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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: ZM5 on October 31, 2017, 09:49:57 am

Title: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on October 31, 2017, 09:49:57 am
(https://i.imgur.com/ECVQT8q.png)

Happy Halloween! This is something I've been working on in the past month. What is it? Well, it's a simple pack full of spooooky monsters and invaders to give your dwarves a scare they'll never forget!

Contents are as follows (with full lists of monsters and what they do - note that the sprites for the movie monsters aren't reflective of their actual appearance in some cases - couldn't find better stand-ins though):

Spoiler: Brutal Fortress (click to show/hide)

Spoiler: Splatterfort (click to show/hide)

Spoiler: Horror Movie Monsters (click to show/hide)

Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on October 31, 2017, 09:50:33 am
Part 2

The awesome banner was drawn by my girlfriend (https://www.instagram.com/loonarwitch/), so credit to her - the sprites I used for the creatures are from Doom, Splatterhouse and Castlevania. Thanks to Deon as well, for allowing me to use derivatives of his Wanderer mod reactions.

Links (versions bundled with DF aren't updated yet - waiting until a release with less worldgen crashes before I update those):
Raws Only version (http://dffd.bay12games.com/file.php?id=13157).
Infected Addon (http://dffd.bay12games.com/file.php?id=14309).
Malefactors Addon (http://dffd.bay12games.com/file.php?id=14609).
Necromorph Addon (http://dffd.bay12games.com/file.php?id=14799).
Quake 1 Addon (https://dffd.bay12games.com/file.php?id=15278).
Zed Addon (https://dffd.bay12games.com/file.php?id=15726).


Also, this mod is compatible with my other packs - for example, Arch-viles will raise other demons from my Cave Revamp mod, and by using magic-immunity drinks from my main pack will make you immune to the spells available to some of the creatures in this pack.

That's it - supremely long two posts, sorry about that. Aside from bugfixes, I won't be updating this pack with more content until next year. Hope you guys enjoy it, and have a happy Halloween!

EDIT: For newer creatures that were added later:
Mars Attacks update - aliens and cryptids. (http://www.bay12forums.com/smf/index.php?topic=168066.msg7797652#msg7797652)
Rip and Tear update - additional Doom monsters and Hexen/Heretic creatures (http://www.bay12forums.com/smf/index.php?topic=168066.msg7818372#msg7818372).
08-23 update - Werewolf megabeast change, minor material template update. (http://www.bay12forums.com/smf/index.php?topic=168066.msg7837200#msg7837200)
Doctors+L4D Infected update (http://www.bay12forums.com/smf/index.php?topic=168066.msg7948053#msg7948053).
09-30 update - odds and ends for Splatterhouse and Doom, help files (http://www.bay12forums.com/smf/index.php?topic=168066.msg8032208#msg8032208).
10-07 update - Infected Addon update (http://www.bay12forums.com/smf/index.php?topic=168066.msg8035512#msg8035512).
Malefactor Addon release (http://www.bay12forums.com/smf/index.php?topic=168066.msg8054659#msg8054659)
Necromorph Addon release (http://www.bay12forums.com/smf/index.php?topic=168066.msg8091022#msg8091022)
Trifecta of Terror update (http://www.bay12forums.com/smf/index.php?topic=168066.msg8304021#msg8304021)
Monster Mash update (http://www.bay12forums.com/smf/index.php?topic=168066.msg8415269#msg8415269)
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Rumrusher on October 31, 2017, 10:30:38 am
feel like this mod pack would go great with a good gun mod for arming companions with shotguns and rushing through these towns.

I don't know which would be a funny experience to have, having to deal with armies of these horrors or dealing with the performing bard and librarian versions of these horrors.
having clowns wander in to perform and cause horrible status effects on your populace, combine with the weird result of recruiting from these horror tribes.

urist : oh god get a clean up in the 'terrordome' one of the skeleton bards drank themselves to death, and incited a reanimator's barfight.
olon : look we got an elder vampire puking into the drinking well, the elder ones know what syndromes he carried gotta send a poor soul down there to clean it up.
overseer : uhh the ringmaster has join our fort to perform for us.
*deafening sounds of honking flood the main hallways*
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on October 31, 2017, 10:49:51 am
Heh, that'd be awesome - wish it was possible to actually attach syndromes to performances, wheter it be poem recitations, songs or dances.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Fleeting Frames on October 31, 2017, 11:00:37 am
You could use a small script to attach syndromes to nearby creatures whenever the adventurer does a performance, I suppose?

And huh, this is pretty expansive.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on October 31, 2017, 11:01:50 am
I don't have any knowledge of DFhack or scripting, unfortunately - that said I'd avoid it if possible since I don't want some features to be unavailable because someone doesn't use DFhack or it gets out of date.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Fleeting Frames on October 31, 2017, 12:00:00 pm
In that case, would playing with uncompressed save and editing the generated performances after worldgen to use the predefined syndrome work? I don't know much about modding, myself.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on October 31, 2017, 12:10:07 pm
I don't think performances are moddable in any way.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Rumrusher on October 31, 2017, 12:13:44 pm
yeah your best off having performing interactions tied to usage hints that suggest to use them on greetings or weird non attack related ones.
like the circus stuff seem great in a bartenders worst nightmare, but if the player endure long enough with their shenanigans you end up with some strong defenders with the cost of your fort turning into a huge circus.

you could also get weirder given if say someone have a kid once transformed the kid becomes a pure strain of the transformed race.
so the player has to deal with locking up their fort and tick off a group of highly powerful folk and be besieged by horrors or try to manage the mess while slowly the fort stop being a dwarven stronghold and more like a den for what lurks in the night.


and then some poor skele-clown breach the caverns and summons the doom demons.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on October 31, 2017, 12:24:55 pm
I would but as for now the circus boys are moreso just stronger, wackier invaders with some interactions that could affect dwarves long-term even after the siege is over - they dont transform people yet although once there's better support for it (i.e transform+turn affected creature into minion) I would like to add that.

Doom demons are just cavern critters - trying to avoid misconceptions - they don't come out of candy spires.
Title: Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on November 05, 2017, 10:00:56 am
Fixed an issue with the Arachnotron/Spider Mastermind body plans - their front legs weren't attached properly. Also cutting off their guns or the Cyberdemon's rocket launcher now disables their unique attacks.
Title: Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on November 24, 2017, 07:35:02 am
Minor update, just adding the pedestals and display cases to the invader races. Not much else - should be compatible with the new version.

EDIT: With Deon's permission, I added crafting reactions derived from his to this as well - you can make chainsaws now in adv mode.
Title: Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on November 24, 2017, 05:15:01 pm
Minor bugfix - noticed some of the material template files in the full pack were missing reaction classes.
Title: Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on December 03, 2017, 01:52:25 pm
Small fix - gave all non-existent "projectile" materials the [SPECIAL] token, so they shouldn't show up on artifacts or as materials FBs are made out of.
Title: Re: [44.03] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on December 30, 2017, 09:24:13 am
Updated for 44.03.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 11, 2018, 07:04:43 am
Updated for 44.04, moved 32-bit version to SDL as well. I've also made the tissues for the skeletons not as thick, so they should not be as resistant as before.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on January 12, 2018, 09:08:00 pm
Don't suppose you care if someone does a story fort utilizing this mod and your cavern revamp do you?

Wouldn't be using anything else besides a tileset of course, so perhaps the "main event" will be the encounters with these things and alterations to the environment.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 13, 2018, 05:17:15 am
I'd be honored - could link it in the opening posts for this and the cave revamp too if you'd like!
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 14, 2018, 04:01:35 pm
Minor update - made the normal, non-special skeletons much more common so that they should make up the bulk of invading forces, also did a slight change to the Cannibal raws, to make them compatible with the recent update to my full pack.

For the raws-only version, I included a folder with instructions on how to make the stuff that requires edited vanilla raws to work.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on January 15, 2018, 05:20:10 pm
Are the sprites shown the ones in use for the pre-installed version? Wanna know before I set up anything, as the fort I've been playing is using the raw only version and with Mepth's Tileset they come out looking... Well, odd. Which is a shame because I really like the tileset.

As a side note, Body Eater worms are remarkably resilient little bastards at times when faced with blunt weapons. Obas are less so, as the Militia commander was basically playing golf with the heads of a few of them.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 15, 2018, 06:39:56 pm
Oh no, the pre-installed version doesn't have at tileset included, its default ASCII - don't have any tilesets that have sprites for any of my creatures, and I'm not artistically inclined enough to make one. The sprites in the opening post are to show exactly what the creatures are, for those that haven't played Splatterhouse for example - in-game they'd show up as symbols so I can see why that'd be a tad out of place with a tileset.

Also yeah, thats partially intended. Body eaters still have a skull so they would be somewhat more resistant - Obas meanwhile completely lack bones so I imagine they'd be easy enough to take down - both are supposed to be evil biome pack predators that are weak individually but stronger in numbers - body eaters less so than Obas.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on January 15, 2018, 06:44:51 pm
Oh! okay then, I'll just have to make sure to put some notes in any screenshots with them then.

It's terribly amusing seeing heads get hammered or maced so hard they go flying concerning the Obas. First time it happened I giggled for a good minute or two.  :P
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 15, 2018, 06:46:34 pm
Heh, yeah - the times I fought them in an evil biome they usually aren't a problem for any military fighters. In a way they'd sorta be like aboveground crundles, only even more fragile; though, they can also potentially show up in a group of 12, which I can see as being somewhat dangerous for non-military dwarves.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on January 16, 2018, 02:35:28 pm
Encountered a Bellyache. Threw soldier by helmet. Soldier responded by hitting him with his shield. Durable, at least when faced with four mace/hammer dwarves.

Thus far though only a few have been encountered, I'm enjoying these critters. suitably mean spirited.  :)

Suppose this is as good a place of any, don't suppose anyone here has a good idea for a tag line do they? Fort's name is Duskmetals, and is in a hot forest along the edge of a haunted mountain range north of a belt of circus freaks. Who i expect to make the fort's life miserable by the end of the third year. I only ask because I've got screenshots and time piling up and no thread yet.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 16, 2018, 02:58:10 pm
Bellyaches are one of the "elite" evil biome monsters - they're larger than vanilla Trolls so their attacks can be pretty devastating, especially their super-slow tackles if they aren't avoided. Still, they're not the worst.

Not sure about a tagline - depends on what your goal story-wise is, if you're doing a story-based fort.
Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on January 16, 2018, 03:10:43 pm
Then considering I had two barely trained dwarves and two untrained ones who only had their weapons (not sure why they're refusing to use the wood shields I had made for them, unless they broke the things during the fight by hitting it with them,) I'll chalk that up as a win. Came away with one set of broken right ribs and a cut on the same dwarf's leg from a scratch. Everything else was blocked or dodged.

I keep scanning for a Master of the Dead. With the amount of mangled obas laying around the last thing I need is those coming back to "life." I can tell from the description that I'll need to grab whoever is available to beat the dog shit out of that the minute one shows up.

And the goal is political insurrection - The civ got hammered so badly in a war with thier elven neighbor it doesn't show up in Legends Viewer as its own civ anymore, despite not being anywhere near dead. Puppet regime presumably.

Title: Re: [44.04] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on January 16, 2018, 03:36:03 pm
Masters of the Dead would be like mini-necro fights, yeah - though they can raise bodies even if they're mangled - until you kill them they can keep resurrecting zombies.

Not sure about the tagline tbh - somewhat dry on ideas right now.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on March 14, 2018, 07:16:39 am
Updated the full packs to 44.07 - introduced some of the balancing changes from my Warcraft mod to this - the few chitinous creatures should be more resistant now due to their chitin being tougher, and creatures can only be affected by only one debilitating spell at a time (doesn't apply to physical interactions, like the Pretender Demon's taunt).

I was thinking of introducing some new content before next halloween, admittedly. Aside from adding the Doom 64, Doom 3 and Doom 4 variants of Doom creatures and the new creatures that showed up in those games, I would want to make the next update mostly Alien-themed, though there would still be some other miscellaneous creatures.

Specifically it'd have Alien invaders with skull-faces and exposed brains ala Mars Attacks or Zombies ate my Neighbors, with flying saucers as pets, space suits for armor, and some strange weaponry; multi-caste Xenomorphs that could also be the pets of the Alien invaders (could also have a Tarkalien caste based off of the MKX Xenomorph, or the ones you see in the Alien's ladder ending in that game); Predator-esque hunters; and other types of extraterrestials like Space Clowns, average Grays, or tentacled Things in the cold biomes that could infect your citizens - once an infected citizen would be under threat from, well, anything, it would shapeshift into a Thing and become hostile to everything else except other Things.

As for miscellaneous creatures, I was thinking of mostly making it cryptids, i.e the moth-man, the Jersey Devil, or Bigfoot; along with ones that don't neccessarily fit into that theme either, like demonically possessed humans that can crawl on walls and shout obscenities, or Graboids.

What do you guys think?
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on March 14, 2018, 11:40:16 am
Graboids would be a surprisingly suitable cavern critter (with ass blasters being - unknown to the dwarves and anyone else - a wandering reproductive phase of the same critters on the surface.) Could be thought of as smaller, bitier, grumpier cousins of the Giant Earthworm.

Bigfoot is already technically in the vanilla game as the Sasquatch, as well as the Yeti. They're just limited to savage areas (which you probably already know, being a modder and all.)

Predators would make for a good civ with both "good" Predators, ala the ones we usually see in the films, and "evil" Bad Bloods. Bad Bloods would behave much like goblins, often fighting openly and wantonly slaughtering anything they happen upon, while the regular Predators could be possible allies, and if angered, fight more like Elves, always attacking from ambushes. I almost wish I could do the idea of a Predator in finely crafted dwarven armor justice in a picture for a mercenary in a fort. Light on armor, but strong weapons and far greater strength and endurance than most of thier foes would have (which would also make them highly sought after mercenaries.)

Xenomorphs could make for a delightfully deadly foe as well, in the caverns and roaming the surface of evil biomes, along with an optional civ addon to have hordes of them attack your fort. If going by the comics, they'd be fast and very good fighters, but surprisingly not quite as durable as you'd expect - a solid crack to the head with a sledgehammer can kill them pretty easily. This would make them fairly glass cannon-y enemies.

Space Clowns seem more like they'd be part of the Circus Freak ranks, but I do like the idea of an Alien Invasion set of enemies and creatures; what form that'd take though... Yeah, I got nothing apart from the Aliens from Fallout, since they weren't super feeble and were capable enough when they had to fight.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: MottledPetrel on March 14, 2018, 02:32:25 pm
I would like to suggest a Mothra mega beast. It wouldn't exactly be 'horror' per-say, but it would definitely fit into the existing feel of the pack. Plus, he's an easily recognizable, but much under appreciated monster.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on March 14, 2018, 04:20:16 pm
Graboids would be a surprisingly suitable cavern critter (with ass blasters being - unknown to the dwarves and anyone else - a wandering reproductive phase of the same critters on the surface.) Could be thought of as smaller, bitier, grumpier cousins of the Giant Earthworm.

Haha, I probably wouldn't keep the "ass" part of the name since I want to avoid outright vulgarity in my mods :P that said they could all be fun critters, even if I cannot make them shift from one form to another when reaching a certain age.
I was thinking of putting the Graboids in the deserts instead, since the caverns already have the aforementioned Giant Earthworms. The Earthworms aren't actually that huge - Horses are bigger.
As for other bug critters that could be fun, I was thinking of the atomic ants from Them! (http://www.writeups.org/wp-content/uploads/Them-Giant-atomic-ants.jpg).

Quote
Bigfoot is already technically in the vanilla game as the Sasquatch, as well as the Yeti. They're just limited to savage areas (which you probably already know, being a modder and all.)

I know of them, but I was thinking of diffrentiating Bigfoot from them - perhaps they'd appear at a very rare chance in even non-savage forests, but they wouldn't be as aggressive and violent as the Sasquatch and the Yeti - instead, they'd be cowardly and run away super fast - if you can catch them then goods made from their bodies would be worth a lot (or alternatively worth very little since other races would think its just the bones of a normal primate) - capturing the thing and selling it would be worth a lot too, since you just nabbed an extremely rare specimen.

Quote
Predators would make for a good civ with both "good" Predators, ala the ones we usually see in the films, and "evil" Bad Bloods. Bad Bloods would behave much like goblins, often fighting openly and wantonly slaughtering anything they happen upon, while the regular Predators could be possible allies, and if angered, fight more like Elves, always attacking from ambushes. I almost wish I could do the idea of a Predator in finely crafted dwarven armor justice in a picture for a mercenary in a fort. Light on armor, but strong weapons and far greater strength and endurance than most of thier foes would have (which would also make them highly sought after mercenaries.)

I wasn't aware of that aspect of the Predator story - my initial intention was for them to be a hostile civ (probably thieves - doesn't make much sense, but then them being babysnatchers makes even less sense imo and I require atleast one for them to be hostile to dwarves) that hunt dwarves for sport as they consider them worthy. The ambush-only idea is pretty spot-on though, along with them mostly having light armor, strong weapons and higher innate attributes.
I wouldn't worry about the merc stuff, since you can get those even from hostile civs - in Modded Hell we got a retcher-type zombie visitor that originated from this pack.

Quote
Xenomorphs could make for a delightfully deadly foe as well, in the caverns and roaming the surface of evil biomes, along with an optional civ addon to have hordes of them attack your fort. If going by the comics, they'd be fast and very good fighters, but surprisingly not quite as durable as you'd expect - a solid crack to the head with a sledgehammer can kill them pretty easily. This would make them fairly glass cannon-y enemies.

I did actually think of making them into a "civ" so you'd get sieges and ambushes coming from them. Not sure if I'd make them cave-dwellers (makes more sense, but also prevents them from spreading) or forest retreat dwellers (makes less sense but lets them spread - I suppose story-wise it could be explained as them having overtaken some elves). Glass cannon would go without saying - maybe except the queens who would be slightly tougher.

Quote
Space Clowns seem more like they'd be part of the Circus Freak ranks, but I do like the idea of an Alien Invasion set of enemies and creatures; what form that'd take though... Yeah, I got nothing apart from the Aliens from Fallout, since they weren't super feeble and were capable enough when they had to fight.

Hahaha, the Space Clowns would actually be a reference to this movie (http://www.imdb.com/title/tt0095444/). They'd probably be evil biome dwellers, rather than a full on civ, since the freaks already fill their niche.

Like I mentioned, for the hostile Alien invaders I was thinking of making them look like the Martians from Mars Attacks (http://blog.robertedwardauctions.com/wp-content/uploads/2011/10/12238.JPG) - skull-faced and with an exposed brain - or the pointy-eared versions from Zombies Ate My Neighbors (http://farm4.static.flickr.com/3249/2343653011_7c37d0867a_o.jpg).
For armor they'd probably just have space suits and glass domes - as for materials they would probably only use their own unique stuff - a fake "glass" material for the domes, and something called like extraterrestrial/cosmic fabric and metal - fabric would be for the suits, metal for weapons.
For weapons it'd be a bundle of stereotypical sci-fi weapons - gauss rifles as a ranged option, stun-sticks, electrostaves and power fists with high velocity that cause knockback as strong blunt options, and probes for a weaker blunt option (and because, of course, they need to have probes) - for edged options, maybe something like protonic axes ala New Vegas and some type of syringe-esque weapon for piercing. I'd love to give them stuff like rayguns but as energy weapons aren't possible I'll have to pass on those (aside from the pets they could have, like the aforementioned flying saucers - or tripods, that'd be another thematically good idea).

A non-hostile alternative (or addition perhaps) would just be the standard Grays - they'd probably share some of the same weapons and armor, but they wouldn't be innately hostile - that said their values and ethics would most likely be really weird leading to some worldgen shenanigans occasionally.

If you're curious, another reason why I wouldn't add the Space Clowns as a caste to the freaks, is because the former are just be a particularly strange alien life-form - as for the freaks; while the cannibals just have the regular organic creature classification, and the zombies, skeletons and pirates have the undead classification, the circus freaks have the same creature class as the Faceless Ones (https://wow.gamepedia.com/N%27raqi) from my Warcraft pack, as well as similar beings from my cave revamp and Darkest Dungeon packs - so that's some food for thought. Needless to say, I had way too much fun thinking up of why these things would even exist in the world and why they are the way they are, despite this pack being mostly silly or crossover stuff and most of the invaders, including the freaks, being my own takes on various tropes and archetypes.

I would like to suggest a Mothra mega beast. It wouldn't exactly be 'horror' per-say, but it would definitely fit into the existing feel of the pack. Plus, he's an easily recognizable, but much under appreciated monster.
That would be a neat idea actually, definitely gonna write it down.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Splint on March 15, 2018, 01:42:42 am
Why not do both with the graboids? No reason something that can dig through concrete can't make its way into the caverns if faced with sufficiently soft rock. Also I actually didn't know that about the wroms. i pictured.... i dunno, something more akin to a Rift Worm from Gears of War I guess. Just as a giant mostly-nonthreatening earthworm. Speaking of which, could do a Rift Worm as a megabeast, or just an obscenely large, seldom seen cavern creature that could feed a fort for years if one was killed.

To the predators, I learned about it by chance - I was bumbling along through xenopedia when it came up with a link, so I followed it through. Bad Bloods are basically the psychopathic assholes of the Predator world, which is quite a feat for a race of psychopathic assholes, but at least the ones with thier honor will fight alongside those they deem worthy of such respect, and don't slaughter innocents needlessly.

And you can always make the Xenomorph "civ" optional, and a decent explanation of using forest retreats is to have them set up shop in tropical forests and wetlands - they prefer warm moist ground to build thier nests, and its the closest approximation that anyone could use to describe this particular variant's open-air hives.

Cryptids could be fun, especially since some could be seen alone or as parts of other existing critters - Grootslangs for example, could be seen in thier own herds or mixed in as a rare caste of elephant, and Thunderbirds could be a smaller more easily domesticated - that is, nonmegabeast - relative to the Roc, Melonheads could be odd little surface gremlins, and Ents and Man-eating trees could be seen in savage good and savage evil biomes respectively, and employed by the factions that utilize such critters, and Khorkhoi in savage deserts and badlands that will stop at nothing to get to you food supplies.

Granted, I'm spitballing at almost 3 in the morning, so feel free to disregard.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on March 15, 2018, 03:07:26 am
I'm not sure if I would add ents or thunderbirds since they go into a more fantasy-ish direction and not cheesy horror - though the man-eating tree sounds like it'd be a fun evil biome dweller. I'm kinda disappointed now I didn't do a giant maneater plant ala Audrey II from Little Shop of Horrors the first time around - I'll definitely get to making one alongside the man-eater tree.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: MottledPetrel on March 15, 2018, 05:31:35 am
Maybe you could do triffids as well while you're at it? They were an old cheesy horror movie as well, basically being man sized plants with a killer venomous sting that actively hunted humans for nutrients.
Title: Re: [44.07] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: Enemy post on March 15, 2018, 11:47:48 am
When I made xenomorphs, I found they worked better as an animal. If you make them a civ, they often end up wiped out in wars because everyone attacks them for not speaking. They also don't use weapons, wear armor, or have pets. I strongly suspect not having those provides major penalties to how the game calculates worldgen battle outcomes. This way, you can get quests to hunt them down as well. Not trying to tell you how to do it, just wanted to share my experience with them.

I've also found predators seem oddly weak in worldgen as well.

Title: Re: [44.10] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
Post by: ZM5 on May 06, 2018, 06:41:16 am
Updated the full packs to 44.10 - no actual raw changes yet. I've gotten a bit ahead of myself and started working on my evil biome revamp early, so it'll still be a while before I do work on the aliens and other new creatures for this pack - figured it'd still be useful to update to 44.10 as its a pretty highly anticipated update.
Title: Re: [44.11] Zombies Ate My Dwarves - Mars Attacks!
Post by: ZM5 on July 01, 2018, 05:26:37 am
Update music (https://www.youtube.com/watch?v=tRMPF1GpCek)

Updated to 44.11, and it's a larger update this time, including quite a lot of new creatures - most notably the various alien invaders. I admit I'm not entirely familiar with Predator/Xenomorph lore so I apologize for any mistakes with them.

Spoiler: Cryptids (click to show/hide)
Spoiler: Miscellaneous (click to show/hide)
Spoiler: Wild Aliens and Robots (click to show/hide)
Spoiler: Alien Invader Races (click to show/hide)
That should be it for now - I was hoping to do 2 more creature sets before releasing, but I don't know if I'd be finished with them before having to head off for vacation, so I figured I'd release this update now. If I manage to get the two sets done this week, I will release another update - if not, you will have to wait until I'm back.
The first set was supposed to be an expanded Doom monster list, including the new monsters introduced in Doom 3, Doom 4 and Doom 64, as well as the redesigned classic monsters (the originals would still be there, but, for example, alongside the classic Imp you'd have the multi-eyed Doom 3 version with some different capabilities, or the two-mouthed Pain Elemental from Doom 64).

The second set is a bit of a surprise that I wasn't initially planning on doing for this, but I figured I should to make up for the long wait before this update - if you want to know what is, feel free to take a gander through the game files.

That should be it for now, hope you guys enjoy this update!
Title: Re: [44.11] Zombies Ate My Dwarves - Mars Attacks!
Post by: Splint on July 01, 2018, 02:55:42 pm
It's a good thing a piece of art I'm working on is taking mea while, otherwise I'd miss out on knights battling xenomorphs. Of which they're the only one I have nitpicks for. Far as I know there's not anything in the expanded universe besides Spitters that can shoot acid (and their heads are massive weak spot because they store the acid they spit in sacs along the top and sides of thier head,) and thier tails aren't ovipositors that would spray venom or acid - they're solid bladed/bashing weapons.


I'm also a little sad the Bad Bloods (that is, the dishonorable, psychotic, and dregs of Predator society,) weren't included as the hostile predator faction, as on the whole they're perfectly willing to work with members of other races who prove themselves to be capable warriors - more than one human has managed to earn the respect of Predators they fought beside, or the respect of that Predator's clan for besting one of thier own in single combat - but hey. Can't have everything and I'm perfectly happy with this otherwise :D
Title: Re: [44.11] Zombies Ate My Dwarves - Mars Attacks!
Post by: ZM5 on July 01, 2018, 03:43:33 pm
Damn, oh well - I was kinda expecting I'd get stuff wrong mostly on the Xenomorphs, even outside of stuff that cannot be simulated properly in DF. For the acid spraying I mostly went off the drone variation of the Xenomorph in MKX, where it did have an acid-dripping stinger that could do a short-range spray. Nonetheless, gameplay-wise it should atleast prove interesting having to deal with their sieges.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on July 28, 2018, 02:46:25 pm
Major update - added in a lot of new stuff, plus altered a lot of existing creatures.

For one, I made a few adjustments to the Xenomorphs to help them survive worldgen better - most of these kind of break how they're actually supposed to be, but they're kind of neccessary for gameplay purposes. For one, the Queens can now talk, so they should be able to form peace agreements instead of consistently getting obliterated by constant wars in worldgen. The drones are also now female breeders to help them replenish losses.

Pirates had a few minor adjustments - for one, they have munitions chestplates to give them a bit of defense, and they also have truncheons which use the mace skill (so they'll be called Anchormen even if they come with a truncheon) - its mostly so the non-Whale anchormen aren't useless, as they previously were with the massive anchors they'd only be able to wield.
The Whales themselves are now a tad smaller - they also have a lower innate agility, although to make up for it their natural strength and toughness is higher.
The Anglers have a higher innate agility, the Snappers and Skeletal Pirates have a higher innate toughness, and the Sharkheads have higher innate strength.

The castes of the Zombies and Entertainers have had a similar treatment in regards to innate attributes - the Meatchompers of the zombies have higher agility and strength, the Oozecrawlers have higher agility, and the Bonegrinders have higher strength and toughness, but a lower agility. For the Entertainers, the Strongman has higher base strength and agility, whereas the Bearded Woman has a higher strength and toughness.

As for the new content, it is mostly creatures from Doom 64, Doom 3, and Doom 2016 - aside from the outright new creatures that were introduced, I also added in some of the redesigned versions of the classic ones as separate creatures, using names from either Doom mods or the Doom RPGs. Not many changes to existing ones, although you may be happy to know that the Pinky types (including their Doom 3 version) are now tameable and trainable as pets. The non-Doom 3 cacodemons also move slower.

Along with that, to make up for the recent lack of updates, I've went ahead and done the creatures from Hexen and Heretic, which includes several wild creatures that show up in evil biomes, as well as a new invader race. There's also three miscellaneous creatures that I'm not sure why I didn't add before.


Spoiler: Doom 3 creatures (click to show/hide)

Spoiler: Doom 2016 creatures (click to show/hide)


Spoiler: Miscellaneous (click to show/hide)

That covers it - big thanks to Splint for many of the suggested tweaks and rebalances! Hope you guys enjoy this update. Next I'm probably going to be updating the Darkest Dungeon pack with the new Color of Madness content.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: Splint on July 29, 2018, 11:48:54 am
I'll snap this up and play around with it with your other packs, see how my humans fare when the fighting begins.

For those interested, everyone appears to be able to spawn assuming one uses just ZM's own stuff, on a medium world with a modest history of some 200-ish years.

I've got a long way to go with my own mods before I can make the story fort featuring this and the others though (railguns and bolters and saw gloves, oh my!)
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: MottledPetrel on July 30, 2018, 12:02:05 am
Just what any one of your packs needed, *a buff*. Most of your creatures are already a death sentence, but hey, that's what Dwarf Fortress is all about.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on July 30, 2018, 04:40:22 am
I'll snap this up and play around with it with your other packs, see how my humans fare when the fighting begins.

For those interested, everyone appears to be able to spawn assuming one uses just ZM's own stuff, on a medium world with a modest history of some 200-ish years.

I've got a long way to go with my own mods before I can make the story fort featuring this and the others though (railguns and bolters and saw gloves, oh my!)
Good to hear that then, was worried Xenos could still have some issues surviving worldgen.

Just what any one of your packs needed, *a buff*. Most of your creatures are already a death sentence, but hey, that's what Dwarf Fortress is all about.
Hee hee. Tbh I did nerf some of the syndrome causing attacks, but yeah, there's a greater variety of stuff out there to kill you. Gonna do the same with the Darkest Dungeon pack, that one could require some fine-tuning of syndrome attacks too.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on July 30, 2018, 01:28:49 pm
Released a tiny patch - I misplaced some of the files resulting in some of the original invader and interaction balancing changes not carrying over - this should be fixed now.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on August 03, 2018, 06:31:41 am
Minor update - I've added sounds to most of the horror movie creatures that they'll make in adventure mode - aside from that I fixed an oversight with the Snatchers - they seeminfly weren't appearing due to lacking LARGE_ROAMING - they should properly spawn now.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: TheRedwolf on August 11, 2018, 11:35:50 am
how does one open the .7z files?
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on August 11, 2018, 12:15:26 pm
I just use WinRAR.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on August 23, 2018, 04:30:24 pm
Minor update - aside from changing the wood templates to be more in line with the changed ones for other packs, I've also made a small change to the Werewolf megabeast. Their biting attacks can now infect their victims - not always guaranteed, even if it breaks the skin. The resulting creatures become "Cursed Werewolves", who are similar - they are smaller, weaker, and cannot howl to inflict negative thoughts, however they are just as fast as their progenitors and their bites also further spread the curse.
EDIT: Quick minor update, forgot to include it last time - I altered some of the cannibal descriptors, so their eyes and ears actually have individual descriptors - hopefully them being inbred comes off more overtly now.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: itssunny on September 03, 2018, 04:42:09 am
Had a pretty fun event happen in my fort recently. I had the pleasure of witnessing one of the creatures from ZAMD standing toe to toe with a forgotten beast and essentially saving my early 13 man fortress.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on September 03, 2018, 04:52:30 am
That's awesome - going by some of the other corpses in pics it looks like it fought some other cave critters leading to its death too.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: itssunny on September 03, 2018, 04:55:39 am
That's awesome - going by some of the other corpses in pics it looks like it fought some other cave critters leading to its death too.

Yeah! It duked it out with a giant toad a few moments before that crippled a few of its legs. It was kind of funny to watch because the toad was really laying into it but the syndrome-dust knocked it out (zzz) so the tick could bash the toads head in. The giant (R)at you see there died to my militia.

I'm pretty greatful that horror creature didn't fall asleep on us though.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: TheRedwolf on September 05, 2018, 05:25:43 pm
nevermind
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: TheRedwolf on September 05, 2018, 09:39:42 pm
Actually, even though your darkest dungeon pack has hags, this pack could use some more comic green skinned  I’ll get you my pretty and your little dog too kind of witches, with unique pets like exclusively black cats, broomstick mounts and WAR CAULDRONS!
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on September 06, 2018, 04:00:52 am
I am...a bit surprised I haven't thought of that before. Would be a fun addition though - it'd also mean I'd now have 3 witch factions across my mods (technically 6 but 3 are non-civilized).

Not sure what the next update's theme would be whenever I get around to it, probably just stuff that for whatever reason I haven't thought of before. Deadites, a Blob megabeast, or a civ of insane, mutant doctors of various kinds (the three I'm thinking of would be generic "doctors", Steinman-esque plastic surgeons, and probably psycho cannibal psychiatrists, since they're all sorta common tropes for "evil hospital" settings), with brutish orderlies and butterface nurses as alternate castes and various sorts of mutant lunatics as "pets" they'd keep around. Maybe unique pets for some of the existing races too, like skeletal war animals for the skeletons or some horrors from the depths for the pirates.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on September 19, 2018, 07:11:27 am
Minor update, mostly flavour this time - changed up some of the identity names for the different races, so i.e rather than seeing "cannibal peddlers" show up, there'll be "cannibal mystery meat salesmen" popping up, or instead of "cannibal criminals" there'll be "cannibal vegetarians" - I'll be doing the same sort of minor changes for my other packs, so look out for that once they're uploaded.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: Kingra on October 06, 2018, 08:23:49 pm
Somethings wrong with the greater Wendigo, in that whenever I try to view it's legends mode entry it closes the game.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: ZM5 on October 07, 2018, 05:18:20 am
That's strange - I'm not getting that issue (http://puu.sh/BH3Q9/e05b5a5d27.png), the entries for both of the great wendigos in my world work normally.
Title: Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
Post by: Kingra on October 07, 2018, 06:57:27 am
That's strange - I'm not getting that issue (http://puu.sh/BH3Q9/e05b5a5d27.png), the entries for both of the great wendigos in my world work normally.

Then it's probably just me then.

Now that I think about it, It's probably just a Dfhack bug or something. Still strange that it's only the great Wendigos that are affected.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on March 23, 2019, 03:26:18 pm
Big update time - sorry for a lack of updates to this in quite a long time.

In any case, no specific theme to this update, mostly just expanding on existing ones. Got a small addon to this mod as well, as a bit of a surprise gift for a lack of updates in a long time.

Spoiler: New Aliens (click to show/hide)

Spoiler: New Cryptids (click to show/hide)


Spoiler: New Megabeasts (click to show/hide)

Spoiler: New races (click to show/hide)
Not too many changes to existing creatures - most importantly, I've added adventure mode sounds to most Splatterhouse creatures, added Dragon Claws, Firemaces and Spiked Knuckles from Hexen/Heretic to the weapon loadout of the Hexen invaders, and I gave the Annihilator megabeast a Target Lock ability that makes one more vulnerable to its rockets and bullets.

Should be it - hope you guys enjoy the update!
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: Splint on March 23, 2019, 03:41:10 pm
Yeeeeeeeeeeeeah boi, this is what I've been waiting for. Just gotta finish up my knights and a fort fo epic anachronistic proportions will commence!
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on March 25, 2019, 02:15:25 pm
Small update to the Infected addon - ran into a similar issue as with the Xenomorphs, as in, them not being able to survive worldgen well - I allowed the Screamers to speak and serve as diplomats - obviously this should not be the case but it's the only way I can think of to reliably get them to survive.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: CrashyMcGee on June 01, 2019, 09:54:29 pm
I think I encounterd a bug, in the fact that mancubus sweat is super hot. Like hot enough to melt steel hot. So hot that once you stab a sweating mancubes with a weapon, the hand holding the weapon may melt along side the now 1000 degree celsius weapon. The sweat of a mancubus is actually more dangerous than the fireballs it fires at you becuase just touching the mancubus will melt you.
Is this supposed to be the case, and if so, how am I gonna reanact DOOM GUY RIPPING AND TEARING HIS WAY THOUGH THE LEGIONS OF HELL in adventure mode?
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on June 02, 2019, 04:34:50 am
Whoops, no that definitely wasn't intended - mislabeled one of their materials by accident when I was giving them heat damage immunity, so their sweat comes out superheated instead of at a normal temperature. Uploaded a fix, should still take effect on an active world.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: Asin on June 10, 2019, 07:03:58 pm
Superheated sweat, huh? Sounds like that could be useful for modding in unique monsters.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: Kingra on July 01, 2019, 10:10:22 pm
What exactly does the Deadite curse do? I don't think you made any mention of them in the update post.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on July 02, 2019, 12:25:27 pm
Oh, derp - it makes a creature fearless and count as NOT_LIVING (so a tip-off is that a deadite will not be attacked on sight by creatures that are opposed to life) - their personality values are also reset so they're incredibly violent, prone to hatred and rage, cruel and also prone to inappropriate humor.
When they reveal their true nature (usually as a result of being attacked), they become opposed to life and immune to pain - their physical attributes are also doubled and attacks against them have their velocity cut by half. So even if its an untrained civvie they could still put up a fight.
The "transformation" is also permanent, and drinking a deadite's blood will cause one to also become a deadite.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on September 30, 2019, 09:37:44 am
Slightly large update this time - I've finished up the help files for this mod, so they'll be included in a folder with the downloads.

Main part of this update are the new innate pets for Pirates, Zombies, Skeletons and Circus Freaks. Pirates get cursed parrots and chimps as war animals, as well as mini-krakens as mounts - Skeletons get bone horses as mounts, as well as bone hounds and bone beasts (conglomerate of different animal bones, has both horns and tusks) as war animals - Zombies get zombulls and undead hounds as war pets and undead horses as mounts - and the Circus Freaks get Clown Cars, which have horrible spider legs coming out of the wheels and can emit a distorted honk to stress out dwarves - they're mounts, obviously, and smaller than dwarves.

Those (aside from Clown Cars) can be found in the wild and tamed - I've also added a tree octopus creature to the hoax/urban legend/cryptid side, and invisible men/women as rare, nocturnal wild creatures. Some existing creatures got changes too, i.e you can now butcher most of the mechanical creatures (i.e Killer Robots, Annihilators, Sentry Drones or Flying Saucers) to get bars of otherworldly metal, or butcher the man-eating tree for logs. A few weapons had their values changed too, and the regal staves and electro-staves both got additional slow, but also really powerful edged attacks (electric shocks with the electro-staff, and magic beam smites with the regal staff). Some of the creatures that used vanilla game fireball attacks also now just shoot blockable explosive flame bolts instead to be less asshole-y - can still cause heat damage, though.
Pumpkinhead skeletons also got renamed to Jack-o'-Bones - since I'll be using "pumpkinhead" for a creature in an addon to the assorted creatures pack, and I figure in that addon's case it'd be more fitting.

I also did some additional stuff for the Splatterhouse and Doom side of things - added in creatures that I didn't do on my first pass (i.e the Evil Cross, the female skull-dropping ghosts or the hanging corpses from the first game, the cloaked demon enemy from the third game or the crawling hands/claws that flip you off from the first and second game).  For Doom, I added in 2 of the Doom Mobile RPG enemies that I didn't do before - the Sawcubus was one of them, but now I've also added the Brier as a cavern creature and the Pinkinator as a megabeast.

Once I get a help file done, I'll also be releasing an update to the Infected pack - added a new caste to the Infected based on cut concept art, and also a new wild creature thats also based on cut concept art.
Sometime later down the line I was also considering making addons for Dead Space Necromorphs and the Malefactors from the Suffering - will take a while before I even get to that, though (and probably even longer to actually get it executed, atleast in the Necromorph case since I'll be doing both ostensibly human/dwarf/elf/goblin-based necromorphs that are the ones actually seen in the games, and alien necromorphs that, aside from the few DS3 alien ones, will primarily be based on early concept art).
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: CrashyMcGee on October 05, 2019, 04:17:49 pm
Could you make it so when the Mysterious Man loses his hat he enters a rage state/goes berserk? Also on the Brutal Fortess info page under the Revant tab it says that explosions aren't a thing yet, so what changed so it's now possible, if you don't mind me asking.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on October 06, 2019, 03:28:57 am
Unfortunately no, the mysterious man rage state wouldnt be possible based on only body part loss.

As for the "explosion" stuff, I simply changed it for projectiles like the Revenant or Cyberdemon missiles to have a high innate temperature but lower boiling point - so once they drop to the ground or get stuck in they cause a burst of flames to occur and cause heat damage. There still aren't any actual explosion physics, however, so no blowbacks or limbs being torn off.
Title: Re: [44.12] Zombies Ate My Dwarves - The Doctor Is In!
Post by: ZM5 on October 07, 2019, 04:54:31 am
Released an update for the Infected Addon (http://dffd.bay12games.com/file.php?id=14309). Relatively small update - added a Clawer caste to the Infected, based on the Claws (https://cdna.artstation.com/p/assets/images/images/000/006/900/large/Charger.jpg?1400147754) concept art - also added an Infected Hog creature in some savage biomes, based on the boar from this concept art (https://vignette.wikia.nocookie.net/l4d-rp/images/5/59/Hellhog2.jpg/revision/latest?cb=20150801212145). Lastly, I included the help files, and also made some changes to the Infected (i.e Tanks and Meat Walls will now bust down workshops and the like, or Bloated Spitters will now spit acid faster than normal Spitters).

Hope you guys enjoy it - will be a while before I'll do the Necromorph/Malefactor addons, but they'll come eventually.
Title: Re: [44.12] Zombies Ate My Dwarves - Suffering
Post by: ZM5 on November 13, 2019, 10:22:58 am
Update time - I made some small fixes to the main body of this pack and added some body detail plans and interactions that, for now are only used in one addon, but which I will probably use again later.

For the Infected addon, I did some further alterations - many of the more combat-oriented Infected castes such as the Hunters now have some amount of dodging skill, to hopefully make them a tad more threatening.

Lastly, I uploaded the Malefactors addon (http://dffd.bay12games.com/file.php?id=14609). This contains the Malefactors from the Suffering games - for those not familiar with them, I could best describe the games as "American Silent Hill", with most of the monsters representing some form of violent death. Most of the Malefactors consist one race and are hostile invaders - could be thought of as a step-up from the Infected, since the Infected are fragile overall and depend on sheer numbers and the special infected like Boomers, Spitters or Chargers - meanwhile even the most basic Malefactors, the Slayers (https://cdn.discordapp.com/attachments/245937631848824833/643856130866413599/latest.png), can still be highly threatening. The Maulers (https://cdn.discordapp.com/attachments/529469746052202506/643924597170765824/suffering2screen2.png) are a wild creature that can show up in some evil biomes, and are also innate pets for the Malefactors - whereas the Horde (https://vignette.wikia.nocookie.net/thesuffering/images/3/38/Www_totalvideogames_com_23904_44461.jpg/revision/latest?cb=20100206193735) is a megabeast variant.

Hope you guys enjoy it, I'll take a slight break for now and when I'm done I'll work on a Necromorph addon - it'll admittedly take a while given the sheer volume of stuff I've outlined for myself to do for it.
Title: Re: [44.12] Zombies Ate My Dwarves - Suffering
Post by: Lidku on November 23, 2019, 01:40:58 am
The addons only work with a "main-pack"? Can they be added on without the main Horror Pack to another raw folder to work with other mods?
Title: Re: [44.12] Zombies Ate My Dwarves - Suffering
Post by: ZM5 on November 23, 2019, 05:46:03 am
You'd need to atleast have the files like the body plans, body detail plans, material, inorganic and tissue templates as well as interactions. There'd admittedly still be some errors like interactions calling for nonexistent creatures though.
Title: Re: [47.02] Zombies Ate My Dwarves - Suffering
Post by: ZM5 on February 09, 2020, 11:35:32 am
Update for 47 - only the raws-only version is updated for now, given the worldgen crashes with the current version. Malefactor addon also updated - infected addon should still work since it lacks any real changes.

Main changes:
-Laser/Frost/Argent bolt attacks are edged now.
-Summons - Summoners, Icons of Sin, Ringmasters, Puppeteers, Clown Cars, Pain Elementals/Rahovarts, Heresiarchs, Serpent Riders and Greater Slayers/Triggermen/Arsonists now have summoning abilities. In the case of Pain Elementals/Rahovarts, it replaces their projectile attack, and in most other cases it replaces reanimation, the only exception being Puppeteers (they can summon one puppet "for free", but for variety's sake they can still puppet-ify corpses).
-Slashing/stabbing attack values rebalanced.
-New creatures - Malefactor Rats and Malefactor Wretches in the Malefactor addon. Malefactor Festers can summon the rats, whereas Malefactor isolationists summon Wretches.  Also, a Man in Black creature also got added - they'll issue warnings to nearby creatures, and once a creature comes too close they'll open fire with their handguns.

I'll release the Necromorph addon once I get the help files for it done, so stay tuned.
Title: Re: [47.02] Zombies Ate My Dwarves - Suffering
Post by: Kingra on February 09, 2020, 02:19:16 pm
Think you forgot to put in the speech file for the Man in black.
Title: Re: [47.02] Zombies Ate My Dwarves - Suffering
Post by: ZM5 on February 09, 2020, 03:44:02 pm
Whoops, uploaded a fix.
Title: Re: [47.02] Zombies Ate My Dwarves - Suffering
Post by: Kingra on February 11, 2020, 10:16:18 am
Do you know what is causing this mod to crash? I've been playing with some of your other mods just fine and as soon as I installed this one it begins crashing on worldgen.
Title: Re: [47.02] Zombies Ate My Dwarves - Suffering
Post by: ZM5 on February 11, 2020, 02:27:17 pm
Not really, I've been having consistent worldgen crashes regardless of mod - apparently other modders have had similar issues - seems to happen more often on larger worlds or with more civs, so I'd guess its more the new worldgen stuff acting up than anything that can be fixed on the raws end (didnt have issues with 44.12 genning even with the updated rawset so thats why I'm guessing its something on the game's end rather than a raw issue).
Title: Re: [47.02] Zombies Ate My Dwarves - Necromorph Invasion
Post by: ZM5 on February 14, 2020, 08:07:20 am
Necromorph addon is out (http://dffd.bay12games.com/file.php?id=14799) - main body of it are the two new invader groups - one are simply called Necromorphs, and are the main humanoid necromorphs you'd see in the series (alongside a few concept art variants), and the other are labeled Alien Necromorphs, consisting of the DS3 alien necros (minus the Medusas and the Nexus), the DS3: Awakened versions of the Pack and Stalkers, and many more concept art variants to fill in some of the gaps (as a friend put it, many of the early concept art necromorphs do not look like they were people at any point, so there's some plausible deniability as to them being perhaps various escaped and necromorphized specimens brought by races like the Grays or Aliens). Essentially, regular Necromorphs are more varied in their functioning, whereas the Alien Necromorphs are much more brute-force oriented.

There are also a bunch of wild necromorphs, found primarily underground (with the Snow Beast being found in savage arctic regions) and a handful of megabeast variants - i.e the Nexus, the Hive Mind, the Slug, or the mobile game boss (called the "Monstrosity" here).

Most necromorphs have bacterial nodules that serve as thought body parts - damaging them may kill the creature (or knock it unconscious), though obviously some of the variants have more than one (they're stand-ins for the glowing yellow tissue one sees in the games on necromorphs like the Brutes) - all would have to be damaged to put the necromorph down. Bleeding out through massive dismemberment also works (though it may take a bit longer, as they bleed less than most other creatures) - and of course pulping the torsos/lower bodies also works.

No markers yet, atleast until I find a proper gimmick for them - thought of making them immobile underground creatures with full-map range reanimation that doesnt require a line of sight, turning appropriate creature corpses into varying Necromorph types, and stressing out citizens every once in a while, essentially being a constant nuisance until found and destroyed, but I figured that may be a bit too dickish, so we'll see.

Hope you guys enjoy it, took way too long to come out with this.
Title: Re: [47.02] Zombies Ate My Dwarves - Necromorph Invasion
Post by: Kingra on February 14, 2020, 12:37:14 pm
Definitely a good add-on. Can't wait to get utterly massacred by them. If I could make a request, Maybe add The Corruption (Wiki name for it) As a third cavern layer plant?

Also trying to spawn the Malefactor Noosemen and Infena in the arena seems to consistently crash the game.
Title: Re: [47.02] Zombies Ate My Dwarves - Necromorph Invasion
Post by: ZM5 on February 14, 2020, 12:45:00 pm
Don't really know what thats about - I just fired up arena mode and spawned both of them without crashing (https://puu.sh/FaC3l/f2bf7375a8.png).
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: ZM5 on April 17, 2020, 09:12:14 am
Larger update this time around - more Doom-themed. As with the other mods I've been updating, I removed the no_eat/drink tokens from relevant creatures for the time being to prevent crashes. Sooo this may lead to some oddities like long-term skeleton residents wanting to drink or eat - the same goes for the addon races.

Main body of the update:
-New Doom creatures, mostly from Eternal - Hell Gargoyles, Carcasses, Whiplashes, Dread Knights, Doom Hunters and Jetpack Revenants as cavern monsters - Fireborne Barons (Baron caste), Mecha Zombies (Possessed caste) and Former Human Mutants (Doom 3 tentacle Commandos) as additional castes. Some playable creatures from this set as well - Hell Marauders, Hell Gladiators, Cyber Tyrants (Eternal's Cybie version) and Grand Arch-viles (Eternal's Arch-vile version). There's also an easter egg associated with one of the creatures (not any of these new ones, I'll say this much)
-Two potential dark pit civ rulers - Kronos (from Doom RPG) and the Ancient Icon of Sin (the old classic Doom version that was in this pack formerly as a megabeast)
-Eternal's version of the Icon of Sin is a megabeast - its fully armored and has slightly different abilities to the Ancient version.
-Probably not something you'll see often, but hell as well as vaults and dark spires will occasionally be made out of "hellish stone". Lets just say its fiery and blue (https://i.imgur.com/S16QR29.gif) (though sadly its proper coloration doesn't show up well on constructed floors and pillars, at the very least).
-Two new races - first one are the Maykrs, and are a hostile civ. They have both regular and Khan versions - the regular versions have no special abilities, whereas Khans are capable of flight, have some magical attacks and can also summon Maykr Drones as guardians. Both avoid traps - they also utilize some of the Doom 2016/Eternal demons as war pets.
-Second one are the Argenta - they are both friendly and playable in fort mode. They consist of four castes - standard Argenta, who have no special abilities and are the basic workers and grunts; Warriors, who learn melee and ranged weapon skills at increased rates, have a higher endurance, though do not learn menial labors as fast - they also can intimidate enemies; Wraithpriests, who wield magical abilities, capable of healing, and learn medical jobs faster, but all other menial labors at a decreased rate; and extremely rare, immortal Slayers, who learn any combat-related skills at greatly increased rates, have a powerful self-buff and utterly terrify any demonic, undead or eldritch creatures, but are easy to enrage and prone to getting into fistfights - they're also utterly useless at learning non-combat skills.
All castes are more resistant to disease and magic.
Argenta also have their own unique weapons, having a full set of Sentinel's armor, Sentinel's lances, blades, war axes, battle hammers, and maces, and Slayer's Crucibles. They can also make bayoneted, double-barreled shotguns that fire pellet clusters.

With the Argenta's introduction, the Doom demons also now drop Argent Energy Orbs when butchered - how many varies on their classification (the precise "scoring" you can find in the help file for Doom creatures) - however they can use those orbs to create Argent Alloy bars, a very powerful metal - they do this at their unique building, the Argent Attractor.

There's an additional "hardmode" version of the Argenta that has a secondary building, the Sentinel's Armory - in this version, the Argenta cannot make their unique weapons and armor (with the exceptions of the shotguns and gauntlets) at a regular forge, and have to use the energy Orbs to make their weapons. They can still make the Alloy bars at the Attractor for other equipment, however. Argent Alloy can also be made out of steel, platinum and flux stone if you cannot procure any orbs.

To prevent the orbs from being useless for other races, I also included a reaction to make Argent Iron from them, a metal that is inbetween iron and steel - you can find the permitted reaction line for it in the Doom helpfile, would just need to add it to an entity you would like to play, i.e dwarves in entity_default.txt or any playable modded race.


(https://i.imgur.com/PxRJ6Gd.png)
Small demonstration - old Icon of Sin thrusting up a spire of slade in legends mode.
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: ZM5 on June 10, 2020, 08:54:09 am
Quick fix to the necromorph addon - some didn't have their fingers connecting properly, so thats fixed now. More of the alien necromorphs should also not be dying instantly to decapitation.
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: TheRedwolf on October 02, 2020, 10:59:09 am
Any chance of a 2020 update?
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: ZM5 on October 02, 2020, 11:32:53 am
Any chance of a 2020 update?
What do you mean by that?
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: TheRedwolf on October 05, 2020, 11:22:30 am
It's the spooky month and I was hoping my favorite mod would get an update this month
Title: Re: [47.04] Zombies Ate My Dwarves - Hell on Earth
Post by: ZM5 on October 05, 2020, 11:42:08 am
Ah, I'll see if I can get finished with the ideas I had before the month is up - still finishing up another thing so it might be a while.
Title: Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
Post by: ZM5 on October 30, 2020, 05:00:58 am
I've updated the main body of this pack, alongside the existing addons - mostly small fixes, i.e I noticed a targetting issue with the agitate abilities of the infected Screamer or the alien necromorph Commander, so those should work properly now.

I've also released the Quake 1 monsters addon (https://dffd.bay12games.com/file.php?id=15278). It isn't all that much altogether, the game's bestiary isn't particularly large (and I've also decided to forego the Zombies and the Grunts/Enforcers), but it should be something for the time being. Pretty much all of the wild Quake creatures are found underground from the second layer onward - there's also the Knight enemies (called Possessed Knights) as a variant on the underground tribals (except they're more formidable due to having metal armor - no ranged weapons though, or shields, but they also have the Death Knights, or "Possessed Dark Knights" as a rare, stronger caste with an explosive fire bolt attack).
There's also the Ogres (called Cannibal Ogres here) as a dark pits civilization, the Chthon as a megabeast and Shub-Niggurath (called Hell-mother here) as a dark pits ruler.

I have two more things intended for this pack for the time being, but it might be a while before I get to them (one is Killing Floor Zeds as an addon civ, the other is expanding the Hexen/Heretic monsters to include ones from Hexen 2).

Hope you guys enjoy it.
Title: Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
Post by: Teneb on October 30, 2020, 10:00:20 am
I've updated the main body of this pack, alongside the existing addons - mostly small fixes, i.e I noticed a targetting issue with the agitate abilities of the infected Screamer or the alien necromorph Commander, so those should work properly now.

I've also released the Quake 1 monsters addon (https://dffd.bay12games.com/file.php?id=15278). It isn't all that much altogether, the game's bestiary isn't particularly large (and I've also decided to forego the Zombies and the Grunts/Enforcers), but it should be something for the time being. Pretty much all of the wild Quake creatures are found underground from the second layer onward - there's also the Knight enemies (called Possessed Knights) as a variant on the underground tribals (except they're more formidable due to having metal armor - no ranged weapons though, or shields, but they also have the Death Knights, or "Possessed Dark Knights" as a rare, stronger caste with an explosive fire bolt attack).
There's also the Ogres (called Cannibal Ogres here) as a dark pits civilization, the Chthon as a megabeast and Shub-Niggurath (called Hell-mother here) as a dark pits ruler.

I have two more things intended for this pack for the time being, but it might be a while before I get to them (one is Killing Floor Zeds as an addon civ, the other is expanding the Hexen/Heretic monsters to include ones from Hexen 2).

Hope you guys enjoy it.
Do you plan on adding the monsters from Quake 1's two addons?
Title: Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
Post by: ZM5 on October 30, 2020, 01:42:50 pm
Might try to do them at some point, yeah.
Title: Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
Post by: UselessMcMiner on February 25, 2021, 02:02:13 pm
Will this mod still work with the new version of dwarf fortress?
Title: Re: [47.04] Zombies Ate My Dwarves - I Ain't Afraid Of No Quake
Post by: ZM5 on February 25, 2021, 04:54:45 pm
Should still work with 47.05, yeah.
Title: Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
Post by: ZM5 on August 12, 2021, 09:29:40 am
Update - mostly a two-fold one. One part is some additional creatures to the Doom side of things - mostly creatures from the Ancient Gods DLCs, plus some odds and ends - Prowlers, Armored Imps, Possessed Slaves and Hell Barons have the new variants added as castes (so Cursed Prowlers, Stone Imps, Possessed Screechers and Armored Barons). Maykrs also have a Seraph caste now.
For outright new ones, Blood Maykrs, Hell Titans, Arachnosynths Atlans and Argent Dragons have been added - the Titans rarely appear in some evil biomes, and are pets for the Maykrs - Atlans are those giant mechas used by the Argenta, and have several variants, one based on their in-game appearance, and the rest are based on some (https://images.squarespace-cdn.com/content/v1/52006914e4b0800e68bb4171/1597533625752-XBZ62JC2TBCBIOA16DEM/de_prop_atlan2B.png?format=1500w) bits of concept art (https://images.squarespace-cdn.com/content/v1/52006914e4b0800e68bb4171/1597533602984-GVC1R4JUVO745UJAHCFC/de_prop_atlan2A.png?format=1500w). Arachnosynths, meanwhile, are the Doom Eternal version of the Arachnotron.
Lastly, I've added the Dark Lord as a potential dark pits ruler. Potentially the smallest out of the demon rulers I made (though still huge due to the power suit), he can summon a quite substantial backup, on top of being incredibly deadly with swords and shields. Next updates to the Doom pack, whenever they come, will mostly be concept art stuff - for example, various early Carcass variants (sweet dreams by the way) (https://images.squarespace-cdn.com/content/v1/52006914e4b0800e68bb4171/1597532352643-S89QBHBK76ZTUIFLGE4M/de_char_carcass2A.png?format=1500w).

I've also added creatures from Hexen 2 and its expansion - some of them are fairly mundane, such as the Sand/Bog Scorpions or the various Werecat warriors, but nonetheless I figured they'd liven up some biomes. The Chaotic Beings have several additional castes now as well - Demonic Knights (basic caste thats more skewed towards using ranged weapons), Skull Wizards (projectile users that can increase their speed to get out of bad situations), Chaos Angels (fliers with projectile magic and a paralyzing spell), Chaos Eidolons (potential ruler caste, based on Eidolon) and Chaos Magi (another ruler caste, based on Praevus).

Lastly, I altered the Corrupted Minions from the Splatterhouse side of things - rather than being merely wild evil biome dwellers, they now count as a dark pits civ. They do not use weapons or armor, but can hit fairly hard in melee, and they also use other Splatterhouse creatures as pets. The Evil One has also been changed slightly, and is now a potential dark pits ruler instead of a megabeast.

Hope you guys enjoy this update.
Title: Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
Post by: ZM5 on November 03, 2021, 10:56:16 am
Update, mostly a minor one - I added Floating Jack-o'-lanterns as a creature that may be found in some biomes - basically just flying carved pumpkins with vines for strangling/lashing and which can spit boiling pumpkin juice. I figured it was strange I didn't add something like it before (aside from the Jack-o'-bones skeleton caste). I also added a flesh cleaver weapon (oversized cleaver made for combat, uses the sword skill) and as a way to help them survive a bit more, the more specialist castes of the Skeletons are now gendered.

More importantly, I released the Zed addon (https://dffd.bay12games.com/file.php?id=15726) for this pack - requires this newest update in order to work. Simply enough, it adds the Killing Floor Zeds/Specimens as a hostile invader force - for gameplay purposes most of them have a male/female split to help with survival (story-wise, they'd still be clones, presumably they're just clones of different people however rather than only the Patriarch's family - probably escaped experiments brought by the Aliens).

Hope you guys enjoy it, its a bit belated but I wanted to do some testing first before releasing it.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on October 06, 2022, 02:37:23 pm
"...and as the Great Hero plunged the sacred sword into the Dark Lord's chest, the fiend's last order was, "COME!", and they came snrk - all of them, the vengeful dead, the traitorous men, the demonic entities, the creatures with blasphemous names...An army of horrors descended upon the land, to conquer the kingdoms of the living in time for the return of their evil master."

Relatively small update, but one I think is important - for this year's spooky month, I added a faction race called the Monsters - essentially a random mash of the various classic horror monsters, but in a playable form - that is, both for adventure mode and for fort mode. General vibe I wanted to go with was "you're Dracula, raising his army of dysfunctional monsters, and hoping they all don't kill each other".

The Monsters are a thieving faction, so they will actually be hostile to the vast majority of races - not just humans, dwarves and elves, but also many of the races from this pack. Perhaps they see you as intruding on their brand, or something to that effect. Regardless, the only allies you can expect to trade with you are the Pirates and Predators. They do not have any custom workshops currently, but that'll probably change eventually.

The Monsters have a variety of castes, that can be split into several categories, starting with the common fodder:
 -Rotter - undead, rotting, slow-witted humans that hunger for the flesh of the living. Don't call them "zombies", though, they find that offensive - they still think they're just normal humans. Some of the most common minions you'll get, they learn most labors at a 75% race, but they're quite durable and still learn combat skills at a normal rate. They also spread diseases by biting and scratching.
 -Skeleton - standard-issue pun-slinging skeletons that annoy enemies. Durable, and don't have any particular skills they're bad at, nor anything they excel at. They can aggravate enemies with puns, and also hurl sharpened ribs as a projectile.
 -Slime Ghost - a ghost made of ectoplasmic flesh and bone, with an oversized head and a huge maw. Avoids traps and has an easier time learning dodging - can also spit sticky slime to slow down your enemies.
 -Mad Clown - deranged human entertainers that went insane for a variety of reasons. They learn axes and fighting faster, and have a much easier time learning comedy. They can stress out enemies by telling them dark, disturbing jokes, and throw acidic pies.
 -Lagoon Dweller - evil, clawed fish-men. Innate swimmers and also capable of swimming faster, their scratching attacks are quite deadly, and they are somewhat agile and dodgy.

The heavies, large and primarily made for combat, but are quite rare:
 -Creature - large, stitched-together human-like undead. Their propensity for violence and relatively slow wit ensures that they learn most labors at a halved rate - however, they can easily take to fighting either with their fists or with maces and hammers. They also can hurl balls of lightning, or absorb lightning to empower themselves.
 -Man-Wolf/She-Wolf - large werewolves - they learn most labors at a 75% rate, but they pick up unarmed fighting much more quickly, and their howls may frighten enemies. Their claws and fangs are also capable of easily causing deadly injuries.
 -Swamp Man/Woman - half-plant monsters overgrown with a tangle of greenery - they can lash with the vines entwined with their arms, and also spew putrid spores to infect enemies. Also an innate swimmer, capable of swimming faster.
 -Man-Bug/She-Bug - a scientist, transformed into an insect monster through self-experimentation. Can perform deadly slashes or stabs with its bladed forelimbs, and also spit acid from a distance or unnerve enemies with harsh buzzing. Too heavy to fly, but capable of crawling up obstacles without losing speed or using their hands.
 -Murderous Psycho - undead, murderous human revenants. Smallest of the heavies, but still larger than your average human, and easily take to wielding swords, daggers and axes (or chainsaws, for that matter). They may take some time to prepare to kill enemies, with a chance of making themselves slower but also increasing their strength and agility.
 -Cthonian - dragon-winged, octopus-like humanoids with clawed, tentacle-like fingers. Most rare of all Monsters, they are something of a spellcaster-bruiser hybrid - while they learn fist-fighting at a faster rate, their rate isn't as high as that of other heavies - they make up for it with several spells, including a powerful single-target buff. They also have a bit more variety in terms of melee attacks, capable of tightly gripping onto enemies with their long, tendril-like fingers, or clawing with their spiked wings. They are innate swimmers, and can swim faster - their wings do not enable flight, however.

The spellcasters, who focus more on debilitating your enemies, and are also rather rare:
 -Dark Reaper - hovering skeletal minions of Death itself. They learn pikes at a faster rate, and are physically the strongest of all dedicated spellcasters. They are also capable of hurling summoned sickles to cause edged damage at a distance, and their two other spells debilitate the physical attributes of their victims.
Though, they do not like shoes, and will absolutely refuse to wear them.
 -Grudge Spirit - vengeful, female ghosts that hover above the ground - similarly to the Reapers, they do not like shoes. Not particularly outstanding physically, but they can heavily debilitate enemies by harnessing the power of their grudge, or psychically twist the limbs of their foes - they will also jumpscare enemies to severely frighten them.
 -Mummy - undead royalty awakened from their slumber. Far more intelligent than the Rotters, and are capable of cursing their enemies, either using a Curse of the Cat to make the victim nauseated and forced to vomit up hairballs, or the Curse of the Scarab that causes scarabs to manifest under the victims flesh - occasionally making the victim vomit up a Rotting Scarab, which will be hostile to the victim, should they be a living creature anyway. The mummies can also drain life from their enemies, and buff their allies with a blessing of the Pharaohs.

And lastly, the ones that don't neatly fit into the other categories, with varying rarity:
 -Bedeviled One -humans possessed by vulgar, demonic spirits. They can climb up walls quickly, without using their hands, and will vomit at their enemies, as well as insult them - they may also unnerve victims by twisting their own heads 360 degrees.
 -Vampire - undead human nobles afflicted with vampirism. Fond of fencing, but also enjoy dancing, to the extent of launching thrilling dance parties even in the middle of a fight. Rotters in particular benefit highly from the dance parties, gaining more powerful buffs.
They may also grow bloodthirsty in the middle of a fight - a strong self-buff, that unfortunately has a 50/50 chance of making the vampire crave blood, potentially feeding on any sleeping civilian - while many of the Monsters have no need for sleep, some of them that are not undead, demonic or otherworldly in nature (i.e Mad Clowns, Mad Scientists, Lagoon Dwellers or the Man-wolves) still do have this requirement. This state lasts for only 2 weeks, however. Their biting attacks may suck out blood, and also drain the victim of their endurance.
 -Mad Scientist - deranged human scientists, exiled for immoral experiments. Lifetime spent in their laboratories has made them more resistant to diseases, and they take very easily to medical jobs. They hand out various beneficial mixtures to their allies, while hurling vials of toxic runoff at their enemies. Unremarkable physically, however.

More precise details are available in the help files - I apologize if the formatting might be weird, I've switched over to notepad++. I hope you enjoy this more low-key update, there'll possibly be more updates later, but for now I gotta finish up working on some other mods. There's some minor updates to the addons for this pack as well, mostly slight increases to littersizes of the various unplayable factions so that they may survive worldgen a bit better, but nothing more important.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: voliol on October 07, 2022, 12:23:13 pm
Oh sweet! I've been thinking of trying out some (for me) new mods to bridge out these few remaining months until the Steam release, and now this gets an update to remind us all how seasonally appropriate it is.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on October 19, 2022, 11:00:30 am
Small update - fixed the targetting for the self-buffs of the Psycho and the Creature, previously the fort mode AI was able to use those abilities on anyone.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: TheGoomba98 on November 03, 2022, 07:10:14 pm
Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on November 04, 2022, 06:21:54 pm
Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?
Accident on my part, was testing the Monsters and left other races unplayable for the duration - gonna upload a fix.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: Kyuuketsuki_23 on November 05, 2022, 05:28:02 am
Weird question: is it intended that the Vampires caste of the Monsters still has to eat normal food & drink normal drinks?
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on November 05, 2022, 01:20:59 pm
Weird question: is it intended that the Vampires caste of the Monsters still has to eat normal food & drink normal drinks?
Yeah, it is - partially due to the current crash bug with certain civilizations having NO_EAT and NO_DRINK, partially so their moods can be kept in check with alcohol and food (they wouldn't eat period and they wouldn't drink outside of taverns).
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: Kyuuketsuki_23 on November 05, 2022, 02:51:01 pm
Alright, thank you for answering!
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: Kyuuketsuki_23 on November 06, 2022, 09:56:03 am
Another question - how exactly do Necromorph Regenerators, well, regenerate? How can I do that when I'm playing as one in Adventurer mode?
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: ZM5 on November 06, 2022, 10:27:17 am
They may occasionally get it after being injured, following a long-ish delay - will probably change it to an interaction gained after being injured in a future update, though. Also, Necromorphs (any race that isn't capable of speech, including them, Xenomorphs, Malefactors, etc.) aren't supposed to be playable, but it seems due to kidnappings and the like in worldgen they pop up on the playable list anyway.
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: Kyuuketsuki_23 on November 06, 2022, 10:49:55 am
Noted, thanks again for the reply!
Title: Re: [47.05] Zombies Ate My Dwarves - Monster Mash
Post by: Splint on September 28, 2023, 04:21:54 pm
I've gone ahead and packaged the mod for use with v50!

Argenta aren't playable because I mainly did this for Spookyfort IV, but this should be perfectly enjoyable to use.

Pick it up here (https://dffd.bay12games.com/file.php?id=16859) until ZM5 gets around to providing a proper patch himself.