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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: ZM5 on May 18, 2018, 05:01:43 am

Title: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on May 18, 2018, 05:01:43 am
(https://i.imgur.com/FW5oJib.jpg)

This is something I've been working on for a while now - finally its finished.

This mod seeks to expand the list of creatures, plants and weather effects unique to good and evil biomes - similarly to my cave revamp mod, the different biomes are themed, though there still are shared creatures between different sets.
The themed biomes are:
-Mountains - Heavenly Peaks (Good)/Hellfire Peak (Evil)
-Swamps - Forgotten Land (Good)/Spore Swamp (Evil)
-Marshes - Primal Marshland (Good)/The Flesh-Marshes (Evil)
-Tropical Forests - Fey Woods (Good)/Tainted Jungle (Evil)
-Temperate Forests - Wondrous Wildland (Good)/Vile Forest (Evil)
-Glaciers - Crystalline Crown (Good)/End of the World (Evil)
-Tundras - Enchanted Frost (Good)/Cold Death (Evil)
-Taigas - Wintry Woodland (Good)/Frozen Woods (Evil)
-Sandy Deserts - Spellbound Oasis (Good)/Ravaged Wastes (Evil)
-Badlands - Glass Barrens (Good)/Chaotic Wasteland (Evil)
-Rocky Wastelands - Earthen Realm (Good)/Charred Land (Evil)
-Savannas - Ancestral Veldt (Good)/Pestilent Flats (Evil)
-Shrublands/Grasslands - Pure Hills (Good)/Corpse Highland (Evil)
-Oceans - Oceanic Domain (Good)/Furious Storm (Evil)
-Lakes - The Azure Expanse (Good)/Toxic Lagoon (Evil)


-Race Addon info (http://www.bay12forums.com/smf/index.php?topic=170730.msg7935376#msg7935376)

Keep in mind I took "good" to moreso mean "magical/enchanted", rather than "benign" - the creatures in good biomes won't neccessarily be any less predatory than in other areas.

Last thing, there's two reactions tied to two plants in good biomes. Goldleaf is one of the plants, found only in good mountains - you can take several seeds from it to make a single bar of gold - the other one is the Cryostalk, found in good glaciers - you can take seeds from it to make bars of Cryocite, a metal that is very sharp and light, but brittle, and so is not usable for armor.

Be also wary of some of the fruit-bearing plants and trees - the unique ones in good swamps and tropical forests, as well as those from evil marshes, arctic biomes, temperate forests, savannas, shrub/grasslands, sandy/rock deserts and mountains can cause negative effects if eaten raw. Brewed, however, they are no threat, and some may in fact provide attribute buffs.

Big thanks to my girlfriend (https://www.instagram.com/loonarwitch/) for the banner - her instagram has more art stuff, check it out.

Spoiler: Weather Types (click to show/hide)

Download links:
Raws Only version (http://dffd.bay12games.com/file.php?id=13767) - includes instructions on how to add the reactions to existing civ files, as well as optional files for rearranging vanilla good/evil plants.
Race Addon (http://dffd.bay12games.com/file.php?id=14274) - adds 17 races that make use of the creatures from this pack as pets, plus have some of their own unique pets made specifically for this pack.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: voliol on May 18, 2018, 08:19:51 am
Looks cool, I'm totally going to check it out more thoroughly whenever a more complete version comes out.

It'd be nice with a download for just the new raws, so you won't have to sort out all the standard DF raws when trying to get an overlook to what's new/mix it with other mods, and also so you don't have to download a whole DF for each new version (not that it matters much as DF is pretty tiny, but still).

Also, about how many new creatures are there in the current pack/how many will there be in the final version, if you could give an estimation?
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 18, 2018, 08:28:04 am
The raws only version is the one that only has the new stuff - the other two are pre-installed for convenience.

There's around 238 new creatures added to good biomes, and 52 to evil biomes currently - once I'm done with the evil biomes the number should be similar on both ends, though evil may have a bit more.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Sanctume on May 18, 2018, 11:39:51 am
So Fey Gas can strip Can Learn to a creature such as Kobold / Troll, so they can be butchered?
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 18, 2018, 11:44:02 am
It'd temporarily strip it from dwarves and the like as well, should they fall under its effects. Its only a random (resistable) chance as well, so it wouldn't be a common occurence, but it could happen.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: voliol on May 18, 2018, 12:00:12 pm
The raws only version is the one that only has the new stuff - the other two are pre-installed for convenience.

There's around 238 new creatures added to good biomes, and 52 to evil biomes currently - once I'm done with the evil biomes the number should be similar on both ends, though evil may have a bit more.

Woops, missed that.

That's quite an expansive batch, very impressive. I quick-created a world and made a settlement in a good forest, and directly I was met with primeval trees and poison frogs. A nice update to the previously pretty stale good biomes, indeed.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 18, 2018, 12:07:03 pm
Oh nice, if it has primeval trees that'd actually be a marshland.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Godlysockpuppet on May 19, 2018, 04:27:21 pm
Speaking only from my knowledge of older df versions (34.11), it used to be impossible to remove the intelligent flag afaik, the [SYNDROME] used to just have no effect. There was a list someplace of all non-removable tags once added. Not sure if it's still applicable, but it may be an obstacle if so.Sorry if this is outright wrong/horribly outdated, I've been on a very long hiatus :) Edit; to clarify, I mean the syndrome CE_REMOVE_TAG doesn't work with certain tags. I think. Maybe?
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 19, 2018, 04:38:42 pm
It should work since [INTELLIGENT] is just a shorthand for CAN_LEARN+CAN_SPEAK, both of which can be removed via CE_REMOVE_TAG (they're used for IT_REQUIRES in vanilla interactions - it shares the same list of tokens that can be removed/added).
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Godlysockpuppet on May 19, 2018, 04:46:44 pm
It should work since [INTELLIGENT] is just a shorthand for CAN_LEARN+CAN_SPEAK, both of which can be removed via CE_REMOVE_TAG (they're used for IT_REQUIRES in vanilla interactions - it shares the same list of tokens that can be removed/added).
Probably just me going a bit mental so :)Also I really like the description of the mod and the artwork you have up at the top there. Best of luck
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Splint on May 19, 2018, 07:39:14 pm
Ooooo, another Zm5 pack?

well shit, the human fort I was gonna get rolling might have to wait until this is done!
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 20, 2018, 09:25:02 am
Heh, it's still gonna be a long while before this is finished, considering the amount of body plans, interactions, plants and materials I'll still have to make.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Splint on May 20, 2018, 03:56:42 pm
Mrmm. Well, I guess I can use what's here for a preview for the mod then. Fighting mutants and possessed humans sounds fun.

EDIT: Would I be missing out on anything major using the mod as is for the fort?
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Kingra on May 20, 2018, 06:49:41 pm
Some things I found.
Sacred Confessors are unable to fly despite having four wings.
The Glass sentinels that the Glassweavers create are hostile to the Glassweavers.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 21, 2018, 03:14:44 am
Mrmm. Well, I guess I can use what's here for a preview for the mod then. Fighting mutants and possessed humans sounds fun.

EDIT: Would I be missing out on anything major using the mod as is for the fort?
If you're going to embark on a good biome, then no, not particularly - while I still have to expand them a bit more they should be good enough. For evil biomes, only marshes, swamps and jungles have creatures so far - no new plant types or weather types yet.

Some things I found.
Sacred Confessors are unable to fly despite having four wings.
The Glass sentinels that the Glassweavers create are hostile to the Glassweavers.
The former is intentional - the Sacred Confessor wings are more decorative rather than functional.

Ah, I forgot to add NOT_LIVING to them to prevent that from happening - I'll fix it.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: flyteofheart on May 22, 2018, 08:47:07 am
mmmm this looks like just what the doctor ordered. Im super hyped. Good and Evil biomes needed so much more stuff. Unicorns and feather trees just arent enough to make it distinctive.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: scourge728 on May 25, 2018, 02:49:49 pm
PTW
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on May 30, 2018, 05:17:40 pm
Update - fixed some of the bugs with existing creatures, plus I've added three new creature sets, for the rocky wastelands, sandy deserts and badlands.

Rocky wastelands, or the "Charred Land", are mostly inhabited by warped, frenzied elementals, as well as the corrupted, savage remnants of two races that once lived in the area - the Flammorians, stone-skinned fire worshippers, and the Aerusians, bird-like wind worshippers.
Both fought together against the forces of the Torch Princes, but were eventually conquered from the inside as their high priests and allied elementals were driven insane by more cunning demons, and unleashed a whirlwind of flame that scorched the land and destroyed their kingdoms. The otherworldly invaders responsible for their state, as well as the wasteland being charred, now roam the desert, and mutate the local wildlife into violent, demonic hybrids.

Sandy deserts, the "Ravaged Wastes", are the home of four tribal races that once lived at peace - the Barbusians, Scorpus, Serpensians and Varanians.
Manipulated into warring with each other by demonic agents, they have degenerated into little more than roving, violent bands. The Pestilent Barons and their Blightdevil servants still remain within the area, siphoning it of magical energies.

Badlands, the "Chaotic Wasteland", are permeated by the essence of a powerful eldritch being, that, to put it in human terms, is in a vegetative state. It once helped a power-hungry warlord on his campaigns, binding its essence to him and granting incredible power. The aging conqueror eventually began feeling remorse for his past actions, and, perhaps seeking some form of redemption, plunged a dagger within his own heart. As he was still bound to the unnatural being, the act also harmed its soul.
The resulting expulsion of incomprehensible forces warped the entire area, mutating many of its inhabitants, both wildlife and those civilized - those that were not altered soon found they could not escape the wasteland - no matter how far they'd venture, they'd always come across the same landmarks and areas - they'd eventually lose all traces of sanity as the realization that they were doomed to wander forever set in.
The worst threats are by far those whose lives were full of certain strong emotions; their minds are now utterly consumed by them, and their mutations are also seemingly guided by the same feelings, making their forms even more abhorrent, and their abilities even more dangerous.
Some of the other beings that appear in the wastes are seemingly the spawn of the elder beings damaged mind - their forms a freakish jumble of various parts seamlessly merged together.
The otherworldly, eldritch stewards, responsible for the corruption of the swamps and marshes, have sent surveyors into the area to fully assess its state - called the Timelost, they are long-limbed, gangly yet nimble beings that are loosely connected to time itself - even possessing the power to slow or hasten its flow, or regenerate their own injuries by "rewinding" their physical bodies.

That's it for now - the next update will come out once I'm done with the next creature set, which is gonna include tundra, taiga and glacier creatures. In the meantime I'll also post albums showcasing the shared good biome creatures.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Splint on May 30, 2018, 05:37:38 pm
Dis gon' be good when it's finished.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on June 07, 2018, 06:57:24 am
I've finished the albums showcasing the shared good biome creatures, split into categories for the angelic beings, as well as the servants of nature. Aside from showcasing their abilities and what they do, it also includes some "lore" to make sense of everything.
Some of the descriptions reflect changes I've done to them recently - they'll be included in the next update, once I'm finished with the evil taiga creatures.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on June 08, 2018, 03:33:35 pm
Alright, I'm done with three more creature sets, this time for the arctic regions - glaciers, tundras and taigas. Also updated the previous creatures with some minor fixes and changes - many of the playable races didn't have the "slinger" names for blowgun usage (for compatibility with my other packs) and some of the semi-sapient beings now have pet tokens, so races with access to good/evil animals should use them more often.

I've also added a vermin type to the evil jungles - called Hell Mosquitos. Might want to have cats or other vermin hunters around - when they bite a dwarf, they can cause swelling, a fever, or blood-coughing - there is, however, a low (10% - can be resisted as well) chance the bite will inflict vampirism upon the dwarf, for 2 in-game weeks.

The glaciers, the "End of the World", were a font of great magical power - the eldritch stewards, seeking to harness it, unintentionally opened a rift to the space between worlds. The very sky of the area has become completely black - while the light of the sun and the moon still grant visibility, neither are visible at any time of the day as long as one remains within the glacier.
To make matters worse, the entropic beings of the rift now freely wander, siphoning the magical energies of the glacier and attacking any living beings to drain their life force. Appearing as living shadows, lacking depth no matter which direction they're perceived from, they are completely mindless in their assaults.
The stewards and the animals from their home dimension themselves still remain, trying to fix the chaos they've wrought - ignored by the beings of the rift, they nonetheless drive out any intruders who would interrupt them in their rituals.
The otherworldly energies of the area have a strange effect on the bodies of the dead, mutating them into horrid abominations that attack any living beings they see.

The tundras, the "Cold Death", have been corrupted by otherworldly, undead beings. Even before their corruption, these lands were completely inhospitable - many wanderers would often freeze in the snow, or get torn apart by wild beasts. Now, their frostbitten corpses wander the land, possessed by malicious, vengeful spirits. More powerful wraiths are even capable of mutating the bodies of their hosts, to better serve as weapons against the living.
Some of the eldritch stewards wander the area, surveying the extent of the damage done by the otherworldly undead, their mortal foes - they often prefer to avoid other beings, but will nonetheless attempt to kill any who witness their presence.
The local animals are similarly affected - many are horribly diseased, often rotting alive, yet not dying from their infections. While they do not mindlessly attack the living, they are nonetheless a danger to any who would settle here.
Some of the undead plantlife brought over by the Timeless Corruptors from their homeworld has also began to spread, parasitizing various mutilated bodies and using them for sustenance - the plants themselves often ambush unwary travellers, hiding within the bodies until their prey draws close.

The taigas, the "Frozen Woods", are a relatively untainted area - they are, however, inhabited by many vicious beings that do not take kindly to any outsiders - the tribal Lupusians, the powerful yet grotesque Icebound Colossi, the tree-like Frozen Watchers, the malicious Coldheart Nymphs and the cruel Bleak Faeries.
The eldritch stewards have sent emissaries to the area, warning the inhabitants of the undead threat and proposing an alliance - they now work together in fighting not only against any undead invaders, but also any outsiders who would settle the taiga.
The wildlife itself, while untainted, is incredibly vicious and foul-tempered. Any travellers would be wise to give the fauna a wide berth - in particular the elephant-like Ice Tusks, who are known for charging with little or no provocation.

That's it for now - a lot of the creatures I added to this set have sounds that they make, atleast in adventure mode - should make exploring those areas a lot more atmospheric.
The next update might take a bit longer - it's gonna finish off the evil sets. In total, I have four more proper biome sets (temperate forest, mountain, savannas, hills) and then the water bodies which have smaller creature lists (river/pool, lake, ocean), then lastly the shared evil biome creatures. That update should also have the weather types plus plants for evil biomes - the very last update after that should just be me slightly expanding the selection of shared good biome creatures, plus adding some vermin and plants for both good/evil biomes.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Splint on June 08, 2018, 04:58:18 pm
As this mod gets closer and closer to completion, I can only say this.

SOON
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on June 10, 2018, 06:43:24 am
Releasing a quick hotfix - there was apparently a duplicate body plan I didn't notice (thanks to squamous for reporting it) that could have caused crashes - so that's gone now. No new creatures, though I'm done with temperate forest ones - doing mountains now.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Eric Blank on June 11, 2018, 05:36:16 pm
First of all, i hope youre proud of the huge red penis your girlfriend put right in the middle of your thread banner for you. :v

And the mod looks like loads of fun to mess with. Gotta explore all of it of course.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on June 11, 2018, 05:55:10 pm
We both wondered if maybe it looked a bit too phallic but, eh, decided to go with it anyway. Technically its supposed to be spires of ice mixed with frostbitten flesh - not in-game yet though, but should be fairly soonish (and by that probably sometime next week) - finished savanna (https://i.imgur.com/vSr8IaU.png) creatures (https://i.imgur.com/F7uoqzw.png) today (https://i.imgur.com/MLwQSFY.png), so I only have the hill, ocean, lake and shared ones left to do, after which I'll focus on the plants.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: Felinix on June 16, 2018, 01:11:15 pm
All of this sounds great, I really love all that flavour you are putting in it. By the way, just wanted to ask if this mod will be incorporated in main pack upon it's release. Or, at least, will there be a possibility to merge them?
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp [WIP]
Post by: ZM5 on June 16, 2018, 02:51:05 pm
Nah, this one is going to be a separate pack from the main one. Though, I may do a release that has the cave pack plus the races/creatures I've made for my main pack that aren't crossover stuff merged with this, since they're all supposed to be part of the same setting.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 23, 2018, 12:46:50 pm
Major update - added the remaining evil biome creatures, completed the set of evil plants, and also added a few new good biome plants and creatures - with this, the pack is pretty much finished.

I've also took pics of all the creature descriptions - while I haven't been able to write proper lore stuff for them, as well as gameplay functions, you should be able to tell from the descriptions what they are capable of doing.

Hope you guys enjoy the mod in its completed state - I've had fun making it, even if it was really time-consuming!

I'm going to take a bit of a break from modding for now, then I'm gonna update the Halloween pack - hopefully I'll be able to get some work on it done in the next two weeks. I don't know if I'll get a release out by then, as I'll be off for vacation for a bit after that. Once that's done, I was thinking of working on an Ars Goetia demon pack.
Title: Re: [44.10] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 23, 2018, 03:25:11 pm
Hahahaha, of course 44.11 has to come out so soon after I release this update. Updated the main packs to 44.11 - nothing else besides that.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on June 23, 2018, 04:09:23 pm
I'll leave this as my response.
 (https://www.youtube.com/watch?v=P3ALwKeSEYs)
I have preparation to do.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 27, 2018, 02:33:06 pm
Released a minor bugfix update - poison and dark nymphs had ice nails instead of normal ones.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: obolisk0430 on June 28, 2018, 12:00:07 am
Using the terms Seraphim, Cherub/Cherubim, and Ophanim, angles with fairly odd descriptions, seems like a weird choice if you're just going to make up a different look for them.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 28, 2018, 01:59:59 am
I mean, it's rather normal for people to design creatures with a "common" name like Seraph but make them look much different to put their spin on it. I was moreso inspired by the original depictions in the Bible where angels were incredibly bizarre, rather than the more common "winged humanoid" look.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 28, 2018, 09:03:23 am
Released a small bugfix update - some creatures were lacking major arteries in their hearts and/or throats.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: obolisk0430 on June 28, 2018, 10:06:51 am
I mean, it's rather normal for people to design creatures with a "common" name like Seraph but make them look much different to put their spin on it. I was moreso inspired by the original depictions in the Bible where angels were incredibly bizarre, rather than the more common "winged humanoid" look.
That's kind of what I meant.  They've got already established bizarre looks, and you gave them something else, and that just kind of seems odd to me.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on June 28, 2018, 10:13:01 am
I mean, it's rather normal for people to design creatures with a "common" name like Seraph but make them look much different to put their spin on it. I was moreso inspired by the original depictions in the Bible where angels were incredibly bizarre, rather than the more common "winged humanoid" look.
That's kind of what I meant.  They've got already established bizarre looks, and you gave them something else, and that just kind of seems odd to me.
Who cares what they look like?

You throw enough men at them and they'll die all the same.
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on June 28, 2018, 10:24:31 am
The fact their looks were established didn't stop others from depicting them as just winged humans. People taking established creatures and giving them different looks happens all the time (i.e Bayonetta has bizarre angels that don't match up with the original biblical depictions but also don't have the "humans with wings" look) so I don't really see the issue here - especially also since this isn't a "biblical creature pack".
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: scourge728 on June 28, 2018, 10:43:16 am
honestly a biblical creatures pack sounds like it could be cool if you stuck closely to the depictions....
Title: Re: [44.11] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on July 01, 2018, 03:38:51 pm
It would be something I'd be willing to work on, but I admit I have such a massive backlog of projects I'm not gonna be writing it down on the list for now.

So, I uploaded a small update - partially to fix some good biome files that had the wrong header, and also to add innate discipline to the vast majority of creatures. Was playing adventure mode today and had a weird occurence where a Nature's Watcher punched off the skull of my skeleton companion and immediately collapsed to the ground in terror, ignoring me and my other companion as we started attacking it. Skeletons are quite spooky so I don't blame it for being terrified, but as the Watchers are skull-faced humanoid tree giants, they probably shouldn't be having breakdowns after killing outsiders.
Title: Re: [44.11-12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on July 08, 2018, 05:37:21 am
I'm on vacation for now so I don't have all of the updated raws I was working on before leaving - I see there's been a new version though - while the main downloads will remain unupdated for now, the raws-only download will still work with it - same goes for all of my other mods.

Once I'm back, I'll work on a few races for my main pack that would be part of the same setting as this mod and my cave mod - when I'm done with that I'll release a version that has all of my non-crossover races as well as the stuff from this and the cave pack together. I was also suggested to work on a wiki for my content, so I figure I'd work on that as well.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 03, 2018, 06:34:26 am
Minor update - fixed some errors in some of the creature descriptions and prefstrings, also changed the frequencies, so most of the creatures should now more consistently be appearing in their respective biomes. Updated the full packs to 44.12 as well.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Sumguy on August 03, 2018, 01:10:11 pm
Very cool. I do have an issue, though. I started up in a Joyous Wild freshwater swamp, it immediately started raining Joyous Ichor, and four of my dwarves turned useless due to horror or despair. It's Summer now, it's been raining Joyous Ichor on and off the whole time, and I still have barrels sitting in the open where I deconstructed my wagon. The horror and despair seems a little counter-intuitive.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 03, 2018, 01:27:26 pm
Hm, if the thoughts are due to "being caught in freakish weather" thats not something I'd be able to change, since its hardcoded for any sort of strange weather (blood rain has the same effects in vanilla despite blood not having any contact syndromes) - I'll try adding more positive thoughts to it, see if it evens it out.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on August 03, 2018, 01:59:03 pm
Well if we knew exactly how much the freakish weather and horror thoughts hit the stress meter, then the solution would just be to up the intensity of the good thought to slightly overpower those combined, wouldn't it?

EDIT: Reread on the weather types, I dunno if drowsiness should really be a thing, but rather a very minor negative thought (irritated/disturbed choking on strange pollen, annoyed by a cloud of spores, something to that effect.)

I dunno. Spearbreakers left me gun shy of drowsiness syndromes.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Teneb on August 03, 2018, 02:10:38 pm
Horror and Despair are both "1 strength" emotions, where lower values are more impactful. So you'd need to add some heavy positive emotions to compensate.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on August 03, 2018, 02:24:36 pm
That certainly explains why post-battle cleanup would drive forts to near insanity in 44.10.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 03, 2018, 02:30:44 pm
@Splint - I think you meant dizziness - that's what the ichor causes in this case. I left drowsiness-inducing stuff to the spore clouds which are more like the creeping clouds of gas you occasionally see - they don't cause coverings but if a dwarf wanders in they'll get affected by the stuff. Think those are easiers to avoid, and they don't leave behind spatters or any other covering.

@Teneb - do you know which positive emotions are of a similar strength? Ones that'd make sense, anyway - I know rapture is equally strong but I wouldn't think it makes sense for a mysterious light-blue fluid raining from the sky that makes you numb and dizzy.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Sumguy on August 03, 2018, 03:33:44 pm
When the horror was causing the cancellation, DT was saying (-100) for it, but also (+100) for the joyful ichor's effect, so it seems to be related to currently having the thought of horror rather than a cumulative stress effect.

edit: Despair did it too. I used dfhack to make remove stress beforehand, it started raining ichor again, and my farmer went out for a drink. The drink was cancelled because of the active thought of despair, and definitely not because of stress, since her stress is -96.6k.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Teneb on August 03, 2018, 04:23:58 pm
There's a list (http://dwarffortresswiki.org/index.php/DF2014:Emotion)

Adoration is -1, for instance. But appropriate ones might be Bliss, Delight, Joy, Jubilation. I left out a few -1 emotions like Lust and Love for obvious reasons.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Sumguy on August 03, 2018, 10:10:09 pm
There's a list (http://dwarffortresswiki.org/index.php/DF2014:Emotion)

Adoration is -1, for instance. But appropriate ones might be Bliss, Delight, Joy, Jubilation. I left out a few -1 emotions like Lust and Love for obvious reasons.

Read the template at the top of the page. It's outdated.

Anyway, is there a way to decrease the frequency of freakish weather? It's pretty much nonstop.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 04, 2018, 04:20:49 am
I could change the frequency of it from weekly to monthly - went with the first since it was the "standard" for vanilla weather types, going by the example raws.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on August 04, 2018, 05:18:22 am
Freakish weather can make otherwise nonthreatening places unlivable now thanks to the stress rework.

It's one of the few things that makes me long for the good old days of 34.11... Then I remember I like not needing to clearcut forests to build one small house.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Sumguy on August 04, 2018, 10:17:57 pm
Freakish weather can make otherwise nonthreatening places unlivable now thanks to the stress rework.

It's one of the few things that makes me long for the good old days of 34.11... Then I remember I like not needing to clearcut forests to build one small house.

This seems like something only the Toady One can solve. Something has to be done about freakish weather itself in how horrifying it is, or clean self has to be not cancelled by being freaked out because of being covered in goo, although that really wouldn't help in my situation, as I didn't have any covered bathing areas. They were using the brook, and promptly getting recontaminated after they got out.

Does MONTHLY really work as a value for the frequency tag? The wiki only lists WEEKLY as a valid value.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 05, 2018, 04:41:48 am
It lists both (http://puu.sh/B8ZJw/e79d12c6d5.png) - there's apparently YEARLY and DAILY too.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 08, 2018, 05:39:44 am
Uploaded a small update - added more emotions to the joyous ichor as said, and changed the time for it and the evil biome rains from weekly to monthly. I've also altered some of the creature classes for some of the creatures - some of it is additional classes for resistances against magical attacks (most good glacier creatures now have the water/ice elemental creature class), others are for compatibility for some races I'm working on.

I'm taking a bit of a break from modding for now (aside from minor fix updates like this) - once I'm done I'll probably work on an Ars Goetia pack and an update to my main pack (maybe I'll start working on a non-lewd monster girl mod too since some people were talking to me about it). Hopefully in that time I'll be able to finalize designs for the civilized races, predatory creatures and megabeasts that are supposed to go with the setting of this pack and my cave revamp. I'll also start working on the albums for this one to both finish up the lore and to showcase what the creatures can actually do.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 13, 2018, 04:39:21 am
Minor bugfix update - heavenly steeds should properly fly now, also Barbusians had their front legs improperly attached to their upper body rather than to their lower body.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 23, 2018, 04:40:44 pm
Minor update - I altered the wood templates to make them more in line with the ones from my other packs. I also added pet classes to some of the creatures to make them compatible with some of the new races I've made for my main pack.
Vast majority of bird creatures also now have a "peck" attack if they didn't have one before or if they had the "beak jab" attack - the peck does piercing damage. The only exception is the Silverbeak from the good marshes, which keeps its blunt properties - it is still renamed to "peck", however.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 25, 2018, 11:45:30 am
Quick hotfix - added profession names to some creatures that were missing them - also altered the existing ones for Hell Temptresses and Swarm Maidens to make them more in line with other female-only creatures.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on September 19, 2018, 07:19:55 am
Minor update - changed some of the identity names (prophets, pilgrims, criminals, etc. - also instead of "peasants" there'll be other terms) for the intelligent, playable creatures to be more fitting. Fixed up some minor oversights as well, and I also did a slight design alteration to the Anguished Sorrow and Desperate Fury creatures from the evil badlands. I also added some creature classes for compatibility with races I'll be doing in the future.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 25, 2019, 11:04:16 am
Larger update - I added sounds to most creatures, plus I also rewrote a few creature descriptions to hopefully make them less vague and more distinct.

More importantly, I released an addon for this that adds some civilized races, all of which will use creatures from this pack as pets (some will also use the creatures from the cave revamp if you have it installed as well) - they also have their own unique pets as well.

Neutral races:
-Leorians (https://imgur.com/xguuV7U) -lion-like people who colonize both good and evil areas, and have some innate pets from both - will sell plants and wood from both good/evil biomes.
-Friori (https://imgur.com/LzIUHIk) - elf-like race from the arctic regions. Have innate pets from arctic areas, and can also make weapons from Cryosteel, a very sharp metal.
-Banished (https://imgur.com/a/OcygIug) - outcast demons who wanted nothing to do with the goals of the Pestilents and Burners. Have multiple castes, some of which wield elemental magic. Have unaligned demons from evil biomes as pets, will sell evil plants and wood.
-Exiles (https://imgur.com/a/HZylhf5) - race of eldritch beings that are considered heretics by the others. Have some eldritch creatures from the evil biomes as pets, and will sell evil plants and woods. Have a large variety of castes with different elements.

Hostile races:
-Hederi (https://imgur.com/a/MOlTDuK) - long-necked humanoids of wood and bone, aligned with the forces of nature. They have three castes and will utilize the plant-like beings from the good biomes as pets - their weapons are made from enchanted wood and solidified fungus.
-Veridi (https://imgur.com/Gbk5ymi) - vaguely elf-like humanoids with antlers and vine whips, aligned with the forces of nature. They use the more beastly creatures from good biomes. Their weapons are made of solidified fungus and enchanted wood.
-Astralians (https://imgur.com/a/Fuug621) - otherworldly humanoids with plated, chitinous skin - allied with the Seraphim and Hallowed. Have good hill biome creatures as innate pets, and two castes.
-Hallowed (https://imgur.com/a/gHGewaF) - light elemental-aligned eldritch race, brethren to the Seraphim. Have various other light-aligned creatures from good biomes as pets, along with good hill biome creatures. Have several castes.
-Glacial Ones (https://imgur.com/a/r9PqwKV) - an arctic eldritch race, aligned with the element of frost. Have various creatures from evil taigas, tundras and glaciers as pets - have three castes.
-Distorted (https://imgur.com/a/LE8nx2R) - mutated inhabitants of evil badlands - somewhat more sane than other badland inhabitants, but just as deformed - utilize various creatures from the evil badlands as pets. Have a variety of castes.
-Cortinari (https://imgur.com/a/Box5GoS) - a fungal, eldritch-allied race. Can make weapons out of solidified fungus, but also have access to metal. Have two castes, and utilize pets from the evil marshes/swamps.
-Vengeful (https://imgur.com/a/khlA2tE) - an undead, arctic race - utilize undead creatures from the evil tundras, as well as underground undead. Have several castes.
-Burners (https://imgur.com/a/u3ue2pD) - technologically-proficient demons of fire - utilize demonic beings from the evil rocky wastelands, mountains and temperate forests. Have a variety of castes.
-Pestilents (https://imgur.com/a/acFwdp7) - plague demons, more proficient with magic - utilize demons from evil jungles, sandy deserts and temperate forests. Have a variety of castes.
-Corrupted Dwarves (https://imgur.com/a/RoER1ir) - demon-worshipping dwarves, with progressively more mutated castes. Utilize a variety of demonic creatures, preferring fire-elemental ones.
-Kabrazi (https://imgur.com/a/ZylxjUs) - intelligent, beetle-like insectoids - utilize the insectoid beings from evil savannas and from the underground. Have a variety of castes.
-Outlaws (https://imgur.com/a/lvrM8ls) - united groups of bandits as well as exiled casters, scientists and other amoral individuals, more motivated by revenge than profit. Utilize a variety of pets from both biomes, also have several castes (dwarves/elves/humans, but also deformed, mutated magi, demented scientists named fleshsculptors, and machinists with metallic implants)

(https://i.imgur.com/cEzOCYu.jpg)
A Prime Hederi - illustration by u/BradleytheRadley (https://www.reddit.com/user/BradleytheRadley) from the DF subreddit - thanks again for the art!
Also, shout out to turb0gum (https://www.reddit.com/user/turb0gum) for this piece depicting a Corpsebound (https://i.redd.it/un3p6y7cfxh21.png) from this pack - really awesome!

I'll eventually be doing a few more addons for this, most notably a megabeast pack, so stay tuned for that.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Dunmeris on February 26, 2019, 12:09:02 am
Is it cool if I "borrow" a couple of things from this mod? I would of course give credit.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 26, 2019, 05:08:43 am
Yeah, it's fine with me - what's the project you're working on, out of curiosity?
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Dunmeris on February 26, 2019, 07:24:56 am
Slaves to Raius mainly. Though once I'm fully satisfied with that (and release those three or four extra versions) I do have a sort of more fantastical, perhaps roughly stone/bronze-age thing in mind.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: cesarjunior233 on February 26, 2019, 09:17:30 am
How to make a world with more good/evil biomes with the mod ?
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 26, 2019, 09:48:01 am
Advanced worldgen - increase the amount of good/evil squares in regions.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: cesarjunior233 on February 26, 2019, 09:51:02 am
Thanks, done it. Now I will have loads of FUN in this world
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 26, 2019, 03:07:37 pm
Figured I'd share this, since it's an appropriate time - my girlfriend (instagram link - she posts more art there) (https://www.instagram.com/loonarwitch/) drew two of my creatures from this pack:
(https://i.imgur.com/MxaGnum.jpg)
Pyre Golem - unique pet of the Corrupted Dwarves.
(https://i.imgur.com/t2FIU5P.jpg)
Cuter version of the Fungor from evil swamps.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: SQman on February 26, 2019, 03:14:14 pm
Something is definitely beaned somewhere:

Code: [Select]
*** Error(s) finalizing the creature ZM5_BURNER
FIREBRAND_MALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_MALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_FEMALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_FEMALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
Interaction Token not recognized : BR_MANIAC_FRENZY
Interaction Token not recognized : BR_MANIAC_FRENZY
Interaction Token not recognized : BR_HELLRAISER_OVERHEAT
Interaction Token not recognized : BR_HELLRAISER_OVERHEAT
*** Error(s) finalizing the creature ZM5_HALLOWED
PARAGON_MALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
Interaction Token not recognized : BR_HOLY_BARRIER
Interaction Token not recognized : BR_DIVINE_GRACE
Interaction Token not recognized : BR_HOLY_BARRIER
Interaction Token not recognized : BR_DIVINE_GRACE
*** Error(s) finalizing the creature ZM5_EXILE
HOLY_MALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_MALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_FEMALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_FEMALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY

It was on fresh DF, and I haven't tinkered with anything.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 26, 2019, 03:39:05 pm
Shit - I uploaded a fix. I must have had an aneurysm sometime when I was making this, for some reason I split up the interaction files into two separate ones and didn't merge them together.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on March 06, 2019, 10:19:31 am
Minor fix for the race addon - for...some reason the stab attack of the Typhonic Exiles wasn't properly tagged but it also didn't throw out an errorlog thing? Not sure why, regardless they should be able to use it now - fixed a few other description oversights for syndromes as well (only really noticable in arena but, figured they should be properly tagged).

I'm still writing all the gameplay-related stuff for the races as well - shouldn't take too long to be done.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Dunmeris on March 11, 2019, 11:06:05 pm
I noticed you have a race called Astralians. I don't know how you were able to resist giving them the ALCOHOL_DEPENDENT tag or a SOUND:ALERT where they just call someone a cunt. I don't think I'd have been able to. Kudos for avoiding the forbidden fruit.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on March 12, 2019, 04:04:26 am
Ha, I didn't even notice until Splint pointed it out - considering I'm rather terrible with names I think it was bound to happen at some point.
Still, Aussies would be a great idea for some kind of shitpost mod.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on March 13, 2019, 08:42:34 am
Minor update to both the addon and the main pack - changed some minor entity stuff and some syndrome names, also adjusted some of the spell effects.

I've also finished the race writing, so I updated the initial announcement with the album links.
(https://i.imgur.com/2mmtvGX.jpg)
GF did a quick drawing of a Friori woman.

Now that this is done, I'll be shifting my focus to the Horror pack, haven't updated it in a while. Got a pretty (https://i.imgur.com/Hag6CWu.png) big (https://i.imgur.com/HBMo26n.png) update (https://i.imgur.com/7cTtQ2i.png) planned, with some minor stuff already in the works (https://i.imgur.com/QuNfnee.png). If you're really curious, this (https://i.imgur.com/ca5lqgd.png) is the full length of the list of things I put down to work on. No real specific theme this time, mostly just expanding on already-established ones.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on March 23, 2019, 10:14:27 am
Very minor update - I added a small body plan that allows for the metal skulls and teeth of certain creatures to be properly covered by surrounding body parts like cheeks or lips.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on July 13, 2019, 11:07:14 am
Uploaded a small fix for the race addon, there were some bugs that I must have missed with some of the entity files - those should be fixed now.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: Silverwing235 on October 14, 2019, 06:43:54 am
Note/friendly reminder: You do realize its probably going to be a pain to refactor this once the magic update rolls around? Thanks for putting it together, anyway.  :)
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on October 14, 2019, 08:05:34 am
Eh, would just have to deal with it. Wouldn't neccesarily be worse than remaking stuff for my other packs, it'd just take longer.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on November 05, 2019, 01:53:05 pm
Small update to the race addon - I noticed Exiles didnt have joints so I fixed that, also added the new weapons and armor I introduced to my main pack to the entities from this addon - pauldrons, wrappings, etc.
The exiles also got a new material that they'll make weapons and armor out of - shifting flesh, which has 8100 density, its shear yield is 419% of iron whereas its shear fracture is 306% of iron, though its impact yield is 44% of iron and impact fracture 55% of iron - it can also achieve a maximum edge that is 250% of iron. Supposed to convey "living weapon" type of imagery.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: flyteofheart on November 27, 2019, 01:52:33 am
Should I install this mod OVER your main mod or vice versa if I want to use them together with cave mod?

Updating them now. realized i had old releases of everything heh. I dont remember how I did this last time.
Title: Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on November 27, 2019, 04:32:09 am
I'd say over, this uses a different set of material, tissue and body detail plan templates unlike the cave revamp so there shouldn't be conflicts. Weapon file should be the same for the race addon, so you wouldn't have to replace it if you're using the most current version of my main pack.
Title: Re: [47.02] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on February 09, 2020, 12:09:55 pm
Update for 47 - only the raws-only and the race addon links are actually updated, due to worldgen crashes.

Main changes:
-Frost/wind/gem bolt attacks are edged.
-Healing spells and materials use the new syndromes for proper healing.
-Zealous Diabolists, Frostweavers, Timeless Corruptors, Loving Parents and Glassweavers now have summons.
-Slashing/stabbing attack values are rebalanced.
-Pet values for buying/selling are lower.
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on April 18, 2020, 01:51:04 am
Small emergency update - only the raws-only and race addon links are updated once again - I've removed the no_eat/no_drink tokens from the creatures as that's partially responsible for the current worldgen crashes.
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on October 31, 2020, 07:55:15 am
Updated the race addon's weapon files and entities for compatibility with my other mods - also some fixes for the creatures in the main body of the pack. I removed the album links for now, will replace them with more standard help files like in my other packs, though it's gonna take a long time to write them.
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: flyteofheart on December 06, 2020, 12:20:58 pm
this is such an underrated mod. i literally cant play anymore without this installed. just came by to say this. iv talked to you before but i just want you to know i still play with this and the caves mod on every install. the stuff in this mod should be in the vanilla game. i dont use your main mod just because im not 100% into the multitudes of other races even tho its well done.  these are my bread and butter tho
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: Bralbaard on March 11, 2021, 03:56:20 pm
I have to fully agree with the previous post. Another advantage of these mods is that they do not affect the entire world, you can decide yourselves if your fortress is willing to take the risk to confront danger or not. (In the case of lands of duality by settling in a good or evil area, or in case of the caverns mod by breeching the caverns.) It's nice to have large parts of the world that are still "vanilla DF"
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on March 17, 2021, 05:41:57 pm
I've started browsing for a modern alternative to the old Fortress Defense mod, and this looks like a solid candidate.  I did have to remove the advanced races from Fortress Defense b/c they were just so OP (anyone remember Fiend Spiders?).  On that note, can anyone give me a break down of exactly how difficult the assorted hostile races are if my civ is at war with them?
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on March 17, 2021, 06:25:44 pm
Speaking from the position of an end user and having only encountered a handful at any given time...

Not all of them are hostile for starters (usually you can at least depend on the Friori and Leorians to be your friends,) but the main thing to look out for is disease resistance for your own guys (which can be buffed by providing ample amounts of magebane or venombane drinks,) and anything with large size noted in its description. If nothing else, big boys need edged weaponry to deal with, forcing you to field more weapon-diverse forces (as bigger enemies are simply too beefy for mace or hammerdwarves to bludgeon to death efficiently.)

They're otherwise much more forgiving, at least of the ones I've fought or had serving in my militia as sellswords, lacking crap like metal-grade tissues barring specific areas of the body on some races that explicitly artificial augmentations. Course some of them have multiple arms, don't feel pain, inflict pretty serious status effects or have hard-hitting projectile attacks if memory serves, among other things. They also have a very wide array of weaponry that might make them more or less dangerous; having had no use for thier inferior quality weapons I can't speak of performance.

Overall, standard tactics will usually still carry the day for you, and if any show up wanting to soldier it couldn't hurt, particularly the casters who will be just as dangerous to your enemies as they are your own people.
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on March 17, 2021, 06:39:20 pm
Speaking from the position of an end user and having only encountered a handful at any given time...

Not all of them are hostile for starters (usually you can at least depend on the Friori and Leorians to be your friends,) but the main thing to look out for is disease resistance for your own guys (which can be buffed by providing ample amounts of magebane or venombane drinks,) and anything with large size noted in its description. If nothing else, big boys need edged weaponry to deal with, forcing you to field more weapon-diverse forces (as bigger enemies are simply too beefy for mace or hammerdwarves to bludgeon to death efficiently.)

They're otherwise much more forgiving, at least of the ones I've fought or had serving in my militia as sellswords, lacking crap like metal-grade tissues barring specific areas of the body on some races that explicitly artificial augmentations. Course some of them have multiple arms, don't feel pain, inflict pretty serious status effects or have hard-hitting projectile attacks if memory serves, among other things. They also have a very wide array of weaponry that might make them more or less dangerous; having had no use for thier inferior quality weapons I can't speak of performance.

Overall, standard tactics will usually still carry the day for you, and if any show up wanting to soldier it couldn't hurt, particularly the casters who will be just as dangerous to your enemies as they are your own people.
Solid, thanks for the info!  (Btw, new Succubus race coming when? :P)
Title: Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on March 18, 2021, 07:25:44 am
this is such an underrated mod. i literally cant play anymore without this installed. just came by to say this. iv talked to you before but i just want you to know i still play with this and the caves mod on every install. the stuff in this mod should be in the vanilla game. i dont use your main mod just because im not 100% into the multitudes of other races even tho its well done.  these are my bread and butter tho
I have to fully agree with the previous post. Another advantage of these mods is that they do not affect the entire world, you can decide yourselves if your fortress is willing to take the risk to confront danger or not. (In the case of lands of duality by settling in a good or evil area, or in case of the caverns mod by breeching the caverns.) It's nice to have large parts of the world that are still "vanilla DF"

Thank you both, sorry it took me a while to respond but I've only occasionally been looking on the forums lately.

I've started browsing for a modern alternative to the old Fortress Defense mod, and this looks like a solid candidate.  I did have to remove the advanced races from Fortress Defense b/c they were just so OP (anyone remember Fiend Spiders?).  On that note, can anyone give me a break down of exactly how difficult the assorted hostile races are if my civ is at war with them?
In addition to what Splint said, the Banished and the Exiles are also friendly civs. Hard for me personally to say which of the hostile civs would be the most difficult, for most of the multi-caste civs or ones with larger-sized castes (i.e Distorted, Corrupted Dwarves or Burners) they usually have incomplete armor sets (mostly lacking leg+foot protection so crippling them in that way works, occasionally lacking shields or other armor bits too). Nonetheless, this mod and most of my others go off the assumption you're running heavily military forts when it comes to fort mode.

Also yeah, I tend to try and not do "always chaotically evil" type races that are 100% hostile for most of my mods (unless they're non-speaking ones) - so members of the races from this pack would come in as mercs and the like. Main thing you'd have to worry about is the ones with gas/vapor attacks - usually mentioned in the description if they'd have an attack like that - ones that have other types of interactions shouldn't cause friendly fire incidents.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 12, 2021, 11:13:20 am
Small update, mostly just small fixes and oversight corrections, also compatibility with the weapon set shared between this and my main pack and assorted pack.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Urist mcOverusedJoke on August 16, 2021, 07:27:04 pm
Entirely random question... *How* did you manage to create biome "themes"? As far as I can tell, biomes are hardcoded into the game... Am I misinterpreting the description of the mod? Does it not add different "themes" for good and evil biomes along with general expansion?
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on August 16, 2021, 08:34:22 pm
Entirely random question... *How* did you manage to create biome "themes"? As far as I can tell, biomes are hardcoded into the game... Am I misinterpreting the description of the mod? Does it not add different "themes" for good and evil biomes along with general expansion?

Basically it makes use of the hardcoded biomes to create, granted climate-based by necessity of how the game works, themed biomes.

For example, unlike say wormy tendril or glumprongs which can potentially be found in all non-frozen evil biomes, you aren't going to find stuff from the flesh-marshes (evil temperate wetlands) in the spore swamps (evil tropical wetlands.)

Should things spawn (which they aren't guaranteed to do unfortunately,) you're going to have two very different results, with meat moss and veins for grass, bone and meat-based trees and more body-horror-y creatures in one, and fungi-based monsters, giant mushrooms, and general rot-themed stuff in the other, with no overlap unless those biomes somehow overlap through sheer random coincidence.

However, as mentioned, these things aren't guaranteed to appear, which can happen even in the vanilla game where you roll a world where "good" or "evil" biomes are entirely mundane and boring with the only difference being some vermin and a few creatures added to the rotation of standard wildlife and depending on settings, some crappy weather to stress your dudes out.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 17, 2021, 08:28:19 am
What Splint said - its the same as with my cavern mod, simply assigning grasses, shrubs, creatures and the like to only appear within a certain layer and subset. Its a bit more finicky with good/evil biomes though, as its a crapshoot whether a biome will have the appropriate plantlife and creatures or whether its just gonna be "normal biome but with blood rain".
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Kyuuketsuki_23 on August 30, 2021, 01:42:30 am
Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?

I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?

And finally, is it normal that my Vengeful Magus adventurer required food and water?
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on August 30, 2021, 02:11:54 pm
Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?

I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?

And finally, is it normal that my Vengeful Magus adventurer required food and water?
1. Dice are enabled on every civ from the addon for this, so it's probably just a crapshoot on finding them with any regularity.

2. Not in this pack, no.

3. They and a lot of creatures shouldn't require sustenance - its merely a temporary measure to prevent a crash issue that started with 47 where if a civ is composed of creatures that don't require sustenance the game will crash in worldgen if they also have fishing enabled and/or I think the merriment value set to positive. For safety's sake I disabled NO_EAT/NO_DRINK on every creature that had it.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on October 13, 2021, 10:28:18 pm
Query: Does the mod affect the spread of alignments?  I installed & ran the custom worldgen that I normally use for good/evil, and was kicked back with the error that the game could not place enough civs due to lacking low/medium savagery areas.  I turned down both the good/evil tiles and the savagery variance, to no avail.  Problem is, running on normal region settings does not produce enough tiles to actually see what the mod has to offer.  Are there recommended settings to a cook a world with this mod?
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on October 14, 2021, 05:13:39 am
That isn't something affected by the raws - as for the settings, I personally go with high/very high savagery on medium or large worlds - generally using the default presets rather than fiddling with the settings too much.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on October 14, 2021, 09:58:56 am
Interesting.  Might be my personal gen is too much of a patchwork when combined with Duality.  I'll have to see how far I can adjust the standard regions.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: oliverosky95 on November 23, 2021, 07:41:57 pm
I don't know if this is the base game being broken or the mod, but I have yet to see any of the custom regional interactions of this mod (the new weather effects).

Can I get some insight on this?
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on November 24, 2021, 05:45:49 am
Could just be a crapshoot, especially if you're playing with the regular worldgen (procgenned ones crowding out the modded ones). Would recommend using advanced worldgen to reduce the amount of procgenned regional interactions - I know the modded ones definitely work.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on January 23, 2022, 11:23:33 am
Hey all.  I've started cooking worlds again, and found a bug courtesy of PatrikLundell Biome Manipulator (http://www.bay12forums.com/smf/index.php?topic=164658.0).  My patchwork world exceeded the available values for weather.  DFHack counts up to 35, and I have enough total interactions to reach 47, resulting in 'unknown values'.  The affected weather itself seems to work ingame, but I don't know what this means for long term stability of an embark with 'unknown' weather active.  He explains it more aptly here; http://www.bay12forums.com/smf/index.php?topic=164658.msg8346455#msg8346455
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on January 23, 2022, 03:03:07 pm
Huh, that's interesting - I'm not really sure what I can do in regards to that though - I've no idea what PatrikLundell means in regards to updating DFhack structures to assign names, since I don't dabble with DFhack for modding.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Immortal-D on January 23, 2022, 06:27:46 pm
Huh, that's interesting - I'm not really sure what I can do in regards to that though - I've no idea what PatrikLundell means in regards to updating DFhack structures to assign names, since I don't dabble with DFhack for modding.
Ah, I was not aware.  Sounds like this is a result of the total interactions which can be read by DFHack, rather than any particular weather.  Incidentally, one of the primary reasons I cranked up the patchwork settings is so I can grab more stuff from Lands Of Duality across the map :D  My current embark has ~10 mod critters spread out across the ocean, forest, and savanna.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: cesarjunior233 on December 29, 2022, 09:33:09 am
Any chance of this being ported to the Premium edition?
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: ZM5 on December 29, 2022, 10:45:55 am
Any chance of this being ported to the Premium edition?
Doubtful, given the sheer amount of creatures I'd have to do graphics for - definitely not in the near future. I'll have a release for classic at some point.
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on September 21, 2023, 05:20:04 pm
Hey folks, I've gone ahead and packaged and updated the mod to an extent to work with v50.01 and up until ZM5 can get around to it.

My update is unofficial and doesn't include the race addon or weather interactions, but it should work with the latest versions of the game apart from lacking graphical support. If there's anyone interested in a version with the weather or the race addon, I can knock some basic updates together for them as well.

Just toss the folder in your mods folder (you can make one yourself if you don't have one) and enable it during world gen.

Get it here, folks  (https://dffd.bay12games.com/file.php?id=16849)
Title: Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
Post by: Splint on March 30, 2024, 05:21:50 pm
Hey hey people, Splint here.

I have another unofficial update for you guys on ZM5's behalf. First up, I've made a small update to the main LoD update file to mark it clearly as an unofficial update.

Get that here, folks. (https://dffd.bay12games.com/file.php?id=16849)

The other component is that finally, at long last, the race pack has been updated. Make sure you have the biome mod, because this won't work without it.

Get that here, my fellow clandwarves. (https://dffd.bay12games.com/file.php?id=17042)