9/3/2023 0 Comments Dwarf fortress bogeymanFirst, there's the original command-prompt version, and now there's an additional new script that performs some of its features automatically, as well as some new features. I was delayed long enough before uploading the mod that there's now a whole new addition. Edit the size of your attribute and skill poolĪt the moment it runs through the DFhack command-prompt but I hope one day (when I actually figure GUI stuff out) it'll have a swanky GUI interface, or at the very least use the Dwarf Fortress window.Begin with any natural skills you should have (bugfix of vanilla bug).Play as any creature, including world-unique generated creatures (contains spoilers).(Description copied from my bay12 post) Brief Feature Overview RumRusher's non-post examples shared on discord explain details like only knowing of site figures to ask for function relevant to a quest, but having no histfig data to tell where they are other than they are a neighbour etc, until time has passed at they've actually met them, making a frustrating start.An assortment of my DF mods and DFhack scripts, ranging from complete, to random scraps. Site NPC's are only knowledgable for the time they are loaded in on adventurer play, them not associating with non-historical populations is probably expected but they shouldn't require to ask implicit site beings or histfigs they truly know, since they don't have any prior histfig information on anybody else on site anyway, even if they claim they do. This needs linking to other related 'identify yourself' bugs, but pertaining specifically to 'known all your life', site NPC's don't actuallly know anything so they wouldn't actually be able to vouch you were even really who you said you were despite what the Q relationships say. (This more or less applies to the same issue as 0010726 & 0010603 so the response below is copy pasted) New information has emerged about the state of 'identify yourself' queries courtesy of Rumrusher's observations on the forums To summarise, if a dwarf is unarmed and begins fighting even a reanimated undead wild animal (anecdotally i saw this happen to a undead jaguar) the dwarf will fight it & if they win the injured creature will continue traveling the map & leave without further trouble as per acting out a brawl since lethal fighting is initially disallowed due to in dwarf Woolsbane you mean beak dogs literally talking like this? which was taken off a discussion in discord. In which it seems like this is a further regression on top of that since animals can't identify each other despite demanding so as per site new 44.01 ethics, EI goblin site ethics changed now beakdogs try & fail to follow through. Pay attention to the conversation screen.Īnimals implementing site ethics about hostility was mentioned on my report 0010059 last year on ver 43.05, in regards mostly to combat where 'acceptable' & 'required' creates lethal encounters by default for all creatures (wild & tame) and reflective for other sites with different ethics. That is probably because the characters are non-historical so they do not have an identity to give resulting in an eternal loop.Ģ. The non-historical characters in the site (I think) keep on asking for the identify of eachother, but no identities are ever given in return. While trying out the new kobold site system I ran across an annoying bug. Main | My View | View Issues | Change Log | RoadmapĠ010346: NPCs demanding other characters identify themselves in a loop Anonymous | Login | Signup for a new account
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