Dwarf Fortress

Dwarf Fortress

Dwarf Arcaena
61 Comments
Magical Marvin Oct 10 @ 11:37am 
Youd be right in saying its something tarn should add, magic and myth is on the docket after the siege rework, although it’s dope to see someone doing magic already.
leonardodiasm Jul 12 @ 5:16pm 
Man, what a pity... Life seems to always happen to the most creative people... I wanted to see this mod updated. Feels like something that Tarn should add.
kravun Jul 3 @ 4:22am 
im afraid this person has moved on from making mods and im glad to say that i think he has overcome the issue of homelessness since he has posted workshop addons this year and is currently online. If i were you guys i wouldnt expect updates for these mods. Its a shame because these mods had really good ideas in them
kravun Jul 2 @ 5:54am 
hope you're okay man
_Snazz_ Jan 25 @ 7:35pm 
Hope you're doing ok man.
Otisius Dec 8, 2024 @ 7:50am 
MOD AUTHOR - Hope you're still safe & well-as-can-be
heisenburger7051 Oct 25, 2024 @ 7:14am 
@WolfgangTheSecond "...Say that again"
Baron Flamel 𐰋𐰼𐰚 Apr 24, 2024 @ 10:47am 
is this working with adventure mode?
Enginseer89 Jan 6, 2024 @ 12:15pm 
I sincerely hope everything is going alright with you.
HonorConner Dec 11, 2023 @ 1:58pm 
is this mod compatable with Spellcrafts?
Assassin36789 Dec 6, 2023 @ 8:32am 
Were still here man best of luck.:steamthumbsup:
WolfgangTheSecond Dec 1, 2023 @ 6:24pm 
You should've called Geomancer the Secrets of Rock and Stone.
Vannitea Oct 5, 2023 @ 9:04pm 
Good luck out there, we will be here
ChiliOil Sep 11, 2023 @ 12:17pm 
broseph you please do well out there, kk?
Otisius May 19, 2023 @ 5:29pm 
hope yer alright, man
Blueberry Apr 16, 2023 @ 4:51am 
00f capitalism got this one.
Cuckoo Apr 10, 2023 @ 7:22am 
Thots and pears.
c1aybourneTTV Apr 7, 2023 @ 8:39am 
hope everything works out for you, author :steamsad:
Wyntr Stardust  [author] Apr 5, 2023 @ 3:00pm 
MOD IS NOT DEAD.
The mod author is dealing with homelessness currently, and will continue to work on mods as life permits.
masterE Feb 6, 2023 @ 9:07am 
Seems like it's not very far along, so some feedback for the dev.

Without adventure mode it's not straightforward to get a codex with the secrets. There is a script for spawning slabs from atomic chicken and a script for spawning tomes by Atomic Chicken, Meph, and Burrito25man, and UristvanHelsing, but I can't get a chimera to work (my failing). Still, no way to test this without a very lucky gen... and even then tons of time searching in legends or world map to find the artifact thats a tome and not a slab. Once this is resolved it will be easier to give useful feedback. Thanks for your hard work!
Shadowwolf Feb 4, 2023 @ 3:55pm 
@Ysehporp Just from looking at it. Nothing is stopping anyone from knowing multiple secrets as far as I can tell, so the necromancers you've encountered likely just also have other secrets known (maybe even all of them).
Angel Jan 27, 2023 @ 6:54am 
This is awesome! Do you plan to continue to update it in the future?
Froozigiusz Jan 26, 2023 @ 4:23pm 
I hope to play with this mod once it gets mature enough
Ysehporp Jan 26, 2023 @ 10:21am 
Okay having played some with this mod it seems like it just adds these abilities to necromancers. Pyromancers who visit my fort regularly raise zombies from the dead.
Ysehporp Jan 22, 2023 @ 9:46am 
So how does this mod actually work? Are these secrets discovered as part of necromancy secrets? Are they discovered by scholars doing research? What abilities do each of these secrets confer? Are pyromancers just going to torch down your own cities?
Diggle Jan 21, 2023 @ 9:23pm 
Are dwarves with these secrets able to write them down on a book to spread the knowledge like necromancers?
B4TD4DDY Jan 18, 2023 @ 11:25am 
How will Lichdom differ from Necromancy?
Wesar Jan 18, 2023 @ 6:58am 
@Cuckoo I agree, I know it's only been a week, but for me it's been an eternity for him not to return.
Cuckoo Jan 18, 2023 @ 5:46am 
@Wesar You mean one week?

Moving house can throw up unexpected challenges, but it's a bit soon to be jumping to that conclusion.
Wesar Jan 18, 2023 @ 5:32am 
it looks like the owner of the mod died, it's been offline for a long time.
Soarin Jan 17, 2023 @ 1:49pm 
Missed opportunity to have "The Secrets of Rock and Stone" (Deep Rock Galactic Reference), but seems like a cool mod all the same.
tommy Jan 17, 2023 @ 11:16am 
requesting secrets of the great old ones immediately
MVRITR3VA Jan 16, 2023 @ 6:44pm 
FYI: This mod (I believe) is generating the following error messages in my error log:

*** Error(s) finalizing the interaction AEROMANCY
Interaction Token not recognized : CHOKING_CURSE
Interaction Token not recognized : SUFFOCATION_CURSE
Interaction Token not recognized : BREATHLESS_CURSE
Cuckoo Jan 16, 2023 @ 10:52am 
Just checked, and I didn't find any image files added from \steamapps\workshop\content\975370\2916113867 - so unless he's implying the workshop preview image is Meph's property(?), that seems to be some nonsense.


Anyway, while I was there , I noticed some files might be missing from the aeromancer update:

In 'objects', I can see "interaction_secret_air.txt" (and the other three), but there's no "aeromancer.txt" (just the other three mancer.txt's).

The 'text' subfolder in 'objects' (which looks like it should contain the "new spells" mentioned in the change notes) also doesn't contain "secret_aero.txt", just the other three.

My "info.txt" says this is Numeric Version 1.2, Displayed Version 1.1b; but somebody else might want to check their own content folder too anyway (in case it's just Steam Workshop weirdness).
Catpurple Jan 15, 2023 @ 7:50pm 
@Mr. S
Why? What's he got to do with this? Also, he could've used that very same advice himself when he got kicked off the dwarf fortress premium team for taking tons of other peoples' mods and sprites and not crediting them back when he was making his own tilesets and mods.
Mr. S Jan 15, 2023 @ 3:21pm 
Are you Meph? if not, you should probably credit him.
CoronaBunny Jan 15, 2023 @ 4:54am 
If not too much trouble, would it please be possible to explain:

1) How could I limit these to one race?
E.g. if I wanted to download "Nillians (Curious Knowledge-seekers)", and only have them be able to cast these spells, turning them into an actual magical-race, what would have to be edited? Or would that be too complicated to do?

2) And if can be done, then ideally I'd like to be able to use e.g. "Creation Forge" to test these out, via creating the books. This could then also be used to bypass the world-creation limit, as new magic types become available.

Thanks.
𓃦 Foggy Notion Jan 14, 2023 @ 5:03am 
@Llamageddon from personal experience with modding i'd expect the former. the main exception for that being the outcome would be if this mod overrides vanilla secrets and just gets rid of them, which just based on the phrasing it doesn't seem to do
Diggle Jan 13, 2023 @ 6:10pm 
Do you have any plans for what all of other ones will do? Illumancer and Wizard sound simple enough but I really wanna know what a Eldritch or Diabolist will be able to do.
Cuckoo Jan 13, 2023 @ 12:44pm 
Ergo, vis-a-vis "mancy" (etcetera): there is absolutely and positively nothing inappropriate about a "necromancer" in Dwarf Fortress being able to raise the dead by uttering words passed down unto them by a god of death (in the hopes that their petitioner will finally stop praying and leave them alone) , as funny as a "necrokinetic" spellcaster no doubt would be.
Cuckoo Jan 13, 2023 @ 12:43pm 
It's not like words of power and prophecy are tumbling from our mouths each and every time we take a breath (or respire: from the Latin "spīrō" 'I breathe', see also "spirits" via "spiritus").

No, no, no - your so-called "prophecy" still has to come from somewhere...

... And you guessed it, it's ♥♥♥♥♥♥♥ Latin again!

"Prophecie" (Middle English, why not), from the Latin "prophētīa", from Ancient Greek "prophḗtēs" (i.e. prophet, "speaker of a god") - the compound of "pró" (before) and "phēmí" (I tell).

Not like I told you this before- but rather- more like I tell you this before (it happens).
Cuckoo Jan 13, 2023 @ 12:43pm 
BauerHaus's right - etymologically, insofar as pointing out the difference in origin between 'aqua' and the other three is pedagogical, then it follows that my pedantry should be on point.

If we look (to Google), then the Spanish "-mancie" (or French "-mancie"), from which we would get the English "-mancy", is derived from the Latin "-mantia" - which itself comes from the Greek "manteía" - which we should best translate as "divination" ('I divine, prophesy').

But alas, that's just more lassus Latin!

For as it is that "divination" comes to us from the Latin "divinus" ("of a god"), which in turn comes from "divus" ("god") - then shouldn't we be asking where all these sacred secrets of such-and-such have come from in the first place?
Llamageddon Jan 13, 2023 @ 5:09am 
I often generate long worlds so turn secrets down to 1 or 2 just to stop necromancers taking over the world too quickly. If I have this mod installed, could it "use up" those two secrets or are a mods secrets calculated on top of the vanilla setting on worldgen?
BauerHaus Jan 13, 2023 @ 4:57am 
These guys complaining about the name aqua vs hydro completly ignoring that mancer means someone who can tell the future through the medium they mance.

A Pyromancy is foretelling the future with fire, pyrokinesis is someone that can move or manipulate fire.

What I'm saying is if you're going to be pedantic, your pedantry better be on point. Name your classes whatever you want, we all know what you mean when you say Aquamancer, its good.
Digganob Jan 12, 2023 @ 10:49pm 
This would decrease the rate of necromancers, would it not? If so, I am excited. Necromancers tend to dominate worlds later in the history (at least their towers do), so I've had to reduce the number of secrets to make them more special. Hopefully this should also reduce it significantly, and also add some interesting challenges for when adventure mode drops.
vine Jan 12, 2023 @ 6:36pm 
definitely using this at a later date
Zalthor Jan 12, 2023 @ 11:29am 
Aqua sounds cooler, though
Cuckoo Jan 12, 2023 @ 5:04am 
Rime's right - etymologically, "hydromancer" would be more consistent.

The rest of these prefixes ("pyro", "geo", "aero" - and also "hydro") can be traced back to the Greek words for "fire", "earth", "air" and "water".

"Aqua" does mean "water", but it's the Latin, rather than Greek.
Rime Jan 12, 2023 @ 4:12am 
Hydromancer is the more typical term for a mage specalising in water.
clankerloving cogsucker Jan 11, 2023 @ 5:28pm 
thank you for your brave addition to the game. i will report back with bugs. god speed and please keep up the good work