File Listing: Eevee Fortress | ||||||||||||||||||||
Last Updated: Jul 25, 2014, 05:37:46 am First Created: Jul 16, 2012, 11:00:45 pm Author: LordRandomness
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Description
After far too long, updates on this mod will be resuming! The download is now an objects folder which simply needs to replace your existing objects folder in order to apply the mod, rather than a full executable, so you'll have to download the game itself from the official site. It's been mostly fitted out to work with the newest version, resolving an issue that was preventing mining from happening. Will mark new version 0.2.0 with the implementation of Sylveon and some additional features, as well as ironing out any bugs. Also, I'm now running http://www.patreon.com/LordRandomness one of those Patreon things, if you're interested. Adds the pokemon Eevee to the game as a controllable civ. Features include: - Eevee is marked as the only controllable civ, guaranteeing you'll get an eevee civ on embark. - Apricorn industry. Apricorn growing is slow, but you can produce thread, wood, and even metals at the apricorn refinery. Most operations require 10 Apricorns (paste from blues is 5, charcoal from greens is 3, and thread from pinks is only 2). Processing red, white, and yellow requires furnace operating and a unit of fuel (unless you're using a magma refinery), processing pink uses strand extraction, and the others all use plant processing. Aprijuice takes brewing. - Berries. Most berries grant a beneficial syndrome on consumption ([CE_ADD_TAG:PARALYZEIMMUNE] for Cheri, no dizziness for Persim, boost to recuperation attribute for Oran, etc). Currently berries only go up to Persim, but this will eventually be expanded. Aspear Berries can be "tanned" 6 at a time to produce "berry peel leather", a slaughter-free alternative to regular leather. - Pokemon framework. Pokemon have types as a creature_class, and moves are done using interactions that inflict a syndrome. CE_PAIN represents damage on moves like Thunder that don't use a projectile, too much of it and you pass out. Paralysis is done using paralysis of grasp/stance parts, burning is just pain and blisters, poison inflicts pain, fever, and nausea, confusion inflicts dizziness, sleep inflicts HEAVY drowsiness. Creature classes exist for hard coding resistance, weakness, or immunity to a certain type, plus immunity to status ailments and stat reduction. --Evolution is done by obtaining the relevant evolution stone (fire stone, psychic stone, bug stone, etc.) and taking it into an evolution chamber (new workshop) using a new reaction. This produces eviolite, which immediately boils into evolution gas, which evolves any pokemon capable of evolving to the gas's type using [CE_BODY_TRANSFORMATION]. Each creature def contains all the castes for a pokemon (Eevee has been implemented, creature includes it and the seven evolutions available), but only the unevolved form has a pop rate greater than 0. (This can be changed to make evolved pokemon appear on embark/immigration, but rarely). Evolution reactions require the Alchemy labor to be enabled, and so can be managed by using that prior to a manager being appointed. If there's a specific stone you're having trouble finding, drop a comment and I'll tell you where it is. But only if you can't find it yourself! ---Evolution stones are found in appropriate layers (Normal is everywhere, Leaf is in soil layers, Bug in topsoil layers only, Fire in igneous, Dark in some dark stone layers, Thunder only in magnetite clusters, Steel in any iron ore, Psychic in metamorphic layers, Rock in any stone layer, etc...) ---One ever so slight exception: Adamantine is now called Dragonstone and its raw form is used for dragon-type evolutions. (There are none yet, but there will be). Not removing Adamantine from the raws will lead to both appearing on the map. --Pokemon moves are done by giving the pokemon an interaction to use as an attack. Beneficial self-buffs and the like are just used whenever they come off cooldown, which causes combat message spam (outstanding error, not sure what the fix is). The pokemon move setup means every move inflicts multiple syndromes, with each target only affected by one (flying-types would be hit by the "super effective" version of the Thunder syndrome, for instance, doubling the pain received). This means that one use of an attack leads to multiple target messages, this has no effect on gameplay so don't worry about it. (They're all stacked up, so it doesn't choke the message log). --Small equipment has been added for use by smaller pokemon. Tiny equipment may be needed if even smaller pokemon are added. -Eevee and its seven evolutions are implemented using the framework. All forms get basic attacks (BITE, SCRATCH, TACKLE, and a sand attack interaction). All evolutions have 75% learn rate in non-specialized skills and 150% learn rate in some that they are naturally better at (forging for Flareon, brewing for Vaporeon, farming for Leafeon, etc). Eevee has base learn rates in all skills (Adaptability!). Some evolutions with poor combat skills have one of their attacks on a very low cooldown, allowing them to spam it instead of relying on lackluster melee. --Flareon gets a FIREJET ability which tends to horribly wreck things along with high physical attacking attributes. --Jolteon gets Thunder, Thundershock, and Thunder Wave. The former two inflict pain (although Thunder can miss) and may paralyze, while the third inflicts no pain but always paralyzes. Jolteon also gets Pin Missile, which fires off multiple "spinning nail" projectiles. --Vaporeon gets Acid Armor, which it can use while in water to double its toughness, Aqua Ring, which speeds regeneration, Water Gun and Hydro Pump, which fire off "combat water" and "Hypercompressed water" projectiles (Hydro Pump has been known to score instant kills upon impacting the head...), and Surf, which fires off a wave of "wave water" projectiles at anything in range. --Espeon has an extra grasper (representing telekinesis) and a slew of mental attacks which inflict nasty pain to the head region as well as possibly confusion and lowering of combat-related mental attributes. It is also the only evolution capable of using traditional ranged weapons thanks to the grasper. --Umbreon gets Screech (cuts toughness), Confuse Ray (guaranteed confusion on a relatively low cooldown), Faint Attack (sucker --Leafeon gets Razor Leaf (single "combat leaf" projectile), Leaf Blade (three combat leaves that can only target an adjacent enemy), and Swords Dance (Strength increase). Its ears and tail are also made up of leaf tissue, which heals faster than skin. --Espeon, Umbreon, and Leafeon get Morning Sun, Moonlight, and Synthesis respectively, providing a burst of insane regeneration. --Glaceon gets Ice Shard (single ice projectile), Icy Wind (which actually sprays ice webs at the targets), Blizzard (which pelts every target in range with an obscene amount of ice and has a large cooldown), and Barrier (boost Toughness). It has abysmal close combat capability to make up for excellent interaction attacks. - Gratuitous use of capital letters where there probably shouldn't be any. Just like the games! - Probably some stuff I neglected to mention that's hopefully still obvious enough. As a result of the framework-style setup, implementing additional pokemon civs/wild animals/what have you should not be too difficult (hey, I managed it!), and I will be including additional pokemon over the lifetime of the mod. Since there are WAY too many pokemon for me to do all by my lonesome, I am also accepting submissions of completed pokemon creature/civs to add. Changelog: - 0.1.4 alpha released - Apricorn refining jobs now return 1.5x the number of Apricorns used in seeds, ditto for making aspear leather - Added the mnemonic chamber. Jobs at the chamber take a mnemonic (only one currently implemented is Toxic) and release a gas cloud. The cloud causes anyone affected by it to teach the mnemonic's move to everyone nearby repeatedly (including themselves, the best way to tell if the cloud succeeded is to watch for a notification saying the pokemon performing the job has learned the move). Mnemonics are made at the alchemon's workshop with one stone of the move's type, one unit of extract from the relevant berry type (Kebia for poison), and a refined white Apricorn bar. - For that matter, Kebia Berry added. Growth time is crazy high and the plant itself is quite expensive. - Umbreon's Faint Attack is now a SPECIALATTACK_INTERACTION attack rather than a regular interaction. Seemed more appropriate. - 0.1.3 beta released, with one change: -- Elemental stones are now only consumed with a 10% chance when evolving, this should better reflect their rarity and failure chance. This should make multiple evolutions per stone possible on average. I recommend updating, the new raws shouldn't break any backwards compatibility but back up old ones just in case. - 0.1.3 released, currently in alpha -- Elemental stone backgrounds fixed -- Berries implemented up to Tamato -- The last six have an extract that applies a syndrome on contact/injection, reducing the relevant stat. -- You can combine the extract with a bar of white Apricorn metal to get four bars of ammunition material. This special ammunition boils into a gaseous cloud when it sticks into a creature, inflicting the berry's syndrome. This is the feature keeping the release in alpha, any feedback on what it's doing would be greatly appreciated. If you're not game, just don't make the bolts! - 0.1.2 released -- Fixed the graphical issues with workshops. - 0.1.1 released -- Apricorn Refinery reactions are more descriptive -- Same for the aspear Berry reaction -- Changed Espeon's tile from e to s to prevent confusion with un-evolved Eevee -- Evolution Chamber is now more passable, hopefully this will make the gas spread work better! -- Evolution Gas has had its temperature modified, that might help too. -- Berries are now edible (DERP) Additional options: The following files can be deleted to remove the relevant vanilla DF content, leaving only modded content (I'll start removing these from the current dev when I'm totally satisfied with the custom content): - inorganic_stone_gem.txt - item_food.txt - plant_standard.txt (although this will lead to no subterranean plants at this stage) - the raws for Adamantine Known issues: - Eevee is too big, this is because I haven't gotten around to adding tools small enough for it to use yet. - Evolution still has a failure chance, I'd much rather it didn't. - Attacks produce multiple messages on the target. Low-priority. - This is my first attempt at modding, so there are doubtless issues EVERYWHERE. To-do: - Plant implementation is rather lazy, all plants grow in all seasons and almost everywhere. This is necessary until there are more berry varieties anyway, but fixing this is on the list. - Creature implementation is currently very basic, with the only body modifications being leafy ears/tail for Leafeon and a forehead gem for Espeon. Haven't added things like two tails for Espeon, scaly skin and fins (outside the description) for Vaporeon, removed tail for Jolteon, etc. yet. - Weapons have been modified for stature, I still need to add specialized armor (currently they just use the existing default armor/clothes, which is okay but not great) - Finish adding berries. - Add mnemonic clouds: A TM equivalent that grants an interaction to everything caught in it that has [CREATURE_CLASS:CAN_LEARN_TM_X], which then grants a new move. This mod is built for Linux since that's the system I used to make it, getting it to run on other systems should be a simple case of copying the "raw" folder from this .zip into your DF installation. I'll probably try it myself, but my only Windows machine is non-functional right now so I can't test a Windows port even if I did make one. Oh, and if you see a world or save pre-installed, feel free to delete it. That just means I accidentally left a testing world in there. Final note: I'm not using the accented e because it doesn't display properly when I try to. =/ |
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SHA-256: af26c1ddcabb3139414e11f9c20f799ca2183557f2baba9ec6bce19ac99c6771 | ||||||||||||||||||||
IP: logged Commands |
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