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Difference between revisions of "User:Knight Otu/Drafts"

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[[../|Back to my user page]]
  
== Draft version {{L|Night creature}}==
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== Draft version [[Night creature]]==
  
Introduced in v0.31.17, and further expanded in v.3?.01, '''Night creatures''' are a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an {{L|interaction}} changing a normal creature, or a mixture of both. Due to their larger exposure, {{L|night troll}}s are generally called night creatures on the forums.
+
Introduced in v0.31.17, and further expanded in v.3?.01, '''Night creatures''' are a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an [[interaction]] changing a normal creature, or a mixture of both. Due to their larger exposure, [[night troll]]s are generally called night creatures on the forums.
  
 
Each type of night creature is depicted in the game as either a ñ or Ñ of a different color. The currently existing night creatures are the following:
 
Each type of night creature is depicted in the game as either a ñ or Ñ of a different color. The currently existing night creatures are the following:
  
* {{L|Night troll}}s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them. They are represented by a dark green Ñ.
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* [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them. They are represented by a dark green Ñ.
* {{L|Bogeymen}}, which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. They are represented by a dark grey ñ.
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* [[Bogeymen]], which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. They are represented by a dark grey ñ.
* {{L|Ghost}}s, the restless spirits of the dead that weren't properly memorized. Depending on circumstances, they have various ways to interact with the living. They are represented by a white Ñ.
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* [[Ghost]]s, the restless spirits of the dead that weren't properly memorized. Depending on circumstances, they have various ways to interact with the living. They are represented by a white Ñ.
  
* {{L|Undead|Animated dead}} are the skeletons and zombies that arise in evil regions or under the thrall of a necromancer. They are represented by a dark cyan Ñ that slowly flashes over their basic creature tile.
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* [[Undead|Animated dead]] are the skeletons and zombies that arise in evil regions or under the thrall of a necromancer. They are represented by a dark cyan Ñ that slowly flashes over their basic creature tile.
* {{L|Necromancer}}s are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead. They are represented by a light magenta Ñ.
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* [[Necromancer]]s are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead. They are represented by a light magenta Ñ.
* {{L|Mummy|Disturbed dead}} are the dead rulers of civilizations, interred in grand {{L|mausoleum}}s. They will arise if disturbed by graverobbers and lay curses on the trespasser. They are represented by a yellow Ñ.
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* [[Mummy|Disturbed dead]] are the dead rulers of civilizations, interred in grand [[mausoleum]]s. They will arise if disturbed by graverobbers and lay curses on the trespasser. They are represented by a yellow Ñ.
* {{L|Werebeast}}s are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster. They are represented by a brown Ñ.
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* [[Werebeast]]s are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster. They are represented by a brown Ñ.
* {{L|Vampire}}s are undead blood drinkers that can often pass for living, moving on when suspicion on them grows too much. Occassionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization. Vampires that don't pass for living are represented by a dark red Ñ.
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* [[Vampire]]s are undead blood drinkers that can often pass for living, moving on when suspicion on them grows too much. Occassionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization. Vampires that don't pass for living are represented by a dark red Ñ.
  
 
In addition to the existing night creatures, [[Dwarf Fortress Talk]] #14 reveals future plans for other types of night creatures, which are as follows:
 
In addition to the existing night creatures, [[Dwarf Fortress Talk]] #14 reveals future plans for other types of night creatures, which are as follows:
  
* Dark magenta night creatures will be {{L|stalker}}s, undead that arose from brutal killings and executions, taking on aspects related to their death.
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* Dark magenta night creatures will be [[stalker]]s, undead that arose from brutal killings and executions, taking on aspects related to their death.
* Light cyan night creatures will be {{L|intelligent undead}} - undead creatures that do not fit into the other categories of undead.
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* Light cyan night creatures will be [[intelligent undead]] - undead creatures that do not fit into the other categories of undead.
* Light red night creatures will be {{L|constructed creature}}s. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.
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* Light red night creatures will be [[constructed creature]]s. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.
* Light grey night creatures will be {{L|animated furniture}}, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. Their Ñ is supposed to be flashing over their basic furniture tile.
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* Light grey night creatures will be [[animated furniture]], to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. Their Ñ is supposed to be flashing over their basic furniture tile.
 
* Light green night creatures will be various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.
 
* Light green night creatures will be various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.
 
* Dark blue night creatures will be monsters of the sea, including aquatic hags and trolls such as Grendel.
 
* Dark blue night creatures will be monsters of the sea, including aquatic hags and trolls such as Grendel.
 
* Light blue night creatures will be cursed people of the sea, such as undead pirates or seafarers.
 
* Light blue night creatures will be cursed people of the sea, such as undead pirates or seafarers.
  
==Draft version {{L|Night troll}}==
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==Draft version [[Night troll]]==
  
'''Night trolls''' are a type of {{L|night creature}} introduced in v0.31.17. They are supernatural monsters which kidnap non-{{L|goblin}} {{L|civilization|civilized}} beings, transform them into spouses, and then mate with them to produce young.  The children are all the same sex as the night troll, never that of the spouse.  In {{L|adventure mode}}, night trolls and their spouses can be given as quests.
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'''Night trolls''' are a type of [[night creature]] introduced in v0.31.17. They are supernatural monsters which kidnap non-[[goblin]] [[civilization|civilized]] beings, transform them into spouses, and then mate with them to produce young.  The children are all the same sex as the night troll, never that of the spouse.  In [[adventure mode]], night trolls and their spouses can be given as quests.
  
Like {{L|bogeymen}}, {{L|forgotten beast}}s, and {{L|titan}}s, each night troll is randomly generated and different from all the rest. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.
+
Like [[bogeymen]], [[forgotten beast]]s, and [[titan]]s, each night troll is randomly generated and different from all the rest. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.
  
 
Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin.
 
Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin.

Revision as of 18:16, 8 December 2011

Back to my user page

Draft version Night creature

Introduced in v0.31.17, and further expanded in v.3?.01, Night creatures are a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an interaction changing a normal creature, or a mixture of both. Due to their larger exposure, night trolls are generally called night creatures on the forums.

Each type of night creature is depicted in the game as either a ñ or Ñ of a different color. The currently existing night creatures are the following:

  • Night trolls, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them. They are represented by a dark green Ñ.
  • Bogeymen, which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. They are represented by a dark grey ñ.
  • Ghosts, the restless spirits of the dead that weren't properly memorized. Depending on circumstances, they have various ways to interact with the living. They are represented by a white Ñ.
  • Animated dead are the skeletons and zombies that arise in evil regions or under the thrall of a necromancer. They are represented by a dark cyan Ñ that slowly flashes over their basic creature tile.
  • Necromancers are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead. They are represented by a light magenta Ñ.
  • Disturbed dead are the dead rulers of civilizations, interred in grand mausoleums. They will arise if disturbed by graverobbers and lay curses on the trespasser. They are represented by a yellow Ñ.
  • Werebeasts are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster. They are represented by a brown Ñ.
  • Vampires are undead blood drinkers that can often pass for living, moving on when suspicion on them grows too much. Occassionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization. Vampires that don't pass for living are represented by a dark red Ñ.

In addition to the existing night creatures, Dwarf Fortress Talk #14 reveals future plans for other types of night creatures, which are as follows:

  • Dark magenta night creatures will be stalkers, undead that arose from brutal killings and executions, taking on aspects related to their death.
  • Light cyan night creatures will be intelligent undead - undead creatures that do not fit into the other categories of undead.
  • Light red night creatures will be constructed creatures. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.
  • Light grey night creatures will be animated furniture, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. Their Ñ is supposed to be flashing over their basic furniture tile.
  • Light green night creatures will be various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.
  • Dark blue night creatures will be monsters of the sea, including aquatic hags and trolls such as Grendel.
  • Light blue night creatures will be cursed people of the sea, such as undead pirates or seafarers.

Draft version Night troll

Night trolls are a type of night creature introduced in v0.31.17. They are supernatural monsters which kidnap non-goblin civilized beings, transform them into spouses, and then mate with them to produce young. The children are all the same sex as the night troll, never that of the spouse. In adventure mode, night trolls and their spouses can be given as quests.

Like bogeymen, forgotten beasts, and titans, each night troll is randomly generated and different from all the rest. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.

Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin.

The night trolls' lairs, according to Toady One, have a unique tag that causes items placed there to not be scattered around or rot.

Dwarf Fortress Talk

Dwarf Fortress Talk is the official podcast of Dwarf Fortress, hosted by Toady One, Capntastic, and Rainseeker.

The podcast usually has a topic. This was in the past decided upon by forum polls, but later podcasts had current developments as their topics. Most talks feature questions from listeners, as well as outtakes (such as mistakes that did not belong into the edited versions). The isn't on a regularly schedule due to time constraints of the hosts, though ocassionally, only two of the hosts will be part of a cast.

Dwarf Fortress Talk 1 - Forum Questions

Posted Aug 6 2009; [Transcript|http://www.bay12games.com/media/b12_call_1_transcript.html Transcript]

The first Dwarf Fortress Talk mostly uses forum questions to start discussions on various development plans.