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    Saturday, January 11, 2020

    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.

    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.

    Posted: 11 Jan 2020 10:23 AM PST

    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.

    • I have reordered the menus because sometimes playing modded DF you can easily lose yourself inside unlimited menu options
    • I have made a new system to learn magic a bit harder than before. You will need a quire to write a magic book, also now you need to do alchemy to gain aether sands, greater spells are a bit harder to achieve
    • In addition, now study general magic is more dangerous than before
    • I have reordered the spells to create a step by step function too. I did this to give the adventure players the feeling of a character which evolves from a peasent to a great archmage. Eliminated the Conjuration Magic because it is a cheap way to produce materials, more important, aether residues.

    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.

    reaction_spellcrafts_adv [REAGENT:BOOK:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [OBJECT:REACTION] [REACTION:SPELL_WRITE_SPELLBOOK_ADV] [NAME:Create Magic Book] [ADVENTURE_MODE_ENABLED] [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE] [REAGENT:material:1:NONE:NO_SUBTYPE:NONE:NONE][BUILDMAT] [PRODUCT:100:1:TOOL:ITEM_TOOL_BOOK_MAGIC:GET_MATERIAL_FROM_REAGENT:material:NONE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTS_ITEMS] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Create a Magic Book] [CATEGORY_DESCRIPTION:Creates a Magic Book] [REACTION:SPELLCRAFT_STONE_POT_ADV] [NAME:craft an alchemist pot (stone)] [ADVENTURE_MODE_ENABLED] [REAGENT:tool stone:2:ROCK:NONE:NONE:NONE] [PRODUCT:100:1:TOOL:ITEM_TOOL_POT_CRUDE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE] [SKILL:STONECRAFT] [CATEGORY:EB_SPELLCRAFTS_STONEPOT] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Create a pot for alchemy] [CATEGORY_DESCRIPTION:Creates a pot with 2 stones] [REACTION:SPELLCRAFT_SEARCH_GEMS_ADV] [NAME:Search Alchemy Misteries] [ADVENTURE_MODE_ENABLED] [REAGENT:stone:1:ROCK:NONE:NONE:NONE] [REAGENT:pot:1:TOOL:ITEM_TOOL_POT_CRUDE:NONE:NONE][PRESERVE_REAGENT][CAN_USE_ARTIFACT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:AMBER OPAL] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:AVENTURINE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:BANDED AGATE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:BLOODSTONE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:BLUE JADE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:BONE OPAL] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:BROWN JASPER] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:CARNELIAN] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:CHERRY OPAL] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:CHRYSOCOLLA] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:CHRYSOPRASE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:CLEAR TOURMALINE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:DENDRITIC AGATE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:FIRE AGATE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:FORTIFICATION AGATE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:GOLD OPAL] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:GRAY CHALCEDONY] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:JASPER OPAL] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:LACE AGATE] [PRODUCT:1:1:ROUGH:NO_SUBTYPE:INORGANIC:LAPIS LAZULI] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTS_LEARNING] [REACTION:SPELL_LEARN_MAGIC_GENERAL_ALL_ADV] [NAME:Study Magic in General] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:1:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_RESIDUE] [PRODUCT:5:1:STONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_KINETICSTONE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_DISEASERESIST] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_RECUPERATION] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_FITNESS] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_CLEANING] [PRODUCT:3:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:3:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Learning] [CATEGORY_DESCRIPTION:Learn and teach magic with these reactions.] [REACTION:SPELL_LEARN_MAGIC_AETHERIAL_ADV] [NAME:Study Simple Aetherial Magic] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Focuser:1:TOOL:ITEM_TOOL_AETHER_FOCUS:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:2:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:20:1:STONE:NONE:INORGANIC:AETHER_RESIDUE] [PRODUCT:5:1:STONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_SPIKE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_BURST] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_SILENCE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_WEB] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_SHIELD] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_AETHERIAL:AETHERIAL_SENSING] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_AIRBURST] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTS_LEARN_AETHERIAL] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Aetherial School] [CATEGORY_DESCRIPTION:Learn essentials of aetherial magic.] [REACTION:SPELL_LEARN_MAGIC_HYAZITH_ADV] [NAME:Study Simple Hyazith Magic] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Hyazith Athame:1:TOOL:ITEM_TOOL_ATHAME_HYAZITH:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:2:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_RESIDUE] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_ICESPIKE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_MAGMA] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_FIREBALL] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_FREEZINGBURST] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_BRIMSTONE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_ICESPIKE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_FIREIMP] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_HYAZITH:HYAZITH_ICEIMP] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_AETHERBURST] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTSFORT_LEARN_HYAZITH] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Hyazith School] [CATEGORY_DESCRIPTION:Learn essentials of Ice and Fire magic.] [REACTION:SPELL_LEARN_MAGIC_POLYBESTIA_ADV] [NAME:Study Simple Polybestia Magic] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Bestiary:1:TOOL:ITEM_TOOL_BESTIARY:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:2:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_RESIDUE] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_POLYBESTIAL:POLYBESTIAL_CONVGUTS] [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_POLYBESTIAL:POLYBESTIAL_CARNIVORE] [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_POLYBESTIAL:POLYBESTIAL_AVIAN] [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_POLYBESTIAL:POLYBESTIAL_AMPHIBIAN] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_POLYBESTIAL:POLYBESTIAL_CAVEBEASTS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTSFORT_LEARN_POLYBESTIA] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Polybestia School] [CATEGORY_DESCRIPTION:Learn essentials of polymorphy magic.] [REACTION:SPELL_LEARN_MAGIC_MEDISEPHOS_ADV] [NAME:Study Simple Medisephos Magic] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Amulet of Medisephos:1:TOOL:ITEM_TOOL_AMULET_MEDISEPHOS:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:2:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_RESIDUE] [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_RECUPERATE] [PRODUCT:3:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_REFORM] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_SHIELD] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EMPOWERMENT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_RELIEF] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EXTENSION] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_CLOTTING] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EVILPROTECT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_HOLYSPIKE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_SUBDUE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_ZOMBIE] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTSFORT_LEARN_MEDISEPHOS] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Medisephos School] [CATEGORY_DESCRIPTION:Learn essentials of Medisephos magic.] [REACTION:SPELL_LEARN_MAGIC_DEMENTIA_ADV] [NAME:Study Simple Dementia Magic] [ADVENTURE_MODE_ENABLED] [REAGENT:Inscribed Slate:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Demented Athame:1:TOOL:ITEM_TOOL_ATHAME_DEMENTED:NONE:NONE][PRESERVE_REAGENT] [REAGENT:Aether Salt:2:NONE:NONE:INORGANIC:AETHER_SALT] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_INDOCTRINATION] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_PARALYSIS] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_TORTURE] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_NIGHTMARES] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_MADNESS] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_WEREWOLF] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_NECROMANCY] [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_SPIRITFORM]#DM [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_INDOCTRINATION] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_PARALYSIS] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_TORTURE] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_NIGHTMARES] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_MADNESS] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_WEREWOLF] [PRODUCT:3:1:VERMIN:NONE:SPELL_ESSENCE_DEMENTIA:DEMENTIA_NECROMANCY] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA] [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE] [SKILL:ALCHEMY] [CATEGORY:EB_SPELLCRAFTSFORT_LEARN_DEMENTIA] [CATEGORY_PARENT:EB_SPELLCRAFTS_LEARNING] [CATEGORY_NAME:Spellcrafts - Dementia School] [CATEGORY_DESCRIPTION:Learn essentials of Dementia magic.] 

    Then I reduced the number of interactions to create Aether Salt

    reaction_spellcrafts_salt_prod_adv [OBJECT:REACTION] [REACTION:SPELL_MAKE_AETHER_SALT_BONE_GEM_ADV] [NAME:Resolve bones and rough gems/glass] [ADVENTURE_MODE_ENABLED] [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] [REAGENT:B:1:ROUGH:NO_SUBTYPE:NONE:NONE] [PRODUCT:90:1:STONE:NONE:INORGANIC:AETHER_SALT] [SKILL:ALCHEMY] [CATEGORY:EB_SPELL_AETHERSALT_PRODUCTION_ADV] 

    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:

    CE_CAN_DO_INTERACTION:START:0] [CDI:ADV_NAME:Prepare for Badger Man Summoning Without Corpse] [CDI:INTERACTION:NATURE_SUMMON_TRANS] [CDI:USAGE_HINT:CLEAN_SELF] [CDI:USAGE_HINT:CLEAN_FRIEND] [CDI:TARGET:A:SELF_ALLOWED] [CDI:MAX_TARGET_NUMBER:A:1] [CDI:TARGET_RANGE:A:5] [CDI:VERB:begin the summoning ritual:begins their summoning ritual:NA] [CDI:TARGET_VERB:cut your gut open, a decaying bulb of flesh extruding from the wound, which is being devoured by otherworldly spirits:cuts their gut open, a decaying bulb of flesh extruding from the wound, which is being devoured by otherworldly spirits] 

    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

    submitted by /u/Percennio
    [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.

    submitted by /u/MossRock42
    [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> is overwhelmed with positivity!
    A dwarf in a "positive mood" will interact positively with anyone near them, reducing the stress of whom they interact with, but will still be compelled to craft a random artifact. If they fail, they will still sadly go insane (30%) or melancholy (70%). If they succeed, they'll have their stress massively reduced, and will receive a boost in 3-8 of the social/broker skills (liar, persuader, etc). A dwarf like this could make an excellent broker or leader afterward.

    <dwarf> feels a rush of productivity!
    A "productive mood" will grant the dwarf the ability to craft things much faster than they normally would. Dwarves in this state will craft between 2-5 artifacts instead of just one, due to their increased productivity. Failing to create half of the randomly desired artifact amount leads to a 40% chance of melancholy, 40% chance of obliviousness or 20% chance of a tantrum. Success in this mood will leave the crafting speed boost on the dwarf, and greatly increase 2-6 crafting skills. Possible extra: There can be very, very small chances for the succeeding dwarf to permanently gain the ability to craft two of something with only enough resources to make just one thing. To keep things balanced, not every item can be "doubled".

    Neutral biomes:
    <dwarf>'s thoughts have randomized!
    A "randomized mood" is less focused on crafting and more focused on doing activities beforehand, which the game chooses at random, though crafting an artifact is still required. The dwarf will feel the need to do 3-5 randomly chosen activities first, then craft an artifact last. The activities could be absolutely anything: could be swimming, could craft 2 crutches, could climb something, just about anything physical. Failing to do just one of these will cause insanity, but the trade-off is that a dwarf that succeeds in everything within this mood will receive large skill boosts that relate to the activities they did. A dwarf can come out very multi-talented completing this mood.

    <dwarf> is no longer him/herself!
    These "identity moods" are exactly how they sound. The dwarf's normal self vanishes, and the personality of another completely engulfs them. It can be the personality of a humanoid that already exists or once existed in history. I'm sure this part goes without saying, but the longer the history is generated in your world, the more options of different people for this mood. This dwarf will mimic the occupation and goals of the mocked person, and will create an artifact related to said mocked occupation. As expected, failure to meet requirements leads to insanity, though success leads to - you probably guessed it - skill boosts related to the occupation they mimicked. Regardless of the outcome, the dwarf's normal self returns at the end. Again, a dwarf can come out very multi-talented at the end.

    <dwarf>'s mind has gone blank!
    A "blank mood" is unique in the sense that the affected dwarf no longer moves. Another dwarf must move them around to get the artifact crafted. The blank dwarf will mutter what they need, and a nearby dwarf must listen in, bring the blank dwarf to the correct workshop and also give them the correct components - all based on their strange emotionless mutterings. The helping dwarf, after assisting the blank dwarf will "feel a strange bond", which is presented in the announcements.

    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:
    <dwarf> is overwhelmed with hatred!
    A "hatred mood" or simply "angry mood" is the first mood to involve a "dark artifact". Note that ONLY a dwarf already in an annoyed, angry mood can enter this state. A dark artifact is like a standard one, but involves gruesome and disturbing components to make, such as blood, nervous tissue, body parts, skin, etc. Sometimes standard meat or prepared meat can be used. This means a dwarf may go through refuse/garbage/food areas getting this stuff, and won't care about miasma when getting it. Dwarves may even claim butcheries and kitchens to achieve their goal. Dark artifacts are slightly more valuable than normal ones, but have the risk of creating miasma or greatly stressing those who see and get disturbed by it, both depending on what it's made out of. So they should be stored away from standard-traffic areas.

    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!
    A "dark mood" is the most disturbing and evil of all, but also the rarest. Similar to the last mood, ONLY the angriest of dwarves can enter this mood, even a dwarf already berzerking. Regardless of what's available in refuse/garbage areas, the dwarf will kill anyone and anything nearby to gain dark artifact components, regardless of relation or age. Other than that, the mechanics are the same as in the previous mood. However, some skills involved with negativity may also get a decent boost, such as 'lair' and 'intimidator'. Though it's likely a dwarf succeeding in this mood will be jailed or killed anyway.

    Original post: http://www.bay12forums.com/smf/index.php?topic=175271.0
    Extra type of Insanity, "Mania", which fits with the idea (by Pillbo): http://www.bay12forums.com/smf/index.php?topic=175278.0

    submitted by /u/Cerroz
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