than it is because you know, losing is fun.
HOW TO INSTALL:Download Spellcraft from DFFD. http://dffd.bay12games.com/file.php?id=6378 Open reaction_spellcrafts_adv.txt, then delete de text and copy paste the first text box in this post. Open reaction_spellcrafts_salt_prod_adv.txt, then delete the text and copy paste the second text box in this post. Copy paste the contents inside your Dwarf Fortress Raw folder, it is inside your Dwarf Fortress folder. Then I reduced the number of interactions to create Aether Salt More important in order to play the mod correctly you got to delete a spell that makes Spellcrafts mod unplayable: First go to interaction_spellcrafts_spheres_k-s.text Search for [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_NATURE_SUMMONING] Delete this text: Then saved it. Now you can play magic like a real dwarf. It was inevitable. I will upload more mod changes here because the bay websites are not https (I don't know why). Until the next time bye bye. PS: Shout out to Eric Blank for making Spellcrafts [link] [comments] | ||
Monster Slayers stirred up a bunch of cave beasts. Posted: 11 Jan 2020 07:34 AM PST My fortress was doing fine up until I opened a passage to the cavern which was filled with some nasty creatures. For some reason all the resident monster slayers thought that they could solo them. They all ended up dead or wounded. Some dwarves also fell in the cavern trying to retrieve the wounded. The monster slayers were welcomed because the dwarves lacked a military after a weremouse killed the militia. It was a human swordsman who killed it but was later killed in the cavern. [link] [comments] | ||
(Suggestion) New "Biome-Morality-Based" Strange Moods + Dark Artifacts Posted: 11 Jan 2020 01:40 AM PST Current strange mood mechanics stay the way they are, but I'd like to suggest new strange moods that are dependent on if a biome is good, neutral or evil. I understand these aren't the best ideas in the world, and might even present some balance issues (especially the evil ones), but I hope at least this was still worth reading regardless if you agree or not. Good biomes: <dwarf> feels a rush of productivity! Neutral biomes: <dwarf> is no longer him/herself! <dwarf>'s mind has gone blank! When the blank dwarf is brought to the right workshop and given all the components, they will finally start moving and craft the required artifact. Upon completion, they receive a large skill boost like normal. However, the dwarf who helped will also get moderate skill boost in the same area (as a trade-off for 2 dwarves doing the work). If the blank dwarf is left alone for too long, they will either stumble obliviously (47%), stand in place until they starve (36%) or simply return to normal (17%). Evil biomes: Dwarves will kill any person or animal to create these disturbing artifacts if it can't find the gruesome components anywhere in the fort. Crafting failures cause one to go berzerk. Success restores the dwarf to normal and gives a legendary increase to the crafting skills involved, including 'butcher' or 'cook' if the dwarf had to go this route. <dwarf> is swallowed by darkness! Original post: http://www.bay12forums.com/smf/index.php?topic=175271.0 [link] [comments] |
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