I also fixed some of the problems with visitors vs. The newer animals from the sponsorship drive came with those forms, but we never did have giant elephants and various large bears and all the great cat people and so forth. As part of the holiday maelstrom, I found myself working on something I could do in fits and starts, rather than any concentrated period of time, so now we've got giant and person versions for most of the original animals. It was more like fish cartilage than fish jello this time. I have only now regained the ability to speak. Lutefisk was consumed waaaaay back on the 20th. Made it list proper subregion when talking about certain adventurer rumor sites instead of subregion where speaker is standing.Fixed a cause of string entry key conflicts.Marked visitors correctly in site text export.Various animal tweaks that came up during the peopling (see file changes.txt).Made animals less afraid of casual relationships.Removed trade goods from retired sites if living merchant is still present.Stopped some position elevation announcements from giving away vampires.Vampire guests of various kinds give themselves cover identities (those on-site will still be revealed in old saves).Fixed error with building profiles causing underground bandit leaders to roam streets.Fixed broken merchant-elevated-to-liaison that sits at trade depot for entire life.Made non-military visitors do citizenship petitions properly.Made retire store away merchants and diplomats and not mark visitors and residents as hostile.Fixed error causing underground sewer dwellers to copy town stockpile, lag-killing certain towns.Stopped adv mode goblin animals from fighting gobs and each other.Allowed dwarves praying at temple dedicated to no particular god to choose prayer target according to need.Vampire purges in world generation to control their overfeeding which was stopping cities from growing.Giant and person versions of many of the older creatures, including the elephant.I held off on common domestic animal people for now, but there are plenty of canine and feline critters that got the treatment. Various fixes and various giant and peopled animals.That's normally reserved for super rare pathologically deliberate dwarves absolutely on one end of the curve, and that's not even much of an issue if their partner isn't the same way. The roll failed every time for them, so drunken sparring partners just sat there without throwing shots. The cautiousness personality check got flipped around with the new facets, which wouldn't normally be a problem (just a strike frequency shift), but the new drunken dwarves were 100 percent not-cautious (which made them all 100 percent cautious in the flipped check). Then an elephant person zombie was able to kill the elephant person. Incidentally, one unarmed unskilled elephant person was able to kill ten human zombies without any trouble, since they have smashing power. So you'll have to keep your squishy civilians safe. That sounds about right to me - the zombies have many advantages in unarmed combat. On the other hand, I set ten unarmed unskilled humans against ten zombies, and the zombies won without losses. I also set six sword humans against twenty zombies, and they won without any losing anybody. It took some judicious selections, and some dodging to other squares, but it isn't hard if you stay away from multiple opponents. In an arena test, my competent sword+shield human was able to defeat ten zombies at once, receiving only minor injuries. I still sometimes get those invincible unsmashable zombie heads. So it's a bit confusing there with the overall grasp situation on headless zombies (it's better to target their arms than their bodies if you can't smash them entirely), and they still have some undue benefits they share with wild animals (you should be able to strike or stop many unarmed attacks with weapons), but it is much better than it was. Zombies can still be reanimated if they have a working grasp. Severing all non-smashed heads on a zombie kills it (smashing already worked), and severing or smashing any working grasp on a headless zombie kills it. Zombies no longer receive positive defense adjustments for body part types, and they don't seek or prevent combat opportunities. The animated critters no longer block, dodge, parry, wrestle or sprint, and they do charging attacks whenever possible. I also fixed a bug that was causing reanimated undead to end up on two sides of conflicts (which caused further issues). Hopefully there won't be any problems!Īs I was trying to recreate various problems with the undead, I ended up adding save/load to the arena. There's going to be a server migration soon - though I'm not sure if it's strictly necessary, I've turned the bug tracker off until the move is complete.
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