Dwarf Fortress

Dwarf Fortress

Dragonkin Race Mod no Breath
20 Comments
A_King_Doggo 1 Mar @ 1:53am 
Looking for this mod to see some updates - Playing as a Kobold is all well and good - But I want some Dragon Knight action.
apologetic_clairen#6732 21 Jan @ 7:07pm 
Thank you Kirbi for the knowledge drop and Seth'cor for the dedication. Glad to see this mod active!
C.K. Kirbi 18 Oct, 2024 @ 7:19pm 
Awesome man. If you're looking to expand the old functionality of this mod, I'd be most pleased to make myself of use. I can work on looking up some materials and interactions to turn into whole new ways of getting these guys blasting their foes with elemental fury.
Seth'cor  [author] 18 Oct, 2024 @ 5:27pm 
that probably works a lot better than the original which gave just the standard dragon breath. and used what looked like spewing dust for the green, I think they had lightning just be a force blast, would have to look at the original.
C.K. Kirbi 17 Oct, 2024 @ 9:28pm 
Its like an acid spit in functionality. Just.. using a small amount of lava. This is ripped right from the magma crabs.
CyberBatty7 16 Oct, 2024 @ 2:59pm 
Cool burning basalt Loogie idea! Can we have it?
C.K. Kirbi 15 Oct, 2024 @ 1:59am 
Alright. Without getting into anything too fancy, we have options available like what exists with the Magma Crabs. Instead of shooting a jet of fire, they hack up a molten basalt loogie and melt what they hit more like an acid effect rather than a fire.

This can be added to raw right alongside their normal spitting, punching, and biting code.

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit molten rock]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
[CDI:VERB:spit a glob of molten rock:spits a glob of molten rock:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

If you want to get really fancy, we can make (or lift wholesale) some custom materials which are then in turn referenced by material interactions like this one.
C.K. Kirbi 14 Oct, 2024 @ 10:32pm 
Awesome. Sounds like the creature classes will be easy to go through.

Most of the core game breath weapons are based on a unique breath weapon property and flag. The trick to making a breath weapon that will do unique and/or !FUN! damage without setting the world on fire is mostly a matter of spewing a different material.

This should be fun. Let me see if the old tricks still work.
Seth'cor  [author] 14 Oct, 2024 @ 10:28pm 
They are mostly untouched from the original, each color is its own class, it is how the breaths where originaly assigned to them. A lot of the difrent breaths where taken from other creaturs that had similar.

I never dug too much into the breaths themselves.

Kinda sad the original creator disapeard. on his discord he seemed to have a lota interesting races planed.
C.K. Kirbi 14 Oct, 2024 @ 10:16pm 
That heat issue sounds hilarious. Let me make sure the raws are good and I'll see about posting a potential add on here for you to look over.
Seth'cor  [author] 14 Oct, 2024 @ 9:22pm 
I meam I removed them becuase I haven't a clue how to make them work otherwise to be honest. I figured with how many people on the original asked for no breath and removing is much easier than adding. If you have sugestions I do not mind looking into it. if I get around to implementing them is another storry. I tend to jump between games.

I am not very skilled with DF raws, though digging into them was a bit of fun.

From what I get on the original. I think they had set up their pacific heat in a way to make them inflamable, but it also caused them to build up heat until they melted stone. their heat would increase faster than it could disipate.
C.K. Kirbi 14 Oct, 2024 @ 7:46pm 
You taking any friendly advice on side stepping breath weapon or power issues by making more manageable versions of them?

I had a fork of OtaKnight's Dark Fantasy mod back during .42. Just so happens I know a few ways to make breath weapons that won't cause civilization suicide during gameplay.
Seth'cor  [author] 15 Aug, 2024 @ 9:53pm 
okey, think I got the melting everyone around them fixed. the original had a bit in there to make them fireproof, and I think that also made them retain heat so would slowly get warmer until they started to melt people near them.
Seth'cor  [author] 13 Aug, 2024 @ 5:52pm 
dam, XD here I thought that was fixed. bleh, haven't played df for a bit, I tend to bounce between games. and not realy that skilled at moding. DF just makes it easy with tags and the like all being plane language XD.
Paladin 10 Aug, 2024 @ 2:51am 
They do seem to put off steam when caught in rain though.
Seth'cor  [author] 10 Jul, 2024 @ 8:59pm 
@broody. based on the last two comments, not sure I solved that issue. I thought I had and have not seen them burn or melt others in my own games. but yea I originally did this edit because I kept having people die randomly in meeting halls, I finaly cought sight of melted dwarf fat and figured out what was going on.
apologetic_clairen#6732 9 Jul, 2024 @ 9:44am 
Creator: thank you so much for this! I've waited so long for a playable version of these guys. I noticed bone helms and hoods burn off their fiery little heads instantaneously. Still a big step up from the gamebreaking bugs though!
Seth'cor  [author] 6 Jul, 2024 @ 9:26am 
Huh, though thenheat issue of the original would be fixed removing the breath.
Novak 2 Jul, 2024 @ 8:18pm 
they seem to put off a LOT of heat. like... igniting stone amounts of heat.
Stray 29 Jun, 2024 @ 3:42am 
Thank fucking christ, no more burning down the entire fort and surrounding forest while trying to defend themselves right after embark.