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Simurgh-type Endbringers can create temporary random effects to all creatures exposed to their song, like making their personality more erratic or causing feelings of dread.
They can also turn creatures directly exposed to them into "song transmitters" who will permanently gain the ability to cause the above effects to those around them. Song transmitters are otherwise indistinguishable from normal dwarves.
Finally they can turn creatures into "time bombs" who may, at some point after one year, randomly go berserk, and become harder to kill while berserking - and anyone exposed to one of these berserkers has a chance to become a song transmitter. However, song transmitters cannot create time bombs or new song transmitters.
and now its 1.2 and works great
I have a bit of a question of what does Simurghs song actually do? I havent yet encountered her in the normal game, and in the arena I dont really see many effects, but thats probobly because arena isnt really good at demonstrating dwarfs going mad
and its still version 1
so something aint workin
I tried it again. The version should be 1.2.
Also it still crashed the game when I spanwed all 3 of them and made em fight each other idk why
Also are they supposed to look like that? they all look the same like wierd little blue creatures?
(Worm spoilers be carefull)
Endbringers: created to be pretty much unkillable murder machines to drive conflict! Its pretty much impossible to kill them. They resist a lot of powers, they have strange layered physiology and you are gotta dig for galaxys worth of mass to get to their core. Shooting one with a blast strong enough to destroy India only damaged surface layers. They are simply unkillable.
some elephants: I am gonna end this mans whole career
Thank you good chap! I get the warm fuzzies every time I see a worm mod.
Unless something has changed in megebeast behavior in the Steam version, no, all fort-mode megabeast attacks must end in either the megabeast's death or your fort's destruction, probably the latter in this case. Alternatively you can lure them into a tunnel and wall them off, which is probably your best option. Megabeasts will attack sites and be driven off in worldgen though.
(Though it should be mentioned that due to the way worldgen calculates combat, ignoring material physics and special powers, Endbringers are surprisingly killable off-screen since they are fairly small by megebeast standards. I have seen legends of Endbringers getting killed by elephants for instance. This will not happen during gameplay.)
Are they holding back like in worm? Can they be driven off?
The stars just happened to align in the right way to make all of the Endbringer classic trio's abilities possible. A full paradwarves mod is far beyond current possibility. But check back in 5 or 6 years after the Myth and Magic update.
Not sure - giant letters, I think?
Speaking of which, anyone want to make sprites for this mod? I'm not great with graphic art, but it's only 3 sprites.
I'm also probably never going to enable this, since, yknow, the game is already hard as balls, but maybe if I'm feeling overconfident one day...
DF's current magic systems are not capable of adding their abilities, so I stuck with the classic 3. But give it another couple of years.
Also any plans to add more stuff to the 3 alerady in this mod (exept for the graphics)? Like the telepathic thorwing of stuff to the Simrgh for example
But this mod sounds really cool already! Gonna try it out!