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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Asin on July 21, 2017, 11:56:55 pm

Title: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on July 21, 2017, 11:56:55 pm
The Monstrous Humanoids Mod
(Goblinoids, Orcs, Ogres, Trolls, Monstrous Animal-Men)


Link: http://dffd.bay12games.com/file.php?id=13017

Idea thread: http://www.bay12forums.com/smf/index.php?topic=165193.0

This simple mod adds in more goblin based races/creatures, and also orcs. It will soon add in variants for ogres and trolls, along with adding in gnolls and other such monstrous animal-men (which includes "normal-style" animal folk (effectively anthropomorphic yet ghastly animals) and "bizarre-style" animal-folk (stuff like centauroids and whatever else doesn't fit in the normal-style category)).
 

Creatures and civs added so far:

Orcs
*Orcs: Violent folk who live in dark fortresses and are ruled by demons. Not babysnatchers, as they see that as petty.

Gray Orcs: Animalistic fiends often arriving in large pack-hordes in order to slaughter all they find. (May be boosted to a cave dwelling civ, like kobolds.)

*Pigfaces: A magical mix of pig and orc, pigfaces surprisingly live in towns and hamlets (mainly because they'd prefer to decide on their own when to fight, and they don't want to be "hippie elves", "puny dwarves", "skulkies", or "slave goblins"/"slave orcs"), but cannot keep their violence in check.

*Orkin: A magical mix of human and orc, made by the same guys who made the pigfaces. Orkin, due to being part human, have a watered down temper and can actually truly be considered "civilized". These guys live in towns and hamlets, in an attempt to cling more to their human side.

Goblinoids
Bugbears: These goblinoids are more or less large and powerful sapient predators, but not necessarily evil. In fact, they can even join civilizations!

Cave Goblins: Blind clear-skinned beasts intelligent enough to able to open locks and gather in packs.

Water Imps: Half carp, half goblin, all sorts of annoying...

Winged Goblins: Goblins with wings instead of arms. Simple as that.

Jungle Goblins: Jungle dwelling tailed goblins with fangs with the intelligence of animals.

Archgoblins: Big ol' purple skinned gobbos with a penchant for usually beating the crap outta anything smaller than them.

Gob Fey: A cross between goblins and fairies, these vermin have a venomous bite which paralyzes enemies.

Badland Goblins: Booze-drinking gobbos of the desert badlands.

*Mountain Goblins: A somewhat dumb gray-skinned goblinoid with four toes and iron teeth. Lives in forts and hillocks (suspected to be repurposed dwarven ruins) and aren't ruled by demons.

*Hobgoblins: A race of steel wielding men sized goblins with a rigid war-loving culture and greedy minds.

Hybrids
*Kåbu-Smusm: A somehow viable hybrid of goblins and orcs, the kåbu-smusm have been driven into the caves by both the orcs and goblins. Fun fact: "kåbu-smusm" means "beast-breed" in the Goblin tongue.

Ogres (Coming Soon)
*Man-Ogres: A race of ogres who were born from a tribe of common ogres who had interbred with men until their descendants became more human-ish in nature. They carry on their tribe's ways of violence and thievery.

Tree Ogres: Solitary forest dwelling ogres that steal food from settlements.

Trolls (Partially Done)
*Taiga Trolls: Fortress dwelling trolls with a varying amount of heads (Primarily 1-2, but occasionally 3-headed trolls will be born) that are the most civilized out of the trolls. Taiga trolls will undergo cave adaptation if underground long enough, which assists them in survival, as they are actually somewhat weak. They are also quite prone to rage.

*Trow: Small misshapen fiends  with a healing factor equivalent to a hydra that have gathered into tribes that are known for thievery and baby-snatching. They are also known for their constant back-stabbing, as many trow may end up killing their leader and becoming the leader, only to be killed after a month or so.

Mountain Trolls: Four-armed trolls who are fond of stealing anything they come across.

Desert Trolls: Fire-breathing short trolls with a love of booze.

"Normal-Style" Monstrous Animal-Men (Partially Done)
*Kagh: Large 7-horned goat men who live in the most savage of temperate forests. Their tribes are religious and worship forces of nature. They follow the words of a High Shaman, who advises them to be in tune with nature, asking spirits to allow them to cut down trees or kill animals.

*Gnolls: Large hyena men native to the savannahs. The gnolls are known for their near lack of ethics, only punishing those who make trophies out of their fellow gnolls, and those who commit treason. For that, some say the gnolls may eventually ally with the goblins or other such violent goblin-kin.

*Ssorik: Four armed venomless snake men native to the deserts. The ssorik consider themselves "cultured", with a love for art and good craftsmanship. Their ethics are similar to dwarves, with the exceptions of the ssorik supporting slavery and killing members of the same civilization could be justified with the reason of self-defense. According to these facts, perhaps the snake-men of the dunes could ally with the undergrounders, given that they make contact.

*Kitsa: 3 tailed fox-folk who are said to come from another land. They have a taste for the dead's flesh and regard nature as something that is quite useful. They are skilled with the sword and also love alcohol as much as a dwarf.

*Meletians: Badger men with an unbridled fury deep within. They are masters of metallurgy and can craft steel. They are also fiercely independent and will fight any who attempt an invasion back with fearless warriors armed with claws, teeth, and their steel.

"Bizarre-Style" Monstrous Animal-Men

*Girtablilu: Scorpion-centaur people, the girtablilu are stoic desert people who revere gods of the sun, the moon, and the stars. Girtablilu pack a mildly necrotizing venom.

Naga: Aquatic serpentlike men with a tendency to simply wander about. They have a venom which makes people unconscious and can possibly join civilizations.


*This creature makes civilizations.

Credit:
Grimlock, for his pretty snazzy mod! (NOT USED ANYMORE)
Toady One and Threetoe, for creating DF.

Plans:
*Ogre variants
*Troll variants
*Gnolls and other monstrous animal-folk

History:
0.1: Initial release.
0.2: Removed SWORD_GOBLIN and SWORD_GOBLIN_LONG weapons, as they don't appear in the normal version of Grimlock's mod.
0.3: Major Gobbo update! Adds in Cave Goblins, Water Imps, Winged Goblins, and Jungle Goblins.
0.4: Skipped.
0.5: Adds in Hobgoblins (now Archgoblins), Goblings, Gray Orcs, Gob Fey, and Badlands Goblins.
0.6: Adds in 3 new civs: Pigfaces, Orkin, and Mountain Goblins! Mountain Goblins do tend to die a lot in world gen because they only make one fort and no other sites, which is bad when the FBs start coming.
0.7: Updated to Artifact Release, added the Kåbu-Smusm race, the races except for Orkin have special pets and mounts now, and hobgoblins now have the [POWER] token along with the [SPHERE] tokens of STRENGTH and CHAOS. Also, removed Goblings.
0.8: Added Hobgoblins and battle minions. Renamed old hobgoblins to Archgoblins.
0.9: First Monstrous Humanoids added other than Goblinoids or Orcs. Added in Girtablilu, Nagas, Gnolls, Taiga Trolls, and Kagh.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on July 22, 2017, 09:31:47 pm
So, what do you all think?
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Dunmeris on July 23, 2017, 02:12:35 pm
It looks good but the goblin sword isn't actually in the original grimlocke mod, so if they just use grimlocke then the swords won't be there and it will just cause errors.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on July 23, 2017, 02:13:42 pm
Ah. Well, I shall remove it.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 11, 2017, 11:20:00 pm
Currently working on Cave Goblins. All I need now is to give them a "idle noise". Any suggestions?

"Idle noise": Basically a call or something. You know, like how the kakapo makes noises sometimes?
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 12, 2017, 01:54:56 pm
I also finished up River Pests, which now go by the name of "Water Imps."
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 12, 2017, 11:57:27 pm
Hobgoblins seem to be the "popular request" out of the next kind of goblinoid... Also, there is a new poll.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Taffer on August 13, 2017, 09:15:11 pm
I should note that I'm interested and that it looks good, from a peek at the raws and from the description. It's a bit of a slow period with comparatively few players (most probably waiting for the next release), but hopefully you'll get more feedback when the next release hits and Grimlocke and yourself have had a chance to update things.

I don't really have any comments or suggestions, as I haven't had a chance to use it yet! All of my DF time has been consumed with modding lately, I haven't had time to play in any way. It's good to see a Grimlocke addon, though.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 13, 2017, 09:16:27 pm
Next update's got a bunch more gobbo types coming...
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 13, 2017, 11:41:14 pm
0.3 is out!
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Shonai_Dweller on August 14, 2017, 10:36:55 pm
Looks good.
How much do the orcs actually war with other races? Without [babysnatcher]'s convenient hostility, do you ever find worlds where dwarves and orcs just peacefully live alongside each other for centuries?
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 14, 2017, 10:40:10 pm
I don't tend to generate too many worlds at once, though, I have had plenty of wars with orcs involved. Found this through Legends Viewer. Though, centuries of peace isn't likely. There will be something that'll drive them to war with other races.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on August 20, 2017, 09:23:22 pm
Added in Hobgoblins and "Goblings" in the mod today. Will be uploaded soon.

Hobgoblins: A lot like the Warcraft Tabletop RPG (Yes, that was a thing.) kind. Big, purple and violent.

Goblings: Think something like Warhammer's Snotlings. Annoying.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on October 04, 2017, 11:58:51 pm
Adding in Gray Orcs, Gob Fey, and Badlands Goblins.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on October 05, 2017, 06:49:15 pm
0.5 is here.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on October 07, 2017, 11:34:32 am
Added a new poll!
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on October 12, 2017, 01:31:59 pm
I have added in Pigfaces and Mountain Goblins, both civs.

Pigfaces are basically the orcs from the first edition of D&D.

Mountain Goblins are still going through some changes. They die often in world gen. Who knows? Maybe they'll get scrapped.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Dunmeris on October 12, 2017, 09:33:52 pm
The only civ I see in the entity file is the orc civ. There are also no pig orcs in the creature file.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on October 12, 2017, 09:35:51 pm
Maybe I should have clarified... It's a preview for what to expect for the next version.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Dunmeris on October 12, 2017, 10:22:42 pm
Oh, right. Ok
Title: Re: Goblinoids (and Orcs) Mod!
Post by: bloop_bleep on October 12, 2017, 10:56:53 pm
PTW.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on November 08, 2017, 09:39:10 pm
0.6 is here with 3 new civs!
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Amostubal on November 12, 2017, 12:59:22 pm
ptw
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Paxiecrunchle on November 17, 2017, 11:48:11 am
ptw
ditto.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on December 12, 2017, 07:43:31 pm
Working on a new update.

The features:

*A new race, the Kåbu-Smusm. They're half orc, half goblins who live in caves.

*Special mounts and pets for the races (Having trouble with this).
Title: Re: Goblinoids (and Orcs) Mod!
Post by: MottledPetrel on December 12, 2017, 08:22:09 pm
Have you updated the civs to work on 44.02?
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on December 12, 2017, 08:28:35 pm
Yep. The only things needed are adding in the new pedestals and display cases, and the [ANIMAL] tokens. Otherwise, it's the same.
Title: Re: Goblinoids (and Orcs) Mod!
Post by: Asin on December 16, 2017, 11:49:37 pm
Alright. Everything seems to work well. The update will come either tonight or tomorrow.

EDIT: 0.7 is out!
Title: Re: [44.02] Goblinoids (and Orcs) Mod!
Post by: MottledPetrel on December 17, 2017, 05:10:22 pm
Would this mod be playable if I were to, say, not include Grim's realism mod? Are there just some body templates that it uses, or is there more that I'd need from from it if I just wanted to just rip the parts I needed for this mod to work?
Title: Re: [44.02] Goblinoids (and Orcs) Mod!
Post by: Asin on December 17, 2017, 05:11:39 pm
Would this mod be playable if I were to, say, not include Grim's realism mod? Are there just some body templates that it uses, or is there more that I'd need from from it if I just wanted to just rip the parts I needed for this mod to work?

It mainly uses the weapons and armor. Not really any of the body templates.
Title: Re: [44.02] Goblinoids (and Orcs) Mod!
Post by: Asin on January 20, 2018, 06:38:19 pm
Hello, everyone! I need ideas for this thing. Because... I'm looking to get back into this mod!
Title: Re: [44.02-05] Goblinoids (and Orcs) Mod!
Post by: Asin on March 30, 2018, 03:03:07 pm
Put up a new poll
Title: Re: [44.02-05] Goblinoids (and Orcs) Mod!
Post by: MottledPetrel on March 30, 2018, 06:32:02 pm
All of them? And the same creature? Or would we be giving certain civs unique creatures that generally fit their feel?
Title: Re: [44.02-05] Goblinoids (and Orcs) Mod!
Post by: Asin on March 30, 2018, 06:41:03 pm
All except the Orkin. And these would be different creatures that fit the feeling of each civ.
Title: Re: [44.xx] Goblinoids (and Orcs) Mod!
Post by: Asin on August 07, 2018, 12:24:12 pm
0.8 is finally out. Enjoy the civs' new battle minions and the new Hobgoblins!
Title: Re: [44.xx] Goblinoids (and Orcs) Mod!
Post by: buuface on October 17, 2018, 02:09:44 am
How about some Ogre varieties?
Title: Re: [44.xx] Goblinoids (and Orcs) Mod!
Post by: Asin on October 17, 2018, 06:59:32 am
I was thinking of about that, but do Ogres really qualify as Goblinoids?

Edit: You know what? I think I will add in some ogre varieties. And this mod will no longer be just for goblinoids and orcs. It will have the new name of...

The Monstrous Humanoids Mod
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: TomiTapio on October 19, 2018, 05:04:30 pm
Brook Trolls: way smaller trolls, live near streams, a bit like River Goblins but tougher materials and better at fighting.

Gob-linnes: Civilized goblins, read and write and do Chemistry, bit of Lawful Evil.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on October 19, 2018, 06:25:04 pm
Brook Trolls: way smaller trolls, live near streams, a bit like River Goblins but tougher materials and better at fighting.

Gob-linnes: Civilized goblins, read and write and do Chemistry, bit of Lawful Evil.

Chemistry, huh? Now how would I go about adding in Chemistry?
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: TomiTapio on October 20, 2018, 06:59:11 pm
Let most of the civ's scholars be chemists
   [BEAST_HUNTER]
   --SCOUT]
   [MERCENARY] -hehe
   [SCHOLAR:PHILOSOPHER]
   --SCHOLAR:MATHEMATICIAN]
   [SCHOLAR:HISTORIAN]
   --SCHOLAR:ASTRONOMER]
   --SCHOLAR:NATURALIST]
   [SCHOLAR:CHEMIST]
   --SCHOLAR:GEOGRAPHER]
   --SCHOLAR:DOCTOR]
   --SCHOLAR:ENGINEER]
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on October 20, 2018, 07:11:40 pm
Let most of the civ's scholars be chemists
   [BEAST_HUNTER]
   --SCOUT]
   [MERCENARY] -hehe
   [SCHOLAR:PHILOSOPHER]
   --SCHOLAR:MATHEMATICIAN]
   [SCHOLAR:HISTORIAN]
   --SCHOLAR:ASTRONOMER]
   --SCHOLAR:NATURALIST]
   [SCHOLAR:CHEMIST]
   --SCHOLAR:GEOGRAPHER]
   --SCHOLAR:DOCTOR]
   --SCHOLAR:ENGINEER]

Oh. I thought you were suggesting making an entire chemistry sort of system
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: TomiTapio on October 21, 2018, 08:59:16 am
Could simulate chemistry-war with the creature having spit-poison(throw acid flask, blisters skin) and spit-fire(throw fire flask) interactions. Since can't make magic-spell-in-a-bottle.

We have some spells in OldGenesis:
Spoiler (click to show/hide)
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Bob69Joe on October 23, 2018, 03:29:41 pm
Code: [Select]
http://www.bay12forums.com/smf/index.php?topic=172298.0
ZM5's demonic codex

This makes a great companion pack.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Eric Blank on October 23, 2018, 05:20:38 pm
I noticed you didnt do anything with harpies (winged goblins not withstanding)

Theyre the sort id expect them to remain uncivilized (and remember flying civilized critters, including pets, suffer from a lack of pathfinding) but you can always flesh them out more too.

Theres also like the deer-centaur "fawn"/nymph and humanoid, two deer-legged antlered/"satyr" style fawns that could fit in good regions. Theres also a lack of biome specific nature elementals, which can be all sorts of weird, humanoid, magical beings with attitudes depending on savagery and good/evil status.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Bob69Joe on October 24, 2018, 02:31:31 pm
Code: [Select]
Romramul "The Ageless Planes"     Lusmzasmata "The Destined Realm"
39 Orcs                   233 Orcs
1 Pigface                 365 Pigfaces
9 Mountain goblins        6 Mountain Goblins
324 Orkin                 512 Orkin
2604 Kbu-smusms           4658 Kbu-smusms
626 Hobgoblins            472 Hobgoblins
257 Dwarves               225 Dwarves
168 Humans                26 Humans
539 Elves                 565 Elves
11125 Goblins             15758 Goblins
1511 Kobolds              4073 Kobolds
        Total: 17203              Total: 26893

I've merged the huge demon pack with the monsterman pack and these worlds are tots brootal. I can't imagine when less than 1000 humans has ever been sustainably viable. I've got super strict civ caps, 277 sites per civ and 5555 for civ pops, though I still don't know what that last one changes. End Year 111.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on November 12, 2018, 07:29:53 pm
Code: [Select]
Romramul "The Ageless Planes"     Lusmzasmata "The Destined Realm"
39 Orcs                   233 Orcs
1 Pigface                 365 Pigfaces
9 Mountain goblins        6 Mountain Goblins
324 Orkin                 512 Orkin
2604 Kbu-smusms           4658 Kbu-smusms
626 Hobgoblins            472 Hobgoblins
257 Dwarves               225 Dwarves
168 Humans                26 Humans
539 Elves                 565 Elves
11125 Goblins             15758 Goblins
1511 Kobolds              4073 Kobolds
        Total: 17203              Total: 26893

I've merged the huge demon pack with the monsterman pack and these worlds are tots brootal. I can't imagine when less than 1000 humans has ever been sustainably viable. I've got super strict civ caps, 277 sites per civ and 5555 for civ pops, though I still don't know what that last one changes. End Year 111.

Damn. Looking a bit rough for most the races there.

Anyway, I have something to say. This mod isn't just gonna expand with new types of monstrous folk, but the weapons and armor are gonna undergo a great big change by not using Grimlock's mod anymore. Why? Because it's to make the mod be a bit more usable and just be installed on its own. It will use primarily the vanilla weapons and armor, but will have some of its' own weapons and armor too.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on December 25, 2018, 02:30:09 pm
Here's your Christmas present! The first update to this mod ever since the expansion to all sorts of monstrous humanoids!
This update adds in the goat-like Kagh, the Girtablilu (Scorpion-centaurs), the hyena-like Gnolls, and the Taiga Trolls.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: TLV on February 08, 2019, 06:09:12 pm
Mate your mod is pretty great but i get errors on worldgen in the errorlog.txt I decided to look around and it SEEMS! like you made some mistakes placing certain things at the proper posistions in your mod files. This is entirely based on my own modding experience and I might be mistaken but for instance, your taiga trolls casts are not properly set. I have had similair issues and decided to do the following; you might want to look at how the creatures in creatures expanded (17.x) are setup, I used those as a base template and made my own races from according to how that certain mod author setup his mod (Sry dude forgot your name.) if you do this you are sure to make fresh new races without any difficulties.

Errorlog, With the naga and Girtablilu removed, i did so because they din't take my fancy so my excuses if I missed any bugs.

Spoiler (click to show/hide)

do you want me to post fix?

So take that as you will, cheers for this pretty fun mod.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: Asin on February 08, 2019, 08:50:48 pm
Mate your mod is pretty great but i get errors on worldgen in the errorlog.txt I decided to look around and it SEEMS! like you made some mistakes placing certain things at the proper posistions in your mod files. This is entirely based on my own modding experience and I might be mistaken but for instance, your taiga trolls casts are not properly set. I have had similair issues and decided to do the following; you might want to look at how the creatures in creatures expanded (17.x) are setup, I used those as a base template and made my own races from according to how that certain mod author setup his mod (Sry dude forgot your name.) if you do this you are sure to make fresh new races without any difficulties.

Errorlog, With the naga and Girtablilu removed, i did so because they din't take my fancy so my excuses if I missed any bugs.

Spoiler (click to show/hide)

do you want me to post fix?

So take that as you will, cheers for this pretty fun mod.

Thank you for this. I shall get to fixing this up relatively soon.
Title: Re: [44.xx] Monstrous Humanoids Mod!
Post by: TLV on February 09, 2019, 10:34:26 am
Not a problem it looks like a very nice mod to add some dangerflavour to your world, it's not too much overpowered or weird stuff. Just something humble like goblin varients can greatly spice up your gameplay.

Cheers!