Wednesday, February 29, 2012

Got bogged down with errands and didn't get to work on DF as much as I would have liked to. I got most of the stuff converted over to 34.04, so I expect to release it soon enough.

Other things I should be doing :

I'll be looking into a suggestion by Kerlc involving books, but it won't make it in this update.

I intend to update a few graphics namely;
A new pillar graphic
Exposed creatures
Perhaps some misc animal creatures.
Changed cigars to require 5 leaves to create one : I changed this because my latest fort has gone 2 years without any drinks and without alcohol deprivation because 5 tobacco from traders made 125 cigars. Now only one tobacco can make one cigar. I'll be experimenting with a more aggressive syndrome from exposure to cigar smoke later, but it won't make it into the next version.

Made several cleaning shop reactions AUTOMATIC : For convenience. Suggested by Abregado.

I've also removed a few tags from the infected disease. NO_PHYS_ATT_RUST:NOTHOUGHT, NO_THOUGHT_CENTER_FOR_MOVEMENT, NO_CONNECTIONS_FOR_MOVEMENT NOT_LIVING and OPPOSED_TO_LIFE. In 34.01 I had a few migrant zombies appear, even though they usually just flipped out, killed a few migrants then suffocated. I haven't seen any in the recent version, but I suspect they might be the 'friendly' migrants that linger at the edge of the map and you can't assign labors to. Hopefully removing these tags will allow them to assimilate into your fort a little.

I've also made some other changes to zombies. They now bite more, however I've removed their ability to latch onto targets. So you have a better chance of surviving an attack and spreading the disease.

Personally, I'm a tad disappointed at how rare infection is. Perhaps it's because I don't engage them in melee, or perhaps it's because they bit less, regardless once I release this next version, I will try giving Scavengers and Evasive half-infected the ability to infect you.

I'll do a quick update to Ravenmist and change the location, but I won't need to put it into suspended animation this time.

Wednesday, February 22, 2012

Changed the zombie interaction a bit. Now they should only rot/swell/blister on the skin, so they don't suffocate, they also should also start coughing blood about 100 steps before they finally turn. Giving you some warning system.

I'm fine with zombies migrating in, but the problem is they come as full zombies, the entire wounds screen filled with yellow text is a bit of a tip off. Furthermore, all they do is kill the migrants and their animals. Only the berzerkers are the problem though, I met a rather benign one that was content with running away.

Monday, February 20, 2012

As an aside. I was playing vanilla DF today when a bunch of Gray Langurs descended on my fort. I'm trying to set up my entire fort in the Caverns, so I was in the process of moving my stuff down. Consequently my only military dwarf was 50 z's under.

Immediately the ten or so Gray Languers charged my food supply as my military dwarf raced up the cave's ramps. The only person guarding my food was one of my miners, SharpDagger . His throat was dry and his will was made of iron and he despite being interrupted by the pack repeatedly, would wander off a few tiles then come back and try to drink again. Scaring away the monkeys in the process. If it wasn't for him I'd have to hunt that cave crocodile that's been lurking about in the caverns.

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Speaking of forts and such. Ravenmist is updating to 1.1.2 and 34.02, hopefully that will get a few more people to join. I'll be transferring the lists over so people won't need to sign up again. After I let Ravenmist fly I'll start the community fort. Once that is over I'll do a Second Corrosion Community Adventure with a conclusion for the first.

Friday, February 17, 2012

Got the syndrome delay to work (thanks to Jay)

Instantly, No Aging is added. Standard infected take a fourth of a year to give small effects. And when a year passes they should go all out zombie. Also the person should keep it secret (of course this secret gets a little harder when the miasma starts pouring out of them. Needs a quick test.

Thursday, February 16, 2012

Zombies can now turn other people into zombies. However it's instantaneous, but I'm sure you can delay it somehow.

I'm going to try to change the way zombies rot. Currently they secrete pus which causes necrosis only to them. However this system had a serious drawback, when it rained the pus would cover everything and lag the computer. So if I can get zombies to rot without pus it would be very welcomed.

Spent a lot of time today removing creatures. Mostly giant herbivores*, insects**, redundant creatures (so many parrots***) and a few creatures that didn't fit into Corrosion (lovebirds!?), a few creatures were renamed like grasshopper to locust, and some creatures I had in the past Corrosion, but Toady put into this version.

* In my opinion, giant carnivores provide an extra bit of challenge. Seeing a Giant Lion on the horizon will always make me think twice before sending my trainees against it. Giant Herbivores on the other hand, add nothing but clutter and provide more meat then their non-giant counterparts for little to no additional risk. Also makes your people easier to please (Just how can they taste the difference between crab and giant crab?)

** Seeing a 2 meter long mosquito doesn't fit into the realistic setting.

*** Gibbons had the same problem, having three-fourths of your fort like ten different kinds of parrots that aren't found in your biome always bugged me a bit.

Wednesday, February 15, 2012

Errorlog is finally clean! Now the real !!SCIENCE!! starts! Where's my lab coat?