- Jul 13, 2017
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Its not a curse, its just bedlam waiting in ambush then springing the trap as usual.Frank when he is about to upload the new version this friday.
Bedlam: time for a bugfix *wink*
the old curse strikes again.
Its not a curse, its just bedlam waiting in ambush then springing the trap as usual.Frank when he is about to upload the new version this friday.
Bedlam: time for a bugfix *wink*
the old curse strikes again.
He sits in the dark, quivering, waiting for that momentIts not a curse, its just bedlam waiting in ambush then springing the trap as usual.
The best part about watching this game of cat and mouse between the two is that it looks more like Tom and Jerry.No, what's really funny is that Bedlam thinks that he is catching us unawares... except he is predictable every time. Frank says he's almost done but won't promise a day... I say "Frank is hopefully going to have it done on Friday so we can play it on the weekend"... Bedlem releases a hotfix right before Friday, but forgets that I'm trying to help Frank out with this Biomancy bug in the mod (which I still haven't figured out, have some new ideas today so I'll see if they work tomorrow).
Or my favorite is when Frank says he's releasing the mod tomorrow but he hasn't even started on it! Then Bedlam releases a hotfix! I think that has happened twice now!
Frank when he is about to upload the new version this friday.
Bedlam: time for a bugfix *wink*
the old curse strikes again.
Its not a curse, its just bedlam waiting in ambush then springing the trap as usual.
He sits in the dark, quivering, waiting for that moment
No, what's really funny is that Bedlam thinks that he is catching us unawares... except he is predictable every time. Frank says he's almost done but won't promise a day... I say "Frank is hopefully going to have it done on Friday so we can play it on the weekend"... Bedlem releases a hotfix right before Friday, but forgets that I'm trying to help Frank out with this Biomancy bug in the mod (which I still haven't figured out, have some new ideas today so I'll see if they work tomorrow).
Or my favorite is when Frank says he's releasing the mod tomorrow but he hasn't even started on it! Then Bedlam releases a hotfix! I think that has happened twice now!
The best part about watching this game of cat and mouse between the two is that it looks more like Tom and Jerry. View attachment 1540899
My inner voice is telling me "No". Not in the sense that it's not doable, but more in the way of "It can be done, but it'll break so many things." There's a reason that a lot of biomancy and corruption events will fail, and that's because it's not firing on an acceptable target (IE: can't cast "shrink cock" on a woman, or "enlarge wings" on a wingless dude).Hello, friends. I have a question. Is there an option where a biomancy spell can sometimes affect the entire camp?
And if not, can there be a way to implement such an option? Make its cost rather high in power (for example, the caster is unavailable for some days, maybe even a week or two and also you lose lots of gold and or supplies, around 1-2k each)?
Many thanks
Many, many thanks! As a sugestion, maybe, if you do decide to implement it, make it usable only on a few modifications, such as strengthen or weaken or some such. exclude change race or add wings or enlarge or weaken certain body parts. what i have in mind is using it on easier to achieve results and keep the more difficult ones as they are.My inner voice is telling me "No". Not in the sense that it's not doable, but more in the way of "It can be done, but it'll break so many things." There's a reason that a lot of biomancy and corruption events will fail, and that's because it's not firing on an acceptable target (IE: can't cast "shrink cock" on a woman, or "enlarge wings" on a wingless dude).
That said, I will still take a look, and if I find it's perfectly feasible way to do it, I'll attempt to bring it to life. That's what happened with Slave Leader and that turned out.... well, it turned out.
maybe another quest? some kind of forger? attached to the encampment? cost in gold? or maybe included into the ensnared rose services?don't know anything at all about coding, but doing it via quest sounds like it might be easier, there are already a few quests and things in the game that have some biomancy effects, like with the keldan alley, the requests for slavers saying they want to get biomancy work done and such.
also wanna drop another mention about possibly having the option to change player name/title if possible.
Well yes but it's amusing to imagine some kind of demented, over-the-top Death Note-esque 4D mindchess going on hereYou all expect too much of me, giving credit where credit ain't do. I'm just lucky that it played out like you all say. Not saying I haven't tried to play mind games with Bedlam, but most of the time it looks like I do are the times where things just work out.
Many, many thanks! As a sugestion, maybe, if you do decide to implement it, make it usable only on a few modifications, such as strengthen or weaken or some such. exclude change race or add wings or enlarge or weaken certain body parts. what i have in mind is using it on easier to achieve results and keep the more difficult ones as they are.
thanks for pointing out the limitations, i was not aware of those.
While it'd be a fair bit more work, turning it into an assignment, rather than a biomancy feature is actually a solid way to handle it. Keeps it isolated and would allow me to control who gets affected a bit more smoothly.don't know anything at all about coding, but doing it via quest sounds like it might be easier, there are already a few quests and things in the game that have some biomancy effects, like with the keldan alley, the requests for slavers saying they want to get biomancy work done and such.
also wanna drop another mention about possibly having the option to change player name/title if possible.
I can see a simple way to handle that. The naming event that triggers during player creation is easy to recreate, and attaching it to an event wouldn't be that hard. Just need to play around with it and find out if changing either of those details causes the game to hissy fit, but it shouldn't.maybe another quest? some kind of forger? attached to the encampment? cost in gold? or maybe included into the ensnared rose services?
Both should be easy. Yes Men and Hypnosis use the same kind of variable for the success/fail, so if I can make Hypno fail every time, I can manage it for Yes Men.If we're doing feature requests, can we have a reverse-yes-men, no-men? And possibly a reverse-mind-break-protection feature. Mind-break assurance?
The former shouldn't (*) be too hard. Only do the latter if it's easy.
It's a hilarious thought. The consistency of how often it happens just adds fuel to the fire.Well yes but it's amusing to imagine some kind of demented, over-the-top Death Note-esque 4D mindchess going on here
While it'd be a fair bit more work, turning it into an assignment, rather than a biomancy feature is actually a solid way to handle it. Keeps it isolated and would allow me to control who gets affected a bit more smoothly.
As to the possible outcomes, if I do go through with making this, that's likely what will happen. It'll be strictly for universal variables, that will succ/fail based upon hard values(IE: strength >=8 eq nothing happens) rather than abstract values... actually, now that I type this out, while it'd be tedious as fuck, it probably wouldn't be that hard to isolate specific individuals in the camp from the effects. Bedlam already has a disgusting amount of "no you can't do that." flags in the game, so I wouldn't have to screw-...
Ya, it might not be as hard as I think it is to do the hard part, but getting it completed to that length will be the tricky bit.
I can see a simple way to handle that. The naming event that triggers during player creation is easy to recreate, and attaching it to an event wouldn't be that hard. Just need to play around with it and find out if changing either of those details causes the game to hissy fit, but it shouldn't.
Both should be easy. Yes Men and Hypnosis use the same kind of variable for the success/fail, so if I can make Hypno fail every time, I can manage it for Yes Men.
As to the Mind Break Assurance, are you asking for it to be like Instant Mind-Break? If so, easy enough. With Anti-Mind Break, I'm resetting a value to 0 before the Mind Break event fires. For the opposite, I'd just have to find the value that triggers the event, and set it to 1 before, so the next time you dominate them, they snap.
It's a hilarious thought. The consistency of how often it happens just adds fuel to the fire.
You are doing something very wrong then. I'm on 2.6.1.0 and it works fine (right click on "Loaded Dice" then click "Roll the Dice" to bring up the new menu)I can confirm that the mod doesn't work on 3.0.60. The previous mod version did work on it though.
It also doesn't work on 2.6.1, unless the options have been hidden somehow.
It also doesn't work on 2.4.16.
EDIT: It seems the ZIPPY link only has the base game. I downloaded it from MEGA and it does work.
I can confirm that the mod doesn't work on 3.0.60. The previous mod version did work on it though.
It also doesn't work on 2.6.1, unless the options have been hidden somehow.
It also doesn't work on 2.4.16.
EDIT: It seems the ZIPPY link only has the base game. I downloaded it from MEGA and it does work.
As Snakes said, you probably fumbled something somewhere.You are doing something very wrong then. I'm on 2.6.1.0 and it works fine (right click on "Loaded Dice" then click "Roll the Dice" to bring up the new menu)
Well... Now that you mention it...The lovely folks here are quite proficient at letting me know when I fail to activate the mod before uploading, so I don't think that's the case here.
You are doing something very wrong then. I'm on 2.6.1.0 and it works fine (right click on "Loaded Dice" then click "Roll the Dice" to bring up the new menu)
Can you check the file in the ZIPPY link on the main page please? Because when I downloaded that, it contained only the main game. Not the mod. There wasn't any "loaded dice" option anywhere.As Snakes said, you probably fumbled something somewhere.
The lovely folks here are quite proficient at letting me know when I fail to activate the mod before uploading, so I don't think that's the case here. All the more so with you finding it working after you downloaded through the MEGA link.
Can you supply any additional details that might help us figure out what's happening?