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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: ZM5 on June 21, 2016, 04:27:04 pm

Title: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on June 21, 2016, 04:27:04 pm
Most of the mods included here are based off of Warcraft and Dragon's Dogma, though there are some creatures from other games (i.e 2 Mortal Kombat races - the Osh-Tekk and the Tarkatans) or stemming from other inspirations - for instance, I have a series of megabeasts based off of the Seven Deadly Sins, and a bunch of other weird creatures, including one I made for the Raw Travesties (http://www.bay12forums.com/smf/index.php?topic=42059.1305) thread - the Two-humans.

Main features

New playable races
Many new races playable in adventure mode. Due to the amount, not all of them may spawn during generation of smaller worlds, or ones with smaller civilization limits!

On top of that, many of the wild non-civ races are playable as well.

Many of the new races, both civilized and wild ones, have different abilities and spells - others simply diffrentiate themselves with different body details, armored bodies, or unique weapon sets.

New magic knowledge
There are many types of magical knowledge in the vein of necromancy that you can find.

Five of the new magic user types - Sorcerers, Biomancers, Pyromancers, Psychics, and Unholy Knights, will build towers during world generation - if you can defeat their minions you will be able to gain the knowledge they possess!

The others - Blessed Warriors, Paladins, and the Voodoo Priests of the Serpent, Tiger, Bat, and Spider - will not build towers, and as a result will be much tougher to find. However, you may occasionally come across books written by them in libraries around the world, which would grant you the same knowledge - both of the magic user groups may occasionally be found as bandits as well, clutching onto their slabs.

A more hostile, difficult world
There are many, MANY more predatory creatures out in the world.

Additionally, there are many megabeasts that you may hunt in Adventure Mode, or which will attack your settlements in Fortress Mode.

There are a few non-predatory creatures as well, though that is not to say they are completely harmless.

New plants, ores, and weapons
There are many new resources for you to use, found in various biomes around the world - most of them I've added to the biomes that were somewhat empty in vanilla - mostly deserts, tundras, glaciers, and taigas - giving more of an incentive to embark there.
Some of the drinks brewable from the new plants also have some special properties - for example, the Dragon's Brew made from cinderblooms temporarily allows you to spit bolts of magma at enemies; the Lichwine and Mage's Wine, made from the Lichbloom and Mageroyal respectively, grant you a long-term immunity to all types of magic (though "physical" abilities like the Gronn's shout can still affect you) - or the Pandaren Brew made from the Golden Lotus grants you a long-term increase in favorable combat rolls.

There are also many new different types of armor and weapons.

That's about it. Big thanks also to Enemy Post (Rowsdower11 on the DF subreddit) for helping with some troubleshooting and bugfixes, and also Droggarth for helping with live-testing and some feedback.

Also, with the new version, big thanks to Deon for allowing me to use modified versions of his crafting reactions from Wanderer! Keep in mind they aren't included outside of the full packs, since I don't include vanilla raw changes in those which are required for the crafting reactions.

Thanks to peasant cretin for allowing me to use his "Peasant and Forester's" mod, as well as Blaze_1711 for providing reactions for compatibility with it!

Download links:
Lite pack (http://dffd.bay12games.com/file.php?id=12752)

Addons - require the full pack to work:
Additional Kombatants (http://dffd.bay12games.com/file.php?id=13362)
Warcraft Derivatives (http://dffd.bay12games.com/file.php?id=13393)
Kingdoms of Humanity (http://dffd.bay12games.com/file.php?id=13563)
The Five Dragonflights (http://dffd.bay12games.com/file.php?id=13561)


Note that some of my other mods, most notably the Cave Revamp (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487), share some material, inorganic and tissue files - if you want to use both of them, just use the templates from this pack, since they're always the most up-to-date and have everything needed for both packs to work.

EDIT: Battle for Azeroth update changes (http://www.bay12forums.com/smf/index.php?topic=158898.msg7837276#msg7837276).

Whispers of the Old Gods update changes (http://www.bay12forums.com/smf/index.php?topic=158898.msg7986650#msg7986650).

Hero Update changes (http://www.bay12forums.com/smf/index.php?topic=158898.msg8131625#msg8131625).

Shadowlands Update changes (http://www.bay12forums.com/smf/index.php?topic=158898.msg8206201#msg8206201).
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Enemy post on June 21, 2016, 05:01:55 pm
Glad to see you released this, I've had that description crash before. I think it's caused by variable aspects of a changed description, like having a high ears or a wide head in the new form.
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on June 21, 2016, 05:13:28 pm
That may be the case - I'd have to experiment with it a bit more.
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Droggarth on June 22, 2016, 10:58:50 am
Awesome. It has been released officially!

Cue the music! https://www.youtube.com/watch?v=u2W1Wi2U9sQ
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: cesarjunior233 on June 22, 2016, 02:20:27 pm
How to get pyromancy , i am the lord of fire and cynder , in my song of ice and more ice , or a freezing icy song
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: cesarjunior233 on June 25, 2016, 04:44:26 pm
Uhh someone can answer me ?
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Droggarth on June 25, 2016, 07:58:49 pm
How to get pyromancy , i am the lord of fire and cynder , in my song of ice and more ice , or a freezing icy song

Find a pyromancer tower like those necromancer towers? I myself have yet to see even the default the necromancer tower ingame still.
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on June 30, 2016, 01:01:27 pm
Ok, new update - did some bugfixes to existing raws, adjusted a few of the language files, and also added three new creatures - the Drowners, undead who appear in evil rivers, lakes and pools and automatically attack the living; Strigois, vampiric creatures who also act like the night trolls, and kidnap people in worldgen to convert them into mates; and Gazers, megabeasts which are large beholder-like creatures with six fanged tentacles, and which can cast various types of spells - they also have a unique Gaze attack that's pretty deadly and can potentially cause several syndromes.

My current goals for now will be to expand the desert beastiary, especially good and evil deserts since those don't have too much unique creatures going for them. I'll probably do a few more miscellaneous creatures as well during this time, and maybe a few glacier/tundra-dwelling civs - not sure if the latter will even be possible as putting civs there seems to cause worldgen to take forever - if that'll be the case again I'll put them in taigas instead, maybe later I'll come back to that concept whenever I add more plant types to those biomes.
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Ardent Debater on June 30, 2016, 06:29:44 pm
Interesting, I'll be sure to download this!

Edit: Quick Question, How do I get the mod from the rar files?
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on June 30, 2016, 06:49:16 pm
Uhh, not sure what you mean - just extract them with winrar or something and dump them into your DF folder. Just make sure to backup the files I outline in the text file, since some vanilla files are changed.
Title: Re: [43.04] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Droggarth on July 04, 2016, 01:07:37 am
Edit: Quick Question, How do I get the mod from the rar files?

You use WinRAR. You install WinRAR. You open the ".rar" file with WinRAR and you drag it all into the DF folder. It folder of Dwarf Fortress (and "DF" it for Dwarf Fortress acronym). Where you installed Dwarf Fortress. You make backup! Of your Dwarf Fortress folder first! It more easy but time consuming as it need more hard drive space... though on the off note.. me not get how it is "hard drive" since when pre-historic Droggarth the ischrotaur use hard drive to bash a humie in the head with the hard drive, me hard drive broke and me fist got lodged into the the dead humie.. no wait, it was a wall.. me strong but yeah I hit him so hard that the head got gory and pieces and me momentum of fist continued into rock wall... had to ate the humie as I hadn't eaten for months. Note to Droggarth/meself: Hard drives not actually hard, use clubs or fists instead.

*caveman mode off*
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 16, 2016, 09:51:05 am
Alright - time for 1.2 - a bit of a bigger update!
Demons now have more castes (most are from the new Legion expansion):
-Inquisitors - levitating casters, consisting only of a floating torso with arms, a horned head and a spinal cord dangling under their torso - they can buff their fellow demons, enhancing their strength or speed, or cast "Shadow Word", which has a 50% chance to cause enough pain to drop their target unconscious. They also sense any creature with GENERAL_POISON through walls, and can't be blinded since they lack eyes.
-Jailers - another type of levitating caster which is only a torso - they have eyes, unlike the jailers, and their role is more offensive - they can use Soul Drain, which slightly reduces strength, agility and toughness, and causes drowsiness, Cause Insanity, which has a slight chance to apply the CRAZED token to the target creature, and Intensify Rage, which is a buff that removes fear from fellow demons and makes them temporarily more prone to anger and violence.
-Wyrmtongue - small horned demons, they are mostly designed for manual labor - they gain most labor skills at a 150% rate - i.e various types of crafts, mining, woodcutting, masonry, smelting, forging, etc. etc.
-Aranasi - winged, vaguely spider-like demons. They can fly and shoot webs, and learn strand extraction and weaving at a 300% rate.
-Wrathguards - related to the Eredar, they are bigger and made for combat. They learn most weapon skills at a 120% rate, unlike the Felguards which learn them at a 200% rate. The only exception is swords, which they learn at a 300% rate - they also learn weapon and armor forging at a 200% rate, and can go into a Berserker Rage.
-Terrorfiend - similar to the Ered'ruin, although with a somewhat different body plan - they have two heads, one is eyeless and is where you'd expect it to be, the other has eyes and replaces the torso/upper body, making them somewhat more difficult to kill.

There's 6 new races:
-Tuskarr - peaceful walrus-like humanoids, they live in towns in the taigas.
-Gorlocs - related to the murlocs, they live in forest retreats in tropical forests.
-Wolvar - wolverine-like humanoids, they live in the same types of places as the Gorlocs and will most likely rivalize with them over conflicting values.
-Quilboar - spiny boar men with 4 tusks - they live in hillocks and fortresses in the deserts and savannas. War-like and prone to rage, although they won't attack on sight, unlike Beast Men for example.
-Furbolgs - bear men, they are at peace with wildlife and won't spook wild animals. They won't impose tree-cutting quotas but they don't exactly appreciate being handed wooden goods.
-Arakkoa - bird men with two castes - one is simply called "arakkoa", they are smaller and cannot fly, whereas the "high arakkoa" are larger than even humans and do possess flight. They live in towns in the mountains and tropical forests.

Several new beasts:
-Makrura - crawfish men on 4 legs, with 2 pincers. Found in various bodies of water, they can join civilizations and mostly act like animal people.
-Grell - wild imps found in savage forests. They can steal items, eat food or drink booze from your supplies, and will pull levers - physically they aren't very large so in combat they shouldn't be a problem.
-Scorpids - giant scorpion-like creatures found in various deserts. They are smaller than arachnatids but their venom is quite a bit more deadly.
-Silithid - giant insects found in savage deserts. They have several castes:
-Wasps, flying attackers with a poisonous sting
-Reavers, large ground attackers that some races may use as mounts
-Workers, smaller ground attackers that also have a venomous stinger (different effects than wasp stings)
-Colossi, gargantuan physical attackers with a horn and two scythes on their arms that can easily turn smaller creatures into mincemeat
-Sand Reavers, which are still very large, although not as big as the colossi, and have a pincer-like stinger at the end of their tails, which injects a different type of venom (most severe effects out of all silithid castes).

-Saurians - lizard men found in various lakes and rivers. There are several different types, appearing in different areas and having different properties (all except the Pyre Saurians also have a "giant" caste that's simply bigger and can appear alongside the smaller ones):
-Standard (Green) Saurians - found in temperate lakes and rivers, they can spit a necrotizing venom.
-Sulfur Saurians - found in tropical lakes and rivers, their spit can temporarily drop your speed. They are less likely to rage than the other saurian types.
-Geo Saurians - found in underground caverns and in the mountains, they spit magma, and their hides are stronger than the other types (in raw terms, any attack aimed at them has it's force reduced).
-Saurian Sages - found in savage lakes and rivers, and also in underground water bodies, they can cast two types of lightning spells - ball lightning, a strong projectile, and liquid lightning, which can cause temporary paralysis. They also have a spit that can cause dizziness, and makes ball lightning more likely to cause more severe damage.
-Pyre Saurians - found in savage rocky deserts and underground caverns, as well as magma lakes, they can spit magma, breathe a superheated gas (works like the Drakonar fire breath - will burn down bodies and cause melting of body parts, but won't set grass and the like on fire). They also have a high body temperature which makes fighting them up close dangerous, should they try to grab a hold of you.

I've also added a few new types of cloth/leather headwear - wide-brimmed hats, top hats, capotains, berets and bandanas. Most of these are restricted to dwarf and human civs, with the exception of bandanas, which are available to most races.

Hope you guys enjoy it.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Enemy post on July 16, 2016, 11:11:39 am
How do Inquisitiors see through walls?
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 16, 2016, 11:36:25 am
I mean that they sense creatures through walls, same as vampires do. They'll show up as red circles.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 16, 2016, 03:36:22 pm
Quick bugfix - the Sand Reaver's pincer attack was missing the [ATTACK_FLAG_CANLATCH] token - fixed that.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 19, 2016, 02:16:59 pm
LIttle bit of a preview of what's to come in the next update - I'll probably release it during the weekend, after I add a few more wild creatures.
Spoiler (click to show/hide)
You might recognize some of these by the descriptions. If not, here's some hints to test your Warcraft nerdyness levels - one was a race introduced in WC3 and is playable in WoW, one was introduced in vanilla WoW and possesses multiple castes, one was introduced in Cata, one is from the new Legion expansion pack, and two will be part of a new faction-esque race (similar to the Legion Demons) - both were introduced in WoD.

And yes, I did a Naga revamp - they now have 3 more castes - female only Sea Witches, like in WC3, that have 3 types of projectile attacks; male only Naga Anomalies, which are based off of Warlord Naj'entus's model from TBC - they're more defensive and have a layer of shells around some of their body parts; and male only Naga Brutes, which are from the new Legion expansion pack and are basically big, strong and dumb (also they have legs and 6 eyes unlike the other naga).

I'm gonna add a few more wild creatures before I make the release - from Warcraft I'd like to add Observer demons from TBC, perhaps Raptors too, as well as the Gronn and Magnaron as megabeasts - whereas from Dragon's Dogma I'm planning on making DD-style goblins (standard ones will be called "feral goblins" - the stronger variants will keep the Grimgoblin and Greater Goblin names - most likely will all be parts of the same "creature" with different castes), as well as Evil and Vile Eyes - Evil Eyes will be a semimega, weaker version of the Gazers, whereas Vile Eyes will be the "wild" variant that will be found underground.

I was also considering making the Fallen from Diablo as a skulking kobold-type race, with the stronger variants, i.e Carvers and Devilkin being stronger "castes" along with the Fallen Shamans. Dunno what you guys think, though.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: pikachu17 on July 19, 2016, 02:41:26 pm
PTW
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 20, 2016, 04:16:48 pm
Alright, another quick progress update.
Spoiler: Feral goblins (click to show/hide)
The "hobgoblin" variant will actually be called "black goblin" in-game since hobgoblin is already taken - had to rename vanilla DF trolls to that.

They'll be a skulking race ala the kobolds, but with more available armor types and weapons, and not as cowardly. I'm still doing discipline tweaks and such to make sure they don't run at the first sight of opposition - goblin shamans can sorta prevent that with their "protect" spell that increases toughness threefold and gives NOFEAR, but as they can only target up to 3 targets at once it's doesn't help much when there's groups of 8 or more - they're the most rare caste too so they're not always available.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 23, 2016, 11:37:57 am
Released the new update - version 1.3 now.
New races:
-Drogbar - a race from the Legion expansion pack - large, underground dwelling humanoids who value strength.
-Tol'vir - a race from Cataclysm - quadruped wild-cat men.
-Tauren - everyone even mildly interested in WC should know these guys - they have a unique weapon available only via reaction, the War Totems that were used by the Tauren units in WC3 - it's a slow but strong type of weapon, ala the Dragonslayer, and can only be made out of wood.
-Primals - a "faction" race from WoD. Consists of Podlings, the Botani, the Infested, and the Genesaurs which are very rare but are the third biggest creature type (often saw them get 100s of notable kills in worldgen, and even more unnotable ones). They are somewhat tougher physically due to having bark instead of skin - the Infested also have vines growing from their hands that can be used for lashing. If you decide to play in fort mode, just keep in note they will also impose wood-cutting quotas like the Elves do.
-Qiraji - multi-caste race of hostile insect-like humanoids. The base caste is a simple biped covered in a tough carapace; the Gladiators have pincers instead of hands and a single horn, and are quite large; the Swarmguards lack the carapace of the other types, but can fly instead and have scythe-like blades on their hands; and the Eight-legged (or Prophet) caste has several psychic abilities that they can use.

On top of that, as I mentioned, the Naga got a revamp, now having 3 more castes - Sea Witches, Naga Anomalies and Naga Brutes.

(http://i.imgur.com/X7jXcek.png)
New megabeasts:
-the Gronn - gargantuan one-eyed humanoids. They have a strong projectile attack, an AOE knockback dust-type attack, and can use a shout which can cause dizziness in up to 5 nearby enemies. While they are counted as semimegabeasts in the raws, so there's more of them, they have the same attack triggers as the stronger megabeasts.
-the Magnaron - tougher relatives of the Gronn. They have a layer of stone over their limbs, granting some amount of protection, and have the same shout and dust attack as the Gronn - their projectile attack is shorter range, but can fire up to 3 boulders at a time, and they can also use a Reverberating Pulse which can cause pain and dizziness on top of lowering speed.
-Evil Eyes - semimegabeast versions of the Gazers - the Gazers themselves got one new special attack and their other ones were buffed, whereas the previous versions were moved to the Evil Eye. They are much smaller, lack the poison gas attack and have 9 tentacles instead of 6.

Other creatures:
-Feral Goblins - as in the previous post, they are the Dragon's Dogma-style goblins - they have several castes, which are progressively bigger, and they basically serve as a stronger equivalent to vanilla Kobolds.
-Vile Eye - the smallest relative of the Gazer family, they are kobold-size and have the weakest magical abilities of the three - of course, that still means they're tougher than most other creatures of a similar size.
-Observer - the flying squid-like Demons from The Burning Crusade. They are found underground and in evil biomes, and can use three different types of eye beams - one can cause enough pain to instantly knock their target unconscious, one can cause blindness, and the last can cause necrosis, a fever, and coughing blood.

There's also a new type of tree found in savage tropical jungles, called the Razor tree - unlike other types of wood, it has qualities on par with iron - although due to their specific biome setup they're very rare.

Didn't add the Raptors yet - that'll definitely be in the next update along with several of the smaller wild creatures. As for new races, not sure yet what I'll go for.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: pikachu17 on July 26, 2016, 09:34:39 am
I noticed you had fel orcs. do you have an ingestion syndrome in demon blood that turns orcs to fel orcs?
how about killer bunnies? only holy antioch metal can harm it.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 26, 2016, 11:06:08 am
I noticed you had fel orcs. do you have an ingestion syndrome in demon blood that turns orcs to fel orcs?
how about killer bunnies? only holy antioch metal can harm it.
I don't have the ingestion syndrome though I might add it at a later point - only problem with that would be that I don't think you can add separate syndromes for materials like blood without adding separate materials for each caste - only Pit Lords/Annihilan should have the orc-corrupting properties.
Killer bunnies would be amusing but they're not really my territory.

I noticed the aforementioned syndrome thing with my Cursed Lust creature, which I fixed in this update (1.3.1) - prior to that they both had their syndromes attached to SPIT which made the game only use the one which was defined last - I separated it into POISON and VENOM so now they work as intended.

Also added VASCULAR_ONLY to the syndromes of most undead creatures - now they should no longer rot teeth, bones, etc. - pretty horrifying mental image but not what I had in mind. Lastly I removed some inappropriate-sounding words from the Draenei and Tol'vir languages.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Teneb on July 26, 2016, 12:56:25 pm
I don't have the ingestion syndrome though I might add it at a later point - only problem with that would be that I don't think you can add separate syndromes for materials like blood without adding separate materials for each caste - only Pit Lords/Annihilan should have the orc-corrupting properties.
Yes you can, I do it in my warhammer mod.
Spoiler: look (click to show/hide)

By the way, have you considered splitting the warcraft stuff off into it's own mod?
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 26, 2016, 01:45:03 pm
Oh nice, gonna have to try that out, then - now the thing is, can you add multiple syndromes to it? So only male orcs are transformed into male fel orcs and only females are transformed into female ones?

And no, I haven't really given the split idea too much thought, but if enough people want the packs separated then I'd do it.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Teneb on July 26, 2016, 02:01:27 pm
Oh nice, gonna have to try that out, then - now the thing is, can you add multiple syndromes to it? So only male orcs are transformed into male fel orcs and only females are transformed into female ones?

And no, I haven't really given the split idea too much thought, but if enough people want the packs separated then I'd do it.
Everything seems to indicate that any material can have multiple syndromes
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 26, 2016, 04:00:34 pm
Alright, if that's the case then it'll be in the next update.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Vgray on July 27, 2016, 04:48:00 pm
This is the mod I never even knew I wanted.

Is there a Scourge faction?
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 27, 2016, 04:54:45 pm
This is the mod I never even knew I wanted.

Is there a Scourge faction?

Not yet but I plan on doing them as well eventually. Might be a bit tricky as I'd like to add Liches to them and they are bone only instead of flesh and blood, which means having to figure out a way to have separate materials for each caste.

Some types of Warcraft undead already are in as separate creatures, though. Abominations, Geists, Wights, and Ghouls - also Gargoyles though they're not quite WC Gargoyles (will probably have to add them later with some altered name or change the current gargoyles).
Plaguebearers could be considered an equivalent of the Plague Eruptors from WotLK but I had the Darksiders 2 Abominations more in mind when I made them.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Teneb on July 28, 2016, 04:57:30 pm
This is the mod I never even knew I wanted.

Is there a Scourge faction?

Not yet but I plan on doing them as well eventually. Might be a bit tricky as I'd like to add Liches to them and they are bone only instead of flesh and blood, which means having to figure out a way to have separate materials for each caste.

Some types of Warcraft undead already are in as separate creatures, though. Abominations, Geists, Wights, and Ghouls - also Gargoyles though they're not quite WC Gargoyles (will probably have to add them later with some altered name or change the current gargoyles).
Plaguebearers could be considered an equivalent of the Plague Eruptors from WotLK but I had the Darksiders 2 Abominations more in mind when I made them.
Spoiler: pssst (click to show/hide)
Change as needed, of course.

Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on July 28, 2016, 05:27:26 pm
Oh damn, I didn't know you could substitute a tissue layer with NONE - if I knew I wouldn't have made separate layers for skinless creatures like meat golems or nuckelavees.

Anyway, thanks for showing me how to do it - I have to say it doesn't look quite as complicated in retrospect as I thought it'd be - just gonna take a lot of space (although the Legion demons currently do as well so I guess it's not gonna be so bad).
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 01, 2016, 02:40:14 pm
Not dead yet - I admit I have been a bit burnt out on DF which is why I haven't been making updates here on or on my story thread.
Anyway, slight preview of what's gonna be in the next update - you can probably guess by the weapon types which "arc" I'm doing now.
(http://i.imgur.com/HhFFtEe.png)
(http://i.imgur.com/12hfBN8.png)
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 04, 2016, 08:47:00 am
Alright, as you probably guessed I've been working on the various types of Elves and their offshots. Out of the "civilized" ones I only have Satyrs left to do - for the "wild" ones I have the Withered Nightborne from Legion left to do.
The "Fel Elves" if you're wondering, are the demon-corrupted (WoWpedia has them listed as Felblood Elves) ones you see in Quel'Danas - on top of that they have the two castes of the Wretched and Winnowed (the regular Wretched are the ones with blue glowing eyes from the BE starting zone - the Winnowed are the drooling, more monster-like variant with green eyes in Quel'Danas).
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 07, 2016, 09:34:14 am
Updated the modpack - all the elf types I previewed before have been added - Night Elves, High Elves, Blood Elves, Fel Elves, and the Nightborne - on top of that Satyrs have also been added. The Nightborne, Fel Elves and Satyrs have multiple castes (Satyrs only have the standard one and a male-only Nightmare Satyr caste which serve as civilization rulers - it's based off of Xavius' model in Legion). As a result, I've renamed the regular DF Elves and Satyrs to avoid confusion, although they're otherwise the same as before - DF Elves are now "Wood Sprites/Nymphs" (thanks to peezimaru from the Discord for the suggestion) and DF Satyrs are now "Fauns".

Several new weapons have also been added for those races - Night Elves and the Nightborne have Moon Glaives (the Huntress' weapon), Night Elves also have Umbra Crescents (the weapon used by the Wardens in WC3), and the Blood Elves have two-bladed swords (used by the Spellbreakers).

For new wild creatures, I've added Bog Beasts, Fungal Monsters, Fungal Horrors and the Jungle Stalkers. Cenarians (Dryads and Keepers of the Grove) have also been added, and are playable like the animal people.

Otherwise it was mostly bugfixes and some adjustments to existing files.

My current plans for the next update are to do the rest of the non-undead civilized races - so Warcraft-style Goblins, Gnomes, Ethereals (will have to figure out a way to make them and other incorporeals killable - I guess a solid "soul gem" body part in the chest would suffice), Worgen, and Saberon (from WoD). Not sure what I'll rename the DF goblins and gnomes to but we'll see. At the same time I'll probably round off the Warcraft-style Dragons with green and black ones, as well as the Frost Wyrms - Cursed Dragon's from DD will also be in; another thing on my list is finishing up the Seven Deadly Sins project with Envy. Some more primitive races will also show up, like the Troggs and Kobolds (means I'll have to rename the vanilla ones to something else as well).

After that I'll focus on the undead - they'll come in both Scourge and Forsaken flavours, though I'm not sure how exactly I'll make the two different - currently I think the Scourge would have more monstrous undead, i.e Flesh Giants/Titans, Plague Eruptors, amongst the regular cultists and more intelligent undead, like the Darkfallen, Crypt Fiends/Lords, etc, whereas the Forsaken would be more normal and not as powerful - so mostly undead versions of other races. Banshees and some other incorporeals like the Val'kyr might be shared amongst the two, even though I don't personally like the idea of that, but as they're used by both sides in Warcraft it would make sense.

EDIT: Quick bugfix regarding the Primals - they were missing teeth and their tissue layers were messed up - fixed that.

EDIT: Quick oversight fix - Makrura's have only 2 pincers as intended instead of 4.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 12, 2016, 03:59:13 pm
Some changes with version 1.4.3.
-Added some new wild animals - Wyverns, Kodo Beasts, Hawkstriders, Tallstriders and Raptors.
-Re-genned language files for the Nightborne, Furbolgs, Primals, Arakkoa, Night, High and Blood Elves with another program since I was unsatisfied with them - seemed too repetitive.
-Primals can be targetted by interactions properly now, and their castes have several new abilities.
 -Botani can cast a withering spell which reduces speed and strength, and can also raise nearby bodies as Puppet Shamblers.
  Only one body can be targetted at a time and it has a long cooldown. In adventure mode the shamblers won't be  aggressive towards living creatures - they're mostly there as workers for camps. Not sure how they'd interact with fort mode. If provoked they can release an AOE spore attack.
 -Podlings now can enrage, which increases strength and agility and removes fear.
 -The Infested can inject living creatures with parasitic pods when doing their vine stab attack - after 200 tics, it has a 10% chance of transforming the affected creature into an Infested Shambler, which is crazed and attacks anything nearby.
 -The Genesaurs can use a Battle Roar which removes fear from nearby Primals and makes them more likely to rage, and can also resurrect a single Primal - the ability has a very long cooldown, and they can't use it on other Genesaurs.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Teneb on August 12, 2016, 04:06:32 pm
Hey, which program are you using for the language generation? Last one I remember using is not updated for new words added over recent versions.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 12, 2016, 05:05:47 pm
I use DFLang (http://www.bay12forums.com/smf/index.php?topic=47332.0) for some of the races, and the older DFLangCreate (http://www.bay12forums.com/smf/index.php?topic=119625.0) for a few of the other ones (mostly the simpler, more primitive races with fewer unique names to use for the wordlist).
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: Codyrex123 on August 25, 2016, 10:48:31 pm
Hahaha! So wait, is it cannibalism if a centaur eats a horse? Cause thats what I'm doing....
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on August 26, 2016, 06:45:27 am
Hahaha! So wait, is it cannibalism if a centaur eats a horse? Cause thats what I'm doing....
They're different species, so, no.

Anyway, small progress update - I've added several new civilized races - Worgen, Saberon, Gnomes, Goblins, Ethereals, Troggs and Kobolds.

Troggs and Kobolds are skulking cave-dwelling races - troggs come in both fleshy and stone variants. Gnomes and Goblins have some unique toys, and also goggles as headwear. Worgen follow a mostly similar structure to regular humans, and Saberon dwell in forest retreats in tropical jungles, following similar social structures as more savage races. Ethereals are somewhat more unique - they have no default blunt "punch" attacks, instead all of their attacks are edged, which I think makes sense since they're energy-based. They're glass cannons, I guess you could say - even unarmed they can deal a lot of damage, and are completely immune to blunt attacks, but a well-placed stab to the chest can put them down in two or three shots if it damages their soul gem.

I've renamed vanilla DF kobolds to "Verms" and vanilla goblins to "Devilkin" - not too satisfied with the names, but I think they'll do for now. Mountain/dark gnomes are also renamed to mountain/dark sprites.

Lastly, I revamped the languages for the Draenei, Nerubians, Tauren and Tol'vir, since I wasn't too satisfied with them.

Right now I'll be working on more wild creatures - Black and Green dragons should be in, Gilgoblins from Cata as well, and Darkhounds - I'll think of a few more creatures to add along with them as well.

Lastly, I'll work on splitting up the Warcraft stuff from everything else for those who are only interested in that.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft, Dragon's Dogma, and more!
Post by: ZM5 on September 05, 2016, 05:33:09 pm
ZM5 cancels Write ASMR Script: Modding Dwarf Fortress
ZM5 cancels Play Overwatch: Updating Modpack

Sorry for the long wait - I got occupied by some other things.

I've updated the modpack - version 1.5.0 now.

I've added Ethereals, Goblins, Gnomes, Worgen, Troggs and Kobolds as playable, civilized races - default DF goblins and kobolds are renamed to Devilkin and Verms, respectively.

The languages for the Tauren, Qiraji, Draenei, Draconians, Tol'vir, Vrykul, Faceless Ones, Nerubians and Satyrs have been revamped - quite a bit, but IMO they're a lot better now.

Three new megabeasts - Green Dragons, Black Dragons and Cursed Dragons. Green Dragons breathe acid, can put you to sleep and rapidly rot your body, Black Dragons breathe magma and fire jets, can shoot rock projectiles and also release an AOE wave of fire, and Cursed Dragons breathe a necrotizing vapor and can cast Torpor - also due to being undead they cannot be blinded or otherwise debilitated by damaging their limbs.

New wild creatures - Darkhounds, which are found in evil forests, Gilgoblins, which are found in large bodies of water and can steal things from sites, and Mur'guls - which aside from being found in similar bodies of water, can also be found in tropical forests, and are playable, similarly to animal people.

I've also released the Warcraft part of the mod as a standalone pack (http://dffd.bay12games.com/file.php?id=12431), so download it if you're only interested in that part of the mod.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: jecowa on September 05, 2016, 08:19:33 pm
ZM5, are you okay with your Warcraft standalone pack being bundled with Lazy Newb Packs?
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 06, 2016, 05:10:33 am
ZM5, are you okay with your Warcraft standalone pack being bundled with Lazy Newb Packs?
Sure, I'd be honored.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: jecowa on September 06, 2016, 07:31:21 am
I'm getting some errors when I try to generate a world with the Warcraft mod in Dwarf Fortress v0.43.05.

Spoiler: errorlog.txt (click to show/hide)
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 06, 2016, 10:53:27 am
Uhh, whoops - I swear I added the speech files when I was making the rar yesterday.

Alright, I fixed most of the errors in that log and I uploaded the file - some I'm not sure what they're about, i.e this:
Code: [Select]
ARAKKOA:HIGH_ARAKKOA_FEMALE:right wing: No tissue thickness
ARAKKOA:HIGH_ARAKKOA_FEMALE:left wing: No tissue thickness
ARAKKOA:HIGH_ARAKKOA_MALE:right wing: No tissue thickness
ARAKKOA:HIGH_ARAKKOA_MALE:left wing: No tissue thickness
and ones like
Code: [Select]
PRIMAL:BOTANI_MALE:Attack LASH seems to have correct format but could not find proper BPs in any caste, so not added
PRIMAL:BOTANI_FEMALE:Attack LASH seems to have correct format but could not find proper BPs in any caste, so not added
would require me to completely rearrange the specific creature attack tokens - to be perfectly honest I'll just take the lazy route since they're ultimately inconsequential and the creatures work as intended in-game - and I also don't want to mess with the standard attack order most people are likely used to, i.e the regular punches being a and b, and so on.

Everything else like the typos in entity files and missing/redundant body parts I believe I've fixed.

EDIT: OK, caught some more errors - updated both packs with the fixes.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: jecowa on September 07, 2016, 01:03:25 pm
Code: [Select]
PRIMAL:BOTANI_MALE:Attack LASH seems to have correct format but could not find proper BPs in any caste, so not added
PRIMAL:BOTANI_FEMALE:Attack LASH seems to have correct format but could not find proper BPs in any caste, so not added

Code: [Select]
NAGA:FEMALE:Body Token Recognized But Could Not Connect: HUMANOID_JOINTS
NAGA:SEA_WITCH:Body Token Recognized But Could Not Connect: HUMANOID_JOINTS

I think there's some kind of cascading errors going on. (Both the "proper BPs" errors and the "humanoid_joint" errors are spreading into other mods too.)

I'm wondering if only 1 or 2 creatures have a problem, and then that's somehow effecting the other creatures. I'm hoping that all the "BPs" stuff can be fixed by just editing the Naga and maybe the Legion Demons (since those two are at the top of the list in "errorlog.txt").

I'm wondering if the "humanoid_joint" error is being caused by something in "body_warcraft.txt".
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 07, 2016, 02:00:34 pm
It's weird because in-game there's no issues as far as I notice - whenever it says
Code: [Select]
Attack LASH seems to have correct format but could not find proper BPs in any caste, so not addedand the like, the caste in question isn't supposed to actually have the attack - I think putting the attack tokens under CASTE:ALL is what's causing it - regardless though AFAIK it causes no problems in-game. I'll try restructuring the raws so that doesn't happen but like I said I don't like messing with default attack keys for punches and so on.

I have no idea about the joints thing - going by the raw for the default HUMANOID_JOINTS it's probably trying to connect the joints to the upper/lower arms and the like, but by default the game uses
[CON:RLA] and the like for connecting the joints to specified limbs, instead of simply having one elbow/wrist/ankle/etc. entry and attaching it to specific limbs it tries to attach them to specific labels. I'd have to edit the default raws and see what's what in that case.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: Meph on September 07, 2016, 02:47:37 pm
Quote
- I think putting the attack tokens under CASTE:ALL is what's causing it -
yes. Everything below that token gets added to all castes. If you want only a few castes to have the attack, you have to copy-paste it into each of the fitting castes.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 08, 2016, 02:44:46 am
Alright, I've updated the raws and streamlined them a little bit so it shouldn't give the attack errors anymore.

I'm still not sure about the joints thing - I think I'll have to make a more generic joint bodyplan to use for creatures that are multi-armed.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 19, 2016, 10:15:46 am
Not dead yet - small progress update. I've added Proto Dragons to the savage mountains, glaciers, tundras and taigas, and also added Drakeadons as megabeasts - if you remember Chromaggus back from Vanilla WoW, that's what they are. They have double the requirement of exported/imported wealth as other megabeasts, as they have every breath attack of the other dragon types, with the exception of Cursed Dragons, and are slightly larger. They lack wings but have 2 heads and 5 horns on each of them.

I'm also revamping the languages for the naga, trolls, orcs and ogres - naga and trolls are already done. Once I do the orc and ogre revamps, I'm gonna add a few more wild creatures, then once that's done I'll start on the Forsaken and Scourge races.

I'm also thinking of revamping the Vrykul civs and personalities a little bit to make them more varied, given the characterization they have in Legion - the old Vrykul personality/civ values will go to Frost Vrykul, which I think of adding as well.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 19, 2016, 06:30:50 pm
Alright, I'm done with the language revamps - I've also started work on the Forsaken - currently my plans are to give them several castes which are undead versions of some current races - Humans, Elves and Gnomes - the main diffrentiation between those would be skill growth rates and size - and also a Banshee caste with some unique abilities. I'm not sure what other castes to add to them to be perfectly honest, since that's what most of their forces in WoW consist of.

The Scourge faction will be compromised of more monstrous undead to contrast - there will be a few average-sized humanoid castes, most likely with some magical abilities or other features, i.e Cultists would be able to raise the dead, the Darkfallen would be vampiric, Vargul would have similar higher weapon skill learning rates as the corporeal Vrykul, the Val'kyr would be able to fly and resurrect other undead, then there's the Crypt Fiends and Crypt Lords which would have similar abilities as living Nerubians.

I'm thinking the Scourge will potentially have more castes than the demons - since aside from the above it'd also include skeletal undead (regular skeletons, liches, and bone wraiths, like Lord Marrowgar) constructs (flesh giants, flesh titans, flesh beasts, also the somewhat cyborg-like Grobbulus flesh giant variant which I'm not sure what I'll name yet), and some incorporeals (so banshees, shades and specters - I don't like reusing the banshee caste but since they are probably more prominent in the Scourge it's only fitting).
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 20, 2016, 07:25:29 pm
Quick update again - done with the Forsaken, did some live world testing as a banshee.
(http://i.imgur.com/PXSid2N.png)
They have two more abilities - the sonic wave functions as a projectile, they can also scream to induce fear in nearby creatures, and can also use a curse which drops combat rolls - essentially it works the same as the mummy curse, only it's not permanent - lasts 100 tics and has a fairly long cooldown so it can't really be abused - I might drop the duration of the curse before release, though.
They're normal flesh and blood while alive but on death they evaporate into energy and leave no body behind - I'm not entirely sure if they're supposed to be incorporeal or not so I'll just go with the same sort of feature as the Kvaldir.

I'll work on the Scourge faction soon, I'll do a little preview of that once I have the initial version done, then afterwards I'll touch up any issues I notice. I'll add some more wild creatures afterwards, not sure which ones yet.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 23, 2016, 06:19:58 pm
Spoiler: Combat logs (click to show/hide)
So I'm nearly finished with the Scourge race - some combat logs from arena testing - I first had a squad of skeletals, consisting of 4 skeletal mages armed with quarterstaffs, several regular skeletons, 2 liches and a bone wraith armed with a steel axe, versus some miscellaneous races; I then did one with a blight aberration (the Grobbulus-style flesh giants - the WotLK ones are simply called "flesh giants"), some plague eruptors (the big, hulking mutant zombies from WotLK) and several unarmed plague cultists (they're one of the regular cultist castes - they'll have some innate biomancy-related abilities). Turned quite brutal, as you can see.

Right now they're very bare-bones, as I'm still ironing out some issues - they will have full interactions, syndrome-causing fluids and all that once I'm done, though. Shades caused me a bit of a problem, as at first they only dented the skin and nothing else - as they're incorporeal, they'd mostly attack with edged attacks, like the ethereals. My current workaround for it is to have them made out of mist and energy - the mist is the stand-in for the wrappings, since I figured "tearing the mist" doesn't sound that weird. I'll try to find a better way to go about it eventually.

In any case, the full list of castes right now is as follows:
-Humanoids
      -the Damned - only mortal caste, supposed to serve as the "basic" cannon-fodder caste.
      -Unholy Cultists - the necromancers - they'll have atleast one curse type, and several different types of raise dead-esque interactions.
      -Plague Cultists - similar to the above, only they'll have biomancy-related spells, mostly for debilitating enemies and causing infections.
      -Plague Eruptors - large, mutated zombies - they'll have some types of toxic breath attacks that cause syndromes, potentially one that induces a form of zombification. Also their bites would cause the same syndromes.
      -Darkfallen - vampiric, undead elves - I haven't decided yet what abilities they'll have besides being able to suck blood.
      -Crypt Fiend - undead nerubians - will have the same web-shooting ability.
      -Crypt Lord - undead spiderlords - again, similar to their living versions, aside from undeath benefits.
      -Vargul - undead vrykul - will have higher learning rates for weapons, like their living counterparts.

-Constructs (all are counted as "male" for description purposes - logically they should be genderless though)
      -Flesh Giant - same size as Sea Giants, will have higher learning rates for metalsmithing-related skills.
      -Flesh Titan - same size as vanilla Giants, will have some electricity related abilities. Also have metal plates around some parts of their body that can potentially block damage.
      -Flesh Beast (based off of Festergut and Rotface) - smallest type of construct, although still very large - they'll have several gas and sludge breath attacks that will cause syndromes. Also have lots of redundant limbs that, while not usable for attacking, will most likely absorb some blows from AI-controlled creatures. On top of that, since they have eyes, well, everywhere, blinding them non-magically isn't really an option.
      -Blight Aberration (the aforementioned Grobbulus-esque construct type) - bigger than the Flesh Beast but smaller than the Giant. They have a different body plan, with their upper halves being regular flesh-and-blood, but their legs and lower bodies are metal and bone, making them more difficult to cripple - some of their other body parts are also reinforced by metal. They also have two attachments - a syringe and a hammer - the hammer allows for a stronger melee attack, whereas the syringe will be used to inject syndrome-causing ooze; on top of that, they have a tank of ooze on their lower bodies and several tubes, that can cause rapid bleeding out if damaged. Lastly, they cannot be blinded, as they lack eyes completely.

-Incorporeals (Banshees and Spectres technically are normal flesh-and-blood while alive - as I've mentioned, I'm not sure if they're supposed to be fully incorporeal or only corporeal until they are killed)
    -Banshees - same as Forsaken Banshees, more or less.
    -Spectre - male equivalent to the Banshees, they'll have more curse-related abilities in place of the sonic wave projectile and fear-inducing scream.
    -Shade - fully incorporeal - they can fly, and can avoid traps, but will also quickly flee fights - I'll give them some temporary blinding ability for when they try to flee, perhaps some debilitating curses as well.
    -Val'kyr - sort of a mix of both - they have metal armor covering most of their body, but beneath that they're incorporeal - they have some blunt attacks, and also some edged attacks more similar to the likes of shades and ethereals. They'll also have an interaction that lets them resurrect other types of scourge undead.

-Skeletals (again, except for the Liches they should most likely be genderless - mages and regular skeletons have male and female versions, bone wraiths are male only)
    -Regular Skeletons - made entirely out of bone - don't feel fear, pain and cannot be stunned, as you'd expect.
    -Skeleton Mage - will have some types of magic - not sure what yet. Will be slightly easier to kill than regular skeletons due to having soul gems in their chests.
    -Lich - will have frost and necromantic magic - they can fly as they're only a torso. Males also have tusks and horns that the females lack.
    -Bone Wraith - four-headed, winged, floating torsos - they'll be the "physical fighter" equivalent to the liches, having higher weapon skill learning rates.

I'm also thinking of adding a "Lich King" caste that would serve as the leader of the undead civs, and possess several powerful abilities - I'll toy with the idea a bit.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 24, 2016, 11:57:26 am
Nearly done with the Scourge race - Flesh Beasts, Plague Eruptors and Blight Aberrations all have their own syndrome fluids now, and all the castes now have their descriptions working. Only thing left to do with them now is to make some interactions for the spellcaster castes.

Afterwards, I'll mod in some more wild undead creatures, including frostwyrms, and a few more miscellaneous creatures - at that point I'll release the update.
Title: Re: [43.05] ZM5's Mod Depository - Warcraft pack now standalone!
Post by: ZM5 on September 27, 2016, 04:58:59 pm
Scourge race done - Frost Vrykul also added. After I'm done with some live world testing, I'll add a few more wild creatures, then I'll be done with this update - expect a release soon.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on September 28, 2016, 04:10:07 pm
(http://i.imgur.com/fGZo8CN.png)
Time for a new update - I've added the Forsaken and Scourge factions, and also the Frost Vrykul, and did several language revamps and bugfixes. Also added Drakeadons as megabeasts who have the breath attacks of every other dragon. I've also added three wild beasts - Proto-dragons, Frostwyrms and Plague-dogs. The latter two can be found in some evil biomes - mountains, glaciers, and tundras (also taigas, temperate shrublands and forests for Plague-dogs), whereas Proto-dragons can be found in savage mountains, glaciers, taigas and tundras.

Also, an awesome pixel artist by the name of GalacticBlimp did a drawing of my Unending Gluttony design - check it out:
Spoiler: Somewhat NSFW (click to show/hide)

Check out his Twitter here (https://twitter.com/GalacticBlimp) and give him some love!
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on September 29, 2016, 02:36:34 am
Tiny update - I think I've pretty much removed all of the errorlog entries.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: Enemy post on September 29, 2016, 09:41:31 am
That's good to hear, it's nice to have an empty errorlog.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: jecowa on September 29, 2016, 01:46:43 pm
While you both are here, I figured out why I was having trouble using Star Wars and Warcraft together. These two mods have five conflicting body type things ("duped raws") with each other:



Source of current raw conflicts:

Spoiler: Warcraft - BODY:4WINGS (click to show/hide)

Spoiler: Warcraft - BODY:6EYES (click to show/hide)
Spoiler: Star Wars - BODY:6EYES (click to show/hide)


Spoiler: Warcraft - BODY:SNOUT (click to show/hide)
Spoiler: Star Wars - BODY:SNOUT (click to show/hide)



A few options for resolving the conflicts between these two mods:

 • Add prefixes/suffixes to all body types:
The simplest way to both resolve these conflicts and prevent future conflicts is to use prefixes or suffixes with everything, but these are both pretty large mods to try to add suffixes to everything.

 • Add prefixes/suffixes to only the conflicting body types:
Another option would be to only add prefixes for these 5 things and add more as needed when any more conflicts come up.

 • Resolve the conflicts without prefixes/suffixes:
It seems like the reason these have conflicts is that they are both trying to follow the naming system of vanilla. Maybe we could look to the vanilla naming system for some ideas on how these could be resolved.

For those two body types that are almost the same (4WINGS and 4HEAD_HORN), maybe you two could agree on something that works for both. And then with those and 6EYES, store those three identical body types in some kind of "body_commons.txt" file that would be named the same in both mods. (So if a user tries to install both mods, one will overwrite the other and there won't be any duped raws. )
Then maybe the StarWars' SNOUT could be renamed to "MOUTHSNOUT" or something, since vanilla snouts are actually noses. And then maybe the Warcraft's HUMANOID_6ARMS_NECK could be renamed to HUMANOID_LEGLESS_6ARMS_NECK, since that is the naming style that vanilla uses for legless creatures similar to this.

Just some ideas if you two wanted to be compatible. Not a mandatory thing.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on September 29, 2016, 04:02:05 pm
I could rename them, but to be perfectly honest I don't entirely understand why someone would want to combine both a total-conversion mod with one that's supposed to be an expansion to vanilla DF. Even thematically it'd be...really odd.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: Enemy post on September 29, 2016, 04:38:25 pm
I'll change mine with suffixes for the conflicting parts next time I update. I fully support anyone who wants to play Dwarf Fortress and World of Warcraft at the same time while also watching Star Wars.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: jecowa on September 29, 2016, 04:50:41 pm
The Burning Legion are invading a new world. A dark portal has opened connecting the worlds of Azeroth and Tatooine. Now the heroes of the Horde and Alliance must venture forth to stop them.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on September 29, 2016, 05:19:13 pm
That's bizarre almost on a fanfiction so-bad-its-good level - I'll definitely rename my own body plans for the next update, then.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: Enemy post on September 29, 2016, 05:44:37 pm
That's bizarre almost on a fanfiction so-bad-its-good level - I'll definitely rename my own body plans for the next update, then.
I'll put an EP at the end of my body plans that conflict with yours, ZM5.

*Edit, I just saw your mod got picked up by Meph for Masterwork. That's awesome, good work sir.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on September 29, 2016, 06:47:38 pm
That's bizarre almost on a fanfiction so-bad-its-good level - I'll definitely rename my own body plans for the next update, then.
I'll put an EP at the end of my body plans that conflict with yours, ZM5.

*Edit, I just saw your mod got picked up by Meph for Masterwork. That's awesome, good work sir.
Thanks. I'll put a WC at the end of my own body plans incase there's another mod that could potentially conflict since I go with a similar naming scheme as the default one.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on October 03, 2016, 03:14:23 pm
Bit of a progress update for the next major update. No new civilized races - unless I decide to do MoP stuff (which I have a distate for - although I'll do creatures from it if enough people ask for it, I guess). Instead we'll have loads more wild creatures.
Spoiler: Combat logs (click to show/hide)
So far I've added Core Hounds, Warcraft-style Chimeras (named Chimaeroks here), Rylaks (from WoD) and Hippogryphs as wild beasts, and you'll also see Storm, Ice and Fire Giants in various locales - they're very rare but also playable in the same manner as animal people and all have 3 abilities related to their "element", so to speak - they're all organic - they also possess some individual features of their own, i.e Fire Giants are immune to fire damage and have increased skill rates for metalsmithing related professions, and Ice Giants are immune to cold damage. Hippogryphs and Rylaks are mostly just flying melee beasts, Core Hounds halve the force of incoming attacks, can breathe magma and are immune to fire damage, Chimaeroks can breathe acid and lightning, and can also spit globs of acid.
Title: Re: [43.05] ZM5's Mod Depository - Undead Invasion!
Post by: ZM5 on October 05, 2016, 01:57:05 pm
I'm planning a release soon - I'll try to add a few more creatures, including some concept art-only creatures like the Sea Hags and the Shapeless Ones. I'm also basically done with the Seven Deadly Sins series - made Envy today - it's basically gonna be a sludge monster which mostly relies on slashing/stabbing attacks, and also has a liquid glob attack that can induce a temporary transformation into a helpless blob of ooze.
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: ZM5 on October 05, 2016, 06:33:04 pm
Alright, released an update - I added Envy, with that the 7 Deadly Sins part of the mod is finished. I've also added several more wild creatures - Raptoryxes, Chimaeroks, Core Hounds, Rylaks, Hippogryphs and Sea Hags - and a few playable wild creatures - Storm, Fire and Ice Giants, the Shapeless, and the Farah.

I've also removed the MEANDERER token from most aggressive wild creatures since it made them really slow outside of combat. Most of the earlier undead creatures should now be affected properly by interactions - they're immune to the syndromes of the other undead types, however.

For next update you should expect a few more new interactions - I'm planning to add Demon Hunters, Voodoo Priests (former will be Night and Blood Elf exclusive, the latter Troll-exclusive) and also revamp Druids a bit with unique transformations that don't show up as wild creatures.

EDIT: I've gotten some art of my Wrath and Lust incarnations, done by my friend Skelly, check em out!
Spoiler: Slightly NSFW, again (click to show/hide)
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: Enemy post on October 05, 2016, 07:22:43 pm
Good job wrapping up the seven deadly sins, careful not to take too much Pride in it though.
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: ZM5 on October 07, 2016, 03:01:09 pm
Posted a small update - I've updated the changelog, and also revamped the languages for the Scourge race, and the Vrykul (yet again - I can't seem to get a language file for them that I'm satisfied with in the long run).
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: ZM5 on October 21, 2016, 12:07:33 pm
Sorry for the lack of activity again - been a bit busy with some RL stuff.

I've been working on the interactions as well as transformation forms - I got the demon hunters pretty much done - only Night and Blood elves will be able to become DH's - correspondingly, only those civs will have War Glaives available as weapons. All of the transformation forms have most of of the NO_X type tokens, along with having a 1/3 force-halving property similar to geo saurians (with one exception), making them tough to debilitate.
Demon Hunters have 4 abilities - Mana Burn, Netherwalk, Soul Barrier, and Metamorphosis - Mana Burn causes dizziness, pain, and bleeding, Netherwalk is a buff that increases speed and agility, Soul Barrier increases toughness and willpower, and Metamorphosis turns the user into a giant, horned demon which can fly and throw fel bolts as projectiles - basically the WC3 version of the demonform. During that time they have highly increased attributes and learn the sword skill four times as fast.

DH's also do not require eyes to see, and can sense various types of demonic creatures, same way as vampires sense living creatures. They also get a sizable boost to agility and strength.

Paladins got a Turn Undead spell now which removes NOFEAR, NOPAIN and NOEMOTION from a single undead target - some races will also be unable to become paladins, mostly the various undead, demonic, and aberration (i.e faceless ones) types.
Sorcerers now have Skeletons and Skeleton Mages as their undead pets of choice instead of the previous "revenant" type, whereas Biomancers will have Plaguebearers. Druids wont have the treants as "pets" once I get around to revamping them.

I've also done the transformation forms I intend for the 4 Troll priest types to have - I still have to do other spells for them, though. The 4 forms correspond to the priest bosses from the old Zul'Gurub raid - a tiger, a serpent, a spider and a bat.

The tiger form (or Tigon as going by the WoWpedia version) will be a fairly simple yet tough physical attacker - mostly having increased speed than other creatures by default.
The snake form (or Slith) will be slightly more defensive, having a 1/2 force multiplier as opposed to 1/3 - also can inject poison with its bites, and also spit it and acid at enemies.
The bat form (called Blood Seeker) is another flying form - it's bites can suck blood, and it can release sound waves in a similar manner as the banshees, and also scream in order to cause fear.
Lastly, the spider form (called Widowspawn) will have a necrotizing bite and ability to spray webs - its immune to webs itself and is also a stance climber.

I'm not exactly sure what other spells the voodoo priests will have yet - I want to get atleast one of them Hex as a way to transform enemies into toads. We'll see though.
I'm also uncertain as to the druids - I definitely want to make their forms more in-line with WoW, so they'll get a unique bear form, a cat form and a moonkin form, along with some syndrome causing spells and probably a buff of some kind.
Lastly, some combat logs from testing:
Spoiler (click to show/hide)
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: ReynTheLord on October 23, 2016, 06:51:33 pm
Wish it wasn't a rar file. much simpler if it wasn't
Title: Re: [43.05] ZM5's Mod Depository - 7 Deadly Sins Finished!
Post by: ZM5 on October 24, 2016, 01:51:05 am
You can just use Winrar for that - unless you're on some other OS it's incompatible with, I'm not too well-versed in any besides Windows.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: ZM5 on October 27, 2016, 07:47:06 pm
I've updated the modpack - added several new creatures - Void Terrors, Felhounds, Felstalkers, Imps, Wildkin, and Rock Flayers from Warcraft, and the Poisoned Undead from Dragon's Dogma. Also added some new weapon types - War glaives in BE and NE civs, Runeblades in Scourge Undead civs, and Khopeshes in Tol'vir civs. Aside from that, most civs are unchanged save for very minor adjustments.

Most importantly, though, I added several new interaction types - Death Knights, Demon Hunters, and Voodoo Priests (which come in 4 varieties - there's priests of the Tiger, the Serpent, the Bat, and the Spider, with each possessing different abilities and transformations). I've also reworked Archdruids - now they can cast Sleep, and also have 3 different transformations forms - Moonkin, Guardian Bear and Feral Panther.

As a minor sidenote I also added ships and boats as new descriptor shapes; the download folder is now a 7zip file as well.

I'm gonna update the Warcraft-only pack tomorrow - I messed something up when carrying over the files and got plenty of stuff in the errorlog - I'll get on that when I wake up; it's what I get for preparing this stuff for release at nearly 3am.

Lastly, my friend Skelly made some more artwork, depicting his takes on Pride and Gluttony as well as a slightly revamped version of Wrath with better shading, so props to him! You can check out the album here (http://imgur.com/a/JMR64), it'll be updated with more images as we go - they're a bit too large to directly link here.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: ZM5 on October 28, 2016, 06:07:26 am
I've updated the standalone pack - its a 7zip file now as well. Shouldn't be causing errorlog entries now from what I've seen - I've renamed the file with the civilized races so delete the one from the previous version or you'll get duplicate entries.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: ZM5 on November 23, 2016, 08:43:35 pm
FYI I haven't been slacking, however I'm definitely gonna make the next update a lot bigger since I don't have too many Warcraft-exclusive creatures left to do - so it's probably gonna take a bit longer before the release.

You can definitely expect a lot more reptile and dinosaur types in the next update - Dire Horns, Wind Serpents, Couatls, Pterrordaxes, Thunder Lizards and so on - along many other non-scaly animals.
Also planning to add Mountain Giants and Titanic Watchers - former would be more like standard but rare, lone wild beasts, the latter would be considered megabeasts and have multiple castes, to reflect the different types that have shown up in the game - an Archaedas-type watcher, for example, would be much different from the likes of the constructs from the Halls of Origination in Uldum.

I've also added the Taunka from WotLK as a playable race since I admit I totally forgot about them.

One thing I'm considering though is adding creatures from Mists of Pandaria - I've been sorta avoiding the subject for a while now, since I have very mixed feelings about said expansion pack. I figure I might as well do it for completion's sake, though - Enemy post is including TFA things in his modpack which a lot of people have mixed feelings about so hey, I might as well do the same. I'll keep them in a separate file as an optional thing.

Lastly, I've done two new OC's so I'll be including them as well - one is a new race with many castes, that have several elemental properties, and the other is a small cavern critter; planning to do a third one as well that'd be a Old God-worshipper sort of race, again with many castes.
Along with that I'll rearrange the file structure too so all the OC's go into one folder, again as an optional thing you could disable by removing the file.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: Enemy post on November 23, 2016, 09:23:40 pm

One thing I'm considering though is adding creatures from Mists of Pandaria - I've been sorta avoiding the subject for a while now, since I have very mixed feelings about said expansion pack. I figure I might as well do it for completion's sake, though - Enemy post is including TFA things in his modpack which a lot of people have mixed feelings about so hey, I might as well do the same. I'll keep them in a separate file as an optional thing.


Oh, I included far, FAR worse than TFA.

(https://consequenceofsound.files.wordpress.com/2015/12/krelman.png?w=806)

Code: [Select]
[CASTE:KRELMANF]
[FEMALE]

[MULTIPLE_LITTER_RARE]
[CASTE:KRELMANM]
[MALE]

[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:KRELMANF]
              [SELECT_ADDITIONAL_CASTE:KRELMANM]
[CASTE_NAME:krel sith:sith krels:krel]
[DESCRIPTION:This is a hole-headed, 11 fingered creature otherwise resembling a human.]
[MAXAGE:60:120]
[CASTE_TILE:'u'][CASTE_COLOR:0:0:1]
[BABY:1]
[CHILD:12]
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[BODY_SIZE:12:0:70000]
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[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
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[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
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[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP][ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]

[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks][ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]   [ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]

[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH][ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

[ATTACK_FLAG_CANLATCH]
[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HEAD][ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:headbutt:headbutts]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[SWIMS_LEARNED]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:450:342:225:112:950:1450]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:3230:3002:2341:922:4223:4233]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2220:2411:2001:623:3211:4950]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:1445:1124:712:410:2150:3050]

The new dinosaurs sound cool.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: ZM5 on November 24, 2016, 05:41:57 am
I...completely forgot about that. Or, to be more precise, blocked it out of my memory.
Title: Re: [43.05] ZM5's Mod Depository - Demon Hunter and Death Knight update
Post by: ZM5 on November 28, 2016, 05:28:16 am
Progress update - I'm pretty much done with the civilized MoP races.
Spoiler: Race descriptions (click to show/hide)
Zandalari Trolls aren't MoP-exclusive so they'll be in with the rest of the non-MoP races.

The Mantid also have a unique crafting reaction related to the Kypari trees which I've modded in - they can turn wood from it into bars of refined amber, which is a light material thats similar to iron, but is much sharper - very deadly combined with them mostly using edged weapons.

The Mogu have 2 castes - regular flesh-and-bone mogu and the Stoneborn which are similar to the Stone Troggs. Mogu females are also much rarer than the males in terms of population ratio.

The Yaungol have 2 castes - a standard one and a "Flamebound" one, which has access to some fire magic.

The Saurok have 3 castes - a standard one, a "Frilled" one which can spit acid, and a "Primordial" one, based off of Primordius from Throne of Thunder; it has a fairly potent, necrotizing breath attack, and is also larger than the other two castes.

The Jinyu, Hozen and Pandaren are fairly standard, with no differing castes.

I've added a lot of Chinese-based weapons to go with the Pandaren and Mogu - dao swords, hook swords, meteor hammers, wind-and-fire wheels, and so on. A few other races use some of those weapons (i.e Mantid and Tarkatans also can use hook swords) - the Jinyu use most of the Japanese-based weapon set instead. I've also added regular and edged tonfas which more races have access to.

Lastly, I've done quite a bit of changes to the entities - I've removed the [SITE_CONTROLLABLE] token from every modded race so only dwarves will be playable now - however if you do decide to do fort mode then there'll be a lot more adversity from other civilizations since I've added BABYSNATCHER and/or ITEM_THIEF tokens to several races - AFAIK it basically creates several factions depending on exactly which tokens the entity in question has. So the Demons and similar races (Fel Orcs, Felblood Elves, Corrupted Humans, also the Scourge Undead since they don't really fit in with either of the other factions) will be allied by default (barring potential worldgen conflicts obviously), more primitive and beastly races such as the Centaurs, Ogres, Kobolds, etc. will be allied and so on. Gnolls, Murlocs, Ogron, Troggs and Kobolds also no longer are cave-only races - Troggs and Ogron live in fortresses (could explain it as them taking over abandoned forts and such), whereas the other 3 live in forest retreats - they shouldn't have issues with worldgen survivability now.

I think the release should be sometime this week - I've still got the non-civilized MoP creatures left to do - aside from that I still need to do Mountain Giants and the Titanic Watchers.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 02, 2016, 06:01:27 pm
Big update (make sure to delete the plant_new_trees_zm5 file as it's obsolete now) - I've released all the MoP content alongside all the wild creatures I've been working on - including 3 OC's (1 playable race and 2 wild creatures), 26 non-MoP wild creatures, 2 non-MoP playable races 6 MoP wild creatures, 1 non-playable skulking race and 7 playable races from MoP; the Scourge Undead also now have an Abomination caste, so if you ever wanted to play as Patchwerk, go right ahead - the semimegabeast Abominations still stay though I've renamed them to "Mindless Abominations" in order to diffrentiate between the two.

I've added many new weapons - Kris daggers, cutlasses, war scythes, bardiches, tonfas (both of the blunt and edged variety), which are available to most existing races, as well as a set of Chinese-themed weapons that I mentioned before, which are used mostly by the MoP races - Guan Daos, Dao swords, Hook swords, Qiangs (basically spears), Butterfly swords, meteor hammers (which are more like maces actually), Jian swords (essentially long swords), wind-and-fire wheels (they use the striker skill, not sure what other one could be assigned to them), and Chicken-claw sickles.
I've also added several "tool" weapons that you'll occasionally see citizens use - sickles, pitchforks, and crop scythes.

As for the creatures - out of non-MoP creatures, you'll find several types of spore creatures wandering the savage wetlands - Fungal Giants, which can cause a disease by releasing their spores (nausea, dizziness and drowsiness), Sporebats whose main advantage is flight (their spores only cause dizziness), and Spore Walkers, who can cause paralyzing shocks.

As teased before, there are many new reptilian creatures as well in various savage biomes (mainly moist tropical broadleaf forests - though some are found in the mountains, deserts, or underground) - Crocolisks, Basilisks, Diemetradons (can release a sonic wave that causes dizziness), Thunder Lizards, Fire Salamanders, Direhorns, Pterrordaxes, Skyscreamers, Wind Serpents (immune to fire and can breathe lightning like the Thunder Lizards), Dragonhawks (they breathe fire and have an immunity to it), Couatls (amphibious fliers with a venomous bite - they were in WC3 but not in WoW for some reason), Snap Dragons (acid-spitting amphibious quadrupeds - same case as with the Couatls, they were only in WC3), Warp Stalkers (can use a self-buff that increases their speed six-fold - teleporting doesn't really work without DFhack and since I can't code this is the only workaround I can think of), and Mana Wyrms (can use the same energy drain as the Wretched).

Out of non-reptilian creatures, I've added Owlcats from Legion, Teroclaws (the large, tusked birds from WoD), Clefthooves (they have tusks like their WoD incarnation), Ravagers (they come in 3 castes - standard ravagers like the ones from WoD, wasp versions, also from WoD, and "ravager crawlers", which are the form you encounter in TBC areas), Nether Rays (who have a paralyzing sting), Helboars (found in evil deserts, shrublands and savannas) and Mountain Giants (who despite their name can be found in tropical coniferous forests and taigas as well).

The megabeast I've included in this pack is the Titanic Watcher - which comes in several different variations, so it's possible not all of them might be present in a world. The variations are similar in terms of body plans, and aren't made from different materials, the key difference being their abilities. Their variations are as follows:
-Stone Keepers - who can shoot up to three large boulders at a time, kick up a cloud of dust, shoot a pulse wave that causes pain and dizziness, and also spray a petrifying gas.
-Storm Keepers - they possess the ability to shoot lightning bolts, liquid lightning, or release a cloud of lightning - also can use the same Paralyzing Shock as the flesh titans.
-Ice Keepers - similar to the above, only possessing the ice variants of those abilities, including Frost Shock.
-Nature Keeper - they possess druidic abilities, including a sleep spell, a spell to induce a hemorrhagic fever or wither away intruders - they also can use Sunbeam which can cause serious bleeding and blistering.
-Construct of the Sun - can emit a jet of fire, toss regular fire balls or magma bolts, and also emit a Blast Wave. They have a beak unlike the other watchers.
-Construct of Life - can raise bodies as puppet shamblers, use a spell that causes necrosis, an alternate version of the Nature Keeper's wither spell, and also an energy-unleashing spell that increases strength twofold but highly lowers endurance. They also have large horns for an additional way of attack.
-Construct of Destruction - can animate bodies as zombies, throw bolts of shadow, cast Death Coil and induce fear and madness into it's victims.
-Construct of Magic - they use purely arcane abilities - including Mana Burn, Moonfire, Slow, and Sedation.
-Maiden of Virtue - they possess holy magic - they can induce unconsciousness by causing an enemy to repent, or burn them with holy fire - in addition to that, they can shield themselves with a protective barrier, or shoot up to 4 holy bolts at it's enemies.
-Maiden of Grief - corrupted watchers which are more prone to rage, and can cause an Unstable Affliction, or curse an enemy - additionally they can induce lucid nightmares, and buff themselves with Bloodlust.

The MoP creatures, which appear in the same few biomes (savage grasslands and savannas) with a few exceptions, include the Quilen, which come in both organic and stone variants, the Mistlurkers who you'll most likely find alongside the Spore beasts, the large Mushan, the gargantuan insectoid Kungchong, the Cloud Serpents, who are also present in the mountains, and lastly the Sha, which can appear in every evil biome - they also have 2 castes, the regular Sha which can cause a single creature to act erratically, as well as the lesser ones which are more similar to the Fleshfiends.

The 7 playable races are the Pandaren, the Mogu (who have a variation thats made out of stone), the Saurok (who have 3 variations - standard Saurok, frilled Saurok which can spit acid, and Primordial Saurok which can go into trances and spew a necrotizing sludge), the Yaungol (who have a Flamebound variation that can use some fire magic), the Jinyu, the Hozen, and the Mantid (females are larger, four-legged and four-armed, males have only 2 arms and 2 legs, but also have 2 pairs of scythes which they can use for melee attacks - Mantid civs can also use weapons made from refined amber - very light but also very sharp). The one non-playable race are the Virmen, who are more or less tougher vanilla DF kobolds.

Lastly, the three OC's I've included are the Occulas, which are small tentacled eyeball creatures found in the caverns underground - they're more or less harmless, tiny critters; the Forest Beasts, which are found in temperate forests and more or less a tougher version of the Sasquatches/Yetis (they also have antlers); and the Primal Beasts which are a multi-caste civilized race of intelligent, horned humanoids that resemble apes. The different castes mostly vary in terms of elemental alignment - flame beasts have some types of fire magic, for instance, whereas thunder beasts use lightning spells - they also have different features depending on the caste (i.e flame beasts have a scorpions stinger, earth beasts have two tusks and stone covering their chests and lower arms, as well as hands) - there's also an Elementium beast caste which has all the combined powers and features of the other castes.

A close friend of mine did an awesome drawing of the Occulas (http://i.imgur.com/zl4CAVz.png) and also one of a regular Corrupted Human peasant (http://i.imgur.com/VF8M0fA.png), so props to them!

In the next few days I'll most likely do another small update to include the few creatures I've yet to do - the Grummles and Prime Sha from MoP (the latter will be megabeasts in the same vein as the Titanic Watchers), and also a Lich King caste for the Scourge Undead - also right now only the main modpack is updated, I'll add all the new stuff to the separated version soon.

Hope you guys enjoy this new update - I had quite a bit of fun making it.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ethanwdp on December 09, 2016, 01:50:51 pm
I love the additions added by this mod, but every single vanilla civ gets overridden and each world I generate has towns of primal beasts and volkyr (the half-dragon things, whatever they're called). I'm on my third world and I *still* haven't seen an elf, a dwarf, nor a human. What's going on here?
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 09, 2016, 02:14:19 pm
That's odd - what worldgen parameters do you use? Depending on the size of the world it may not generate every type of civ. I admit I rarely see that due to nearly always playing on the largest world size (aside from worldgen shenanigans resulting in human/dwarf/elf civs collapsing).
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ethanwdp on December 09, 2016, 02:20:30 pm
That's odd - what worldgen parameters do you use? Depending on the size of the world it may not generate every type of civ. I admit I rarely see that due to nearly always playing on the largest world size (aside from worldgen shenanigans resulting in human/dwarf/elf civs collapsing).
I play on default worldgen parameters (medium size, 250 years history gen). My CPU commits suicide whenever I try to make a large world, so I'm not too sure I'll be able to test if large worlds alleviate the issue.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 09, 2016, 02:40:16 pm
That's odd then, I checked in their entity raws to make sure they have the same starting civ population numbers as the other races - they do, so I'm not sure what's the issue.
In my newest world the pops look like this:
Spoiler (click to show/hide)
So while primal beasts have a high population they're not the highest (also they're far away from most other civs) - and dwarves and vanilla elves (or wood sprites as I've renamed them) are lower but not insignificant.

EDIT: I did a test by genning a world with just the default parameters, this is the pop info file I got:
Spoiler (click to show/hide)
Primal beasts didn't generate at all this time - I'm not experiencing the same issue for some reason. Are you perchance using an older version of the modpack? That could explain it since I did a lot of entity changes in the current one.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 10, 2016, 09:02:35 am
Released a small update - I've added Grummles and the Prime Sha for MoP content, and also Lich King and Ghoul castes for the Scourge undead. I've also updated the standalone pack with all the new content.

Did a small entity change as well - a lot of the races that had KILL_NEUTRAL as REQUIRED have it as ACCEPTABLE now, so their bards/scholars shouldn't start no quarter fights in other towns, but instead they have LOCAL_BANDITRY, so they'll send out local patrols that will ambush you.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 11, 2016, 06:09:22 pm
Minor bugfix update - fleshy Mogu and Troggs no longer should have overly tough bones, Sha of Violence have the proper text line for their Bloodthirst ability, and self-only interactions like battle fury or the various transformations no longer require targetting. Mogu also now have a battle fury interaction.
Title: Re: [43.05] ZM5's Mod Depository - Expanded Wilderness and Mists of Pandaria
Post by: ZM5 on December 29, 2016, 02:01:12 pm
Minor update, last one before new years - I've added many new Dragon's Dogma creatures, including three types of harpies (regular ones are called mountain harpies, snow harpies remain as is, and succubi are called blood hags), three types of wolves (direwolves, hellhounds, and wargs), Gorechimeras, DD-style gargoyles (regular gargs are called stone fiends, strigois are called blood fiends), DD-style banshees (called Wailing Dead), giant undead, skeleton brutes, and dark bishops (they're megabeasts - I scaled up their size so they actually survive worldgen).

I've also added four new Warcraft creatures - WC-style Harpies, Flamewakers, Nians (megabeasts; they're like Omen back from vanilla WoW - giant, two-headed wolf beast), and WC-style Hydras (called Three-headed Hydras to avoid confusion with regular vanilla hydras). I also renamed vanilla DF harpies to wind hags to avoid confusion with the other harpy types.

Lastly, I added bone saws which you'll see some villagers use for self-defense (as well as night trolls), mostly for flavor - and two new weapon types - Steam Hammers for gnomes, and Buzz-swords for Goblins. Both have slightly different values for attacking and recovering - Steam hammers are fast but unbalancing, buzz-sword slashes are slow but recover quickly whereas their stabs are quicker but take longer to recover from.

EDIT: I forgot to mention - I've added Lamias and Arachnes to the mythological creatures - they count as playable animal-people-type races. I'll eventually add Sirens and the like as well.
Title: Re: [43.05] ZM5's Mod Depository - MAKE SURE TO READ LATEST POST
Post by: ZM5 on January 27, 2017, 01:59:48 pm
Sorry for the lack of consistent update releases recently, guys - had quite a bit on my plate recently.

In any case, I did some cleaning up of the raws and rearranged them - it makes things quite a bit easier not only for me, but also for anyone that wants to mix together mods. If you download this newest update (1.9.4 for the full pack, 1.4.4 for the standalone Warcraft-only pack), MAKE SURE to delete the files from the previous version, so as to prevent conflicting raw errors.

I haven't added too many new creatures this update - it'll be a while before I make another really big, major update.

No new Warcraft creatures this time around - however, I did a few changes to existing ones. Undead and inorganic races no longer have to eat, sleep or drink - this includes playable non-civilized races such as the Geists.
I've removed the SLOW_LEARNER token from the Geists. Also fixed some bugs like Kodos and a few other animals wearing clothing. Night Elves and a few other races such as the Saberon and Lost Ones now have Shadowmeld - it's mostly for flavour, though, as all it does is put you in stealth status.

From Dragon's Dogma, I added a megabeast called the Saint Dragon - basically it's the Grigori-type dragon. Nearly twice as big as the other dragons and has some magic attacks at it's disposal - and the regular Chimera, which in-game is called the "lesser chimera" to prevent confusion with the "fanciful" chimera.

For folklore/mythological creatures, I added the Gorynych (gargantuan three-headed dragon) as a new megabeast, and a large underground-dweller called the Psoglav. Lamias also now have three types of songs that can provide buffs to friendly creatures.

Lastly, I added a new multi-caste OC race, called the Malformed - they're in the same "faction" as races such as the Faceless Ones or Qiraji - essentially they're servants of eldritch deities. Their castes consist of:
-the basic Malformed - large brutes with fanged tentacles inside their wrists, they lack special abilities but are the biggest caste.
-the Warped - they have insectoid features, such as 8 eyes, ovipositors, and a tail with a stinger, as well as accompanying poison. They climb and crawl on the ground faster than other creatures.
-the Hellborn - beings infused with fire, they have tentacles made out of their own melted flesh and bits of bone, and also possess several types of offensive fire magic.
-the Stormspawn - infused with lightning, they have retractable blades in their hands, and also a tentacle with an eye that protrudes from it's back. They possess lightning magic, and stabs with their blades can inflict paralysis.
-the Rotwalkers - infused with elements of disease, they have a maw going dow their chest, inside of which there's a tentacle that can pull in victims. They also have sacs on their wrists which allow them to spray sludge and acid from openings in their hands.
-the Darkfiends - they have sharp, bony blades protrudring from their wrists and elbows, and an elongated, spiked tongue. They have the same Shadowmeld ability as a few other races, and can also spew a blinding mist. They can crawl and climb faster than other creatures.
-the Frostbound - second-largest caste, they have icy crystals growing on various parts of their body, and their nails are made of the same type of ice. Aside from shooting bolts of ice, they can put up a barrier of it that makes them slower but more resistant to damage - they also have more unarmed combat options (knees, headbutts, elbows) for which they use their crystal growths. Due to their icy claws, they can climb faster than other creatures.

Sorry if it's not a lot, however I figured I should atleast release something to tide you guys over for whenever I make the next really big update.
Title: Re: [43.05] ZM5's Mod Depository - MAKE SURE TO READ LATEST POST
Post by: ZM5 on January 28, 2017, 05:25:04 pm
I made a small update to the standalone Warcraft pack's entity files - I admit I completely forgot about this since I finished it about a month or so ago - I added some new weapons and tools, mostly for the demons - if you remember the Mo'arg from TBC, they had prosthetics with various extentions attached to them.
(https://hydra-media.cursecdn.com/wow.gamepedia.com/2/2f/Moarg.jpg?version=e05296d0086c487cbcf51740f5d0de11)
While DF doesn't have prosthetics yet, I did add those as a series of weapons - there's 4 types, the hammer gauntlet, the buzzsaw gauntlet, the excavator gauntlet, and the pincer gauntlet. The excavator doubles as a mining pick, and the buzzsaw gauntlet can be used to chop down trees (although since it's a "tool" and not a weapon, you wont see axemen with it). The pincer and hammer gauntlet both are regular weapons, though since they use the striker skill you wont see actual soldiers using them.

For flavor I added ice picks to the races which dwell in colder biomes, i.e the Taunka or the Tuskarr. You'll occasionally see the citizens using them as weapons for self defense.

Lastly, I added two types of ranged weapons - the rivet gun and the scrap gun. Both are available to demons - additionally, the Warcraft goblins also have access to them, whereas the gnomes and ethereals can only make the rivet guns. The scrap gun fires small edged projectiles, whereas the scrap gun shoots larger balls of scrap that do blunt damage. I also removed flintlock bullets as a separate type of ammo - flintlocks now use the same bullets as muskets.
Title: Re: [43.05] ZM5's Mod Depository - MAKE SURE TO READ LATEST POST
Post by: ZM5 on March 06, 2017, 04:41:56 am
Sorry for lacking updates in quite a long time - I admit I haven't really been feeling the modding mood recently.

In any case, I've added two new playable races and many new folklore/mythological creatures, as well as a few others from Warcraft and Dragon's Dogma.

I've also made another version of the modpack that you can find in the first post - a "lite" version that's like the previous one, with just the mod and no DF installation or vanilla raw changes - the main pack now comes bundled with DF 43.05 and the mod pre-installed, along with changes to some vanilla raws.

List of new non-megabeast mythological creatures:
-Pegasus - winged steeds found in good temperate forests, savannas and grasslands.
-Kikimora - intelligent, sneaky female spirit. Learns sneaking faster - playable as an animal person-esque race.
-Siren - winged, female humanoid. Has 3 songs that can debilitate those who hear it.
-Valkyrie  - strong, winged female humanoid. Has several light magic abilities at her disposal.
-Strix - bloodsucking, owl-like fiend found in evil forests.
-Draugr - a powerful undead warrior - found deep underground bearing metal weapons and armor.

Mythological semi/megabeasts:
-Barghest - giant dog-like monster with three eyes. Can fire a bolt of shadow as well as speed up it's own movement.
-Manticore - winged quadruped monster with a stinger. Its venom causes necrosis, pain and dizziness.
-Kampe - centauroid half-dragon - has the upper torso of a woman, the bottom half of a dragon, a scorpion's stinger and snakes for hair. Several heads of dangerous animals sprout from her midsection. Naturally skilled in swordsmanship, and are capable of breathing a stream of fire.
-Scylla - a water nymph with the torso of a female. Three wolf heads and five serpent heads sprout from it's midsection - the bites of the serpent heads are venomous. It stands on five long tentacles.
-Hecatoncheir - a powerful giant with five heads and ten arms.

New Warcraft creatures:
-Felsteed - aggressive horse-like demons found in evil deserts, mountains, grasslands and savannas.
-Dreadsteed - a more powerful version of the felsteed, found in evil deserts as well as deep underground. Has seven horns and six spike-like growths.
-Rock Borer - a worm-like beast found deep underground. They have an acidic spit attack, and their bites can spatter the same acid over the wounds.

Dragon's Dogma semimegas:
-Firedrake - a lesser dragon. Can breathe a jet of fire.
-Thunderwyvern - a lesser dragon that breathes clouds of lightning.
-Wyrm - a smaller dragon that can breathe a cloud of frost, as well as cast a slowing spell and shoot a ball of lightning.

Two new OC races:
-Vespirans - hornet-like humanoids dedicated to preserving balance. Hostile in fort mode by default - they use good animals and the like, however. They possess several castes - regular vespirans can spit acid and have an acidic bite. Vespiran juggernauts are large and possess a tough carapace - however they cannot fly and lack the acid spit/bite attacks. Vespiran seraphim possess some forms of light magic, have four arms and holy-enchanted bone blades in their forearms. Vespiran cherubim are the smallest caste, walk on four legs, and can cast Holy Bolt. All Vespirans have a venomous sting.
-Erebi - feathered, lizard-like humanoids with a propensity to necromancy. Non-hostile (can get evil animals by trading with them in fort mode). Have 4 castes - standard erebi which are a "regular" caste with no special abilities, giant erebians which are much larger in size, but also have a shorter lifespan, arachnid erebi which have six arms, eight eyes, a pair of mandibles - they are capable of crawling and climbing faster, and also have a venomous bite which numbs and slows down those affected by it; lastly, the awakened erebi, which are immortal, and while they are the same size as normal erebi, they also possess three raise dead-type interactions (regular "animate corpse", "animate skeleton" and "animate skeleton mage").

A single series of non-OC non-game based creatures - the Possessed Weapons. They are incredibly rare and found only in evil biomes - you can tell they're around when you hear ghostly whispering.
Essentially they're all flying weapons possessed by the unwilling soul of a weapon lord - they all have high innate combat skills, and are made of the best possible metal for their type of weapon (edged are made out of adamantine, blunt are made out of platinum). If you can defeat them by destroying the soul gem you'll be able to get an adamantine/platinum version of that specific weapon - only available with vanilla weapons now though, I might make a version later that includes my modded ones.

Lastly, the full pack with the DF installation pre-packed also has a new type of night creature - it's a bit of a teaser for the next big project I intend to work on.
Title: Re: [43.05] ZM5's Mod Depository - Large folklore creature update
Post by: ZM5 on March 13, 2017, 04:35:19 pm
Small bugfix update - I removed building destroyer from playable giants as apparently it was causing issues in fort mode - also fixed a bug with the Scourge Undead's tissue layers. Finally I added a few more easter egg creatures - look for them in evil biomes.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on April 07, 2017, 04:06:37 am
Larger update today - I've added the regular Cyclopes from Dragon's Dogma (called Gray Cyclopes in-game), and many beasts from Warcraft!
Full list:
-Falcosaurs
-Quilbeasts
-Riverbeasts
-Mandragoras
-Faerie Dragons (only in good forests and grasslands)
-Elekks
-Goren
-Corrupted Treants
I've also added Ancients and Warcraft-style Hobgoblins - both are playable in the same fashion as wild animal people (though Ancients are only in good forests so they might not be available in every world). I also did a slight rework of the regular Treants so they're more like their WC versions, and also slightly changed the Primals - they also now have an Ancient caste, which can use two offensive spells.
The Ancient castes are as follows:
-Ancient Protector - higher innate fighter, wrestler and striker skills, can also toss boulders.
-Ancient of War - high innate combat skills in all weapons - also innate legendary teacher.
-Ancient of Lore - legendary teacher - has Barkskin (increases toughness by 500%) and Mark of the Wild (increases strength, agility and willpower by 150%.
-Ancient of Wind - legendary teacher - has Cyclone (reduces speed to 30% and causes dizziness) and Faerie Fire (reduces toughness and focus to 25%).
-Ancient of Wonders - doubled learning rates for most jobs.
-Tree of Life - has Regrowth, which increases recuperation by 500% and Resurrection.
The Primal Ancients can use the Accelerate Decay spell of the Green Dragons and the Sunbeam spell of the Nature Keepers.
Hobgoblins, meanwhile, have acidic sweat.
Naga, Murlocs and Gorlocs can also now produce weapons out of Razor Coral - Primals on the other hand get Razor Wood weapons. I've removed the Razor trees in favor of the razor wood being unique only to Primals.
Lastly, as a minor thing, I added new descriptors to most races.

In any case - I've uploaded the full and lite versions of the modpack - I'll uploaded the standalone Warcraft version later.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Shub-Nullgurath on April 09, 2017, 04:41:13 am
If you guys want a diverse and glorious adventurer mode mod from one of THE best base DF modders in the community, take a look at this. Seriously.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Enemy post on April 09, 2017, 11:16:51 am
Seconded.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Amostubal on April 10, 2017, 09:19:37 pm
ptw
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on May 16, 2017, 10:07:42 am
I uploaded a fairly minor update just now - includes a lot of minor tweaks to most creatures and other features.

More importantly, I added detailed readmes for all creatures in the pack.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Droggarth on May 16, 2017, 01:06:13 pm
*The Narrator (from Spongebob Squarepants): About one year later*

Well, I think I'm back to give DF another try, uh.. rather another new fresh play if the game manages to fan the flames to get me eager to play it again.
Started just today what little time I could to remember stuff modding-wise after I took a look and downloaded the new update of dfhack along with dftool for 0.43.05 version of DF. Surprisingly I remembered the most of it and thus the next step (after porting my own stuff over) was to get this mod and so I noticed and downloaded and installed the lite version, aka Warcraft-only version of your mod, ZM5. Not that everything else is bad or something like that, no not at all, it's just easier for my brain to draw images if its only Warcraft related additions.

BTW: on a personal note, I've been on anti-depressants for months now so the version of me that everyone here remembers from last year is no longer quite the same. To put it less vaguely.. I seem to be more mild and cooler than usual. :-\
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Enemy post on May 16, 2017, 02:31:44 pm
The readmes sound interesting, I downloaded this again to read those.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: pikachu17 on May 17, 2017, 09:23:59 am
Where are the readmes for the items?
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on May 17, 2017, 10:42:48 am
Admittedly I thought those wouldn't be neccessary since a lot of weapons are similar to how vanilla weapons work - I can add them later on though if needed.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on May 21, 2017, 01:46:32 am
Minor update - I fixed some issues with syndrome immunities (creatures that should have been immune to their own syndromes were not) - thanks to Amostubal for catching that!
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Amostubal on May 29, 2017, 11:19:36 pm
I just wanted to do a little advertising.... this is by far the best collection of cool and awesome powerful monsters to upgrade your DF gaming experience!  They are very well written and so stable we use a wide variety inside of MDF and come as one of our standard mods on in our pack.  I cannot express how much I appreciate the hard work ZM5 has put in to this mod.  I get zero complaints from it, and nothing but shock and awe when one of his 'special creations' show up. 

Thanks for all you do ZM5!
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: vishdafish on June 08, 2017, 12:03:28 pm
How do you play as a different race? When I establish my fortress, the only option is dwarves, and I cant see any other races although they appear on the hostile screen.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on June 08, 2017, 03:15:22 pm
How do you play as a different race? When I establish my fortress, the only option is dwarves, and I cant see any other races although they appear on the hostile screen.
You'd have to tinker with the raws yourself a bit - I've mostly made this mod with adv mode in mind so I left dwarves enabled as the only playable race in fort mode.
[SITE_CONTROLLABLE] is the token that makes the race playable in fort mode - you'd have to add it to the entity file of whichever race you want to play. They don't have different playstyles than dwarves do (with the exception of innate race differences), though - and some of the races that can fly often end up hanging in the air and not doing anything.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: vishdafish on June 08, 2017, 03:21:57 pm
Ah, I see! Thanks for the advice!!  :D
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: cesarjunior233 on June 09, 2017, 09:01:29 am
Can you add a modpack full version for x32 bits ?
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on June 09, 2017, 11:30:38 am
Can you add a modpack full version for x32 bits ?

Sure, I uploaded it here (http://dffd.bay12games.com/file.php?id=12958).
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: cesarjunior233 on June 10, 2017, 09:03:26 am
I am playing as lich king , how can i make a undead army , which can defend me and attack the enemies ??? Which spell i need use ?
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on June 10, 2017, 11:54:31 am
Animate corpse/skeleton/plaguebearer/ghoul/skeleton mage does that, you need corpses for it though.

Next update I'm gonna give the risen minions a bit of a buff. I'm working on another project currently though which is why I haven't been updating as much.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on June 13, 2017, 01:01:52 pm
I've released a minor update - nothing specific, just tying up some loose ends. I've added Warcraft-style Gryphons and Ettins (called Mountain Gryphons and Hill Ettins, respectively), Pale Orcs, Corrupted Ancients, and Wolfhawks.

I've also added Dark Dwarves as a new civ - essentially the Dark Iron Dwarves from WoW.

Lastly, I added an OC megabeast called the Pale Devourer, inspired by a dream I had recently - a gargantuan humanoid beast with four arms.

Next two updates are gonna be quite a fair bit larger, since they'll be themed updates - the next one should include most of the inorganic constructs, as well as machines from Warcraft - the one afterwards will mostly include the various elementals, perhaps a multi-caste Twilights Hammer-based civilization as well.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Necro991 on June 15, 2017, 02:26:27 am
Hey there, enjoying the mod, but I'm getting some sort of bug/issue where the only civilization I get to play is the Dark Dwarves. I've generated 3 different worlds and only gotten them. Am I doing something wrong? Is there a way to switch the civilization I get?
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on June 15, 2017, 02:39:04 am
Try pressing tab a few times and seeing which civilizations are available to play - if there's two usually one of them will be regular dwarves - alternatively you could remove [SITE_CONTROLLABLE] from their entity file in raw/objects.

I'm also releasing a small bugfix update - mountain gryphons should now have a pet value, and pale orcs are playable from civs instead of being only outsiders. Jinyu should also now properly have major arteries torn when the throat or heart are damaged.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: cesarjunior233 on June 30, 2017, 09:48:48 am
How to edit adventure char creation ?? Like , add more points for Demigod. And , add vampire race ?
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: Droggarth on June 30, 2017, 10:52:43 am
Use this: http://www.bay12forums.com/smf/index.php?topic=152903.0 (http://www.bay12forums.com/smf/index.php?topic=152903.0)
Likely the easiest to use.

Or this: http://www.bay12forums.com/smf/index.php?topic=164123.0 (http://www.bay12forums.com/smf/index.php?topic=164123.0)
Which is much more complicated to use.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: cesarjunior233 on July 01, 2017, 09:29:08 am
Thanks KHORNE follower , but ... FOR THE EMPEROR !!!
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: MCreeper on July 12, 2017, 12:04:10 pm
Some secrets in Warcraft mod is funnily broke n  :D
1. Pyromancer. Come to tower, entered it -  pyromancer fighting his own firemans.
2. Come near paladins tower, noticed two asterisks chasing each other. Walked to them, get ambushed in one ambush by paladins(Is this attack? What's going on?),zombies and, for some reason, thunder lisard. Paladins that was closer to lisard attacked it and get beaten by it.
2.5 Finally come to tower. Peaceful paladins, peaceful necromancer,  peaceful zombies. Obvious crutch ("secret" people can't build towers without zombies, right?) but still funny.
3. Not secrets, bug in fortress mode. In first caravan both outpost liason and diplomat arrived and made two indepedent  import/export agreements. When caravan left the map message popupped that said that all animals that caravan brought to trade and did'nt sell has been stolen by thief.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on July 12, 2017, 12:15:12 pm
Some secrets in Warcraft mod is funnily broke n  :D
1. Pyromancer. Come to tower, entered it -  pyromancer fighting his own firemans.
2. Come near paladins tower, noticed two asterisks chasing each other. Walked to them, get ambushed in one ambush by paladins(Is this attack? What's going on?),zombies and, for some reason, thunder lisard. Paladins that was closer to lisard attacked it and get beaten by it.
2.5 Finally come to tower. Peaceful paladins, peaceful necromancer,  peaceful zombies. Obvious crutch ("secret" people can't build towers without zombies, right?) but still funny.
3. Not secrets, bug in fortress mode. In first caravan both outpost liason and diplomat arrived and made two indepedent  import/export agreements. When caravan left the map message popupped that said that all animals that caravan brought to trade and did'nt sell has been stolen by thief.
1. That may have been some form of an accident, since I didn't give the risen firemen OPPOSED_TO_LIFE (they wouldnt attack their masters anyway). Strange though.
2.5 I admit that's mostly a crutch (also for some balance, since I imagine it'd be annoying to have a companion with innate necromancy that raises zombies hostile to the player) - in the paladins case its probably incidental that they're there (they dont have raise dead type spells so they will migrate to towers occasionally but wont actually build them).
3. I'll remove that in the next version, since I did notice issues popping up with it. That said the animal export bug isn't related to that - if you were playing as dark dwarves, then BABYSNATCHER is the token responsible for it.
Title: Re: [43.05] ZM5's Mod Depository - Ancients, reworked Treants and more!
Post by: ZM5 on July 22, 2017, 01:23:00 pm
Uploaded a minor update with some bugfixes - fixed the issue with the diplomats showing up prematurely, also added personality traits to the Scourge Undead. Removed some inapporpriate-sounding words from a few of the language files as well.

EDIT: A new patch for Legion is apparently on the PTR with plenty of new creatures from Argus and quite a few new demon types, so that looks like it'll be the next update I do (not all at once most likely since I haven't seen the proper names for a few of them) - I admittedly intended for the next major update to be constructs - infernals, various golem types, etc. - however I believe it'll be more convenient for me to do those after the next DF update, given how it'll affect entities and let me have entity-level pets and so on.

Gotta say, quite a few of the new creatures in that patch are...bizarre to say the least. Quite up my alley.
(http://i.imgur.com/nZaWw5M.png)
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on July 25, 2017, 05:51:08 am
Alright, slightly larger update this time (2.2.0).

I went ahead and added several of the creatures from the WoW PTR, along with one that I haven't added before from the initial wave of new Legion creatures.

Most of these are only found in evil deserts, savannas and forests - though the Mana Ray, Panthara and Marsuul are instead found in savage deserts, savannas and forests.

I've also added several new castes to the Demon race - three are from the PTR, one is actually from WoD but I was considering wheter to add them or not.
Spoiler: Full list (click to show/hide)
I've also made some changes to existing castes - regular Eredar now have several magical spells innately - Fireball, Curse of Agony and Felfire Bolt. Mo'arg can now use Berserker Rage as well.

Lastly I fixed a bug that escaped me last time - felbats shouldn't be immune to syndromes anymore.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on August 02, 2017, 02:08:46 pm
I'm currently working on the next update - it's gonna be fairly large, mostly gonna include creatures I haven't included before or variants of existing ones.

That being said, I'm most likely gonna release it only after the next version comes out (unless it gets delayed substantially).
It'll be easier for me and I'll be able to work on some more stuff as well that'll be more compatible with the next version.

Since the next DF version will have more customization in regards to pets accessible to the races, I figure it'll be better if I release the creatures I'm currently working on in addition to the next big update that I originally planned, which would consist of constructs and mechanical constructs of various kinds.

It wouldn't make much sense for, say, a harvest golem (https://wow.gamepedia.com/media/wow.gamepedia.com/e/e7/Defias_Watcher_TCG.jpg?version=72be83deae079dbe4df66b2a6dbacf29) or a mechanostrider (https://wow.gamepedia.com/media/wow.gamepedia.com/9/98/Mechanostrider.jpg?version=7f28212e9c6c11115b2fea071d9af051) to be accessible to non-tech savvy races, much less found in the wilderness far away from civilization, which is why I'd rather release them only after the next big update comes out.

I'll try my best to have them ready before the update hits though to minimize the time required for a compatibility update.

Anyway, for those curious, here's a full list along with links of the creatures that'll be in the next update, along with some notes.
Spoiler (click to show/hide)
That should be it - the update immediately after this one will, like I said, have mechanical beings and constructs - inventions of both the goblins and the gnomes, golems of various types, the Anubisaths and Horusaths of the Qiraji, Obsidian Destroyers (not technically constructs but they'll be good "pets" for the Qiraji and Undead), etc. etc. Also I'll have both the WC3 and WoW designs of stone and metal golems as separate creatures for completions sake.

Lastly, the update afterwards will consist of the various Elemental factions - the main four elementals - air, fire, earth and water - will have their own civs, with appropriate pets and so on drawn from the other miscellaneous types (i.e earth elementals will have shale spiders, gemstone colossi, fire elementals will have fire revenants, lava worms, cinderweb spiders, etc. etc.). I'll also add an elemental cultist "race" (more a faction like the demons or undead) that'd represent the Twilights Hammer clan with their elemental ascendants, mutated members like Cho'Gall, etc. A few loose ends will also be in that update, like the lasher plants (https://wow.gamepedia.com/Lasher). Several races will also get the "bound" versions of the elementals as pets - the civ versions would be the unbound ones, and would have several castes.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: Morgoth on August 07, 2017, 04:09:59 am
Can this be merged with the DF Starter Pack and work just fine?
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on August 07, 2017, 04:24:30 am
Can this be merged with the DF Starter Pack and work just fine?
Yeah, it works fine - I use the launcher myself.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: Morgoth on August 07, 2017, 01:42:06 pm
Can this be merged with the DF Starter Pack and work just fine?
Yeah, it works fine - I use the launcher myself.

I may be doing this wrong, but it seems to screw things up if you install any graphics packs, as LNP overwrites and deletes a lot of the mod's files, and then reinstalling the modpack over top of it leads to things breaking. Any chance you could make a standalone pack of the complete mod without vanilla DF bundled in, or one bundled with LNP itself?  :D
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on August 07, 2017, 02:41:08 pm
Can this be merged with the DF Starter Pack and work just fine?
Yeah, it works fine - I use the launcher myself.

I may be doing this wrong, but it seems to screw things up if you install any graphics packs, as LNP overwrites and deletes a lot of the mod's files, and then reinstalling the modpack over top of it leads to things breaking. Any chance you could make a standalone pack of the complete mod without vanilla DF bundled in, or one bundled with LNP itself?  :D
There's a link in the opening post to the "lite" version of the pack without vanilla DF bundled in - doesn't have edited vanilla files either unlike the full version.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: Morgoth on August 08, 2017, 12:32:41 am
No idea how I didn't see it! Thank you.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on August 29, 2017, 06:01:11 pm
I'm using it with the Starterpack myself, but am unfortunately unable to get past Adventure Mode character creation without the game crashing. The mod works fine in the Arena, but no dice on adventure mode. My installation steps go like this:
1. Extract fresh copy of StarterPack 43.05-r08
2. Open StarterPack and switch the graphics pack to Spacefox (I do this first as to not overwrite the mod)
3. Move the raw and data files from ZM5's Modpack lite folder over to Dwarf Fortress 0.43.05 folder, selecting 'yes' when prompted to replace some files.
4. Open the starterpack again, selecting 'no' when prompted to import old data. I then start Dwarf Fortress.
5. I gen a world and then start an adventurer, only to have the game crash right after hitting enter on the final creation menu (the values one).

Are those steps similar to yours, or am I doing something wrong?
I found an error log ( https://pastebin.com/giEeTzM2 (https://pastebin.com/giEeTzM2) ) in the DF folder that might contain relevant info.


Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on August 30, 2017, 04:31:53 am
Oh what the hell - looking at the errorlog I must have accidentally packed a file from another mod I've been working on. Try deleting the file thats mentioned and genning a world, seeing if that works.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on August 30, 2017, 05:09:40 am
Thanks for the help!

That seems to have allowed me to make it past character creation! Unfortunately, it crashed shortly after leaving fast travel. The error log is different this time though. it's just "Impoverished Word Selector" repeating over and over.

edit: Actually, it looks like that appeared in the previous error log as well, just not as much.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on August 30, 2017, 05:21:57 am
Impoverished Word Selector is normal even if there's no actual issues with the raws.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on September 01, 2017, 12:00:29 pm
Does the mod feature drinks that transform you into a frog? In Adventure Mode I ordered a drink called 'Joyous Brew', and after drinking it, I turned into a frog.

Edit: (https://i.imgur.com/gZVFwNL.png)

I realize it's kind of a dumb question, since it's obviously not a vanilla DF thing... so I change my question to: Are there any other drinks with similar effects? Which raw file is it in?
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on September 01, 2017, 02:04:10 pm
Normally they were supposed to turn you into mutants, not toads.

The issue here is that I removed the plants that give the transformation brews a few versions back. Are you sure you have the most recent version?
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: pikachu17 on September 01, 2017, 02:20:25 pm
The toad is the fail-safe transformation, if the creature it's supposed to turn into doesn't exist.
What does the error log show?
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on September 01, 2017, 03:00:08 pm
Normally they were supposed to turn you into mutants, not toads.

The issue here is that I removed the plants that give the transformation brews a few versions back. Are you sure you have the most recent version?

Ah, that makes sense. I'm using your standalone Warcraft creatures mod. I found it to be the most stable, and it has everything I wanted. I might give the modpack another go though.

The toad is the fail-safe transformation, if the creature it's supposed to turn into doesn't exist.
What does the error log show?

https://pastebin.com/cyCe9Ugm (https://pastebin.com/cyCe9Ugm)
The relevant stuff seems to be at the very bottom, but I included the entire log just in case.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on September 01, 2017, 03:16:28 pm
Ok thats bizarre - I must have overlooked several things while carrying body plans and updated files over to the standalone version. Sorry - uploaded a fixed version just now. Might require a regen as it gets rid of the transforming plants.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on September 01, 2017, 03:29:39 pm
Thanks, I'll test it out.
No worries, it was a new character and I found it hilariously unexpected.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: pikachu17 on September 01, 2017, 04:29:17 pm
How good is the toad at fighting?
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: alaskadawn on September 01, 2017, 04:46:00 pm
Ah, I didn't try attacking anyone with him. His movement was unbearably slow. 0.5 or something like that at full speed. That, in addition to the lag from a full town, was not fun. I retired him, and then deleted the folder to install the fixed version. RIP toad.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on September 05, 2017, 10:23:12 am
I've updated the lite pack since it had a misplaced file I didn't intend on actually being there - could have been causing issues.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: Chaikhou-L-Jabal on September 10, 2017, 08:41:58 am
I'm using it with the Starterpack myself, but am unfortunately unable to get past Adventure Mode character creation without the game crashing. The mod works fine in the Arena, but no dice on adventure mode. My installation steps go like this:
1. Extract fresh copy of StarterPack 43.05-r08
2. Open StarterPack and switch the graphics pack to Spacefox (I do this first as to not overwrite the mod)
3. Move the raw and data files from ZM5's Modpack lite folder over to Dwarf Fortress 0.43.05 folder, selecting 'yes' when prompted to replace some files.
4. Open the starterpack again, selecting 'no' when prompted to import old data. I then start Dwarf Fortress.
5. I gen a world and then start an adventurer, only to have the game crash right after hitting enter on the final creation menu (the values one).

Are those steps similar to yours, or am I doing something wrong?
I found an error log ( https://pastebin.com/giEeTzM2 (https://pastebin.com/giEeTzM2) ) in the DF folder that might contain relevant info.

I did the same steps and here is my problem :
All of the creatures's sprites are messed up, most of the new ones have vermin sprites.
Is there any way to install a graphic pack with LNB and this mod ?
Thanks in advance.
Title: Re: [43.05] ZM5's Mod Depository - Beasts of Argus!
Post by: ZM5 on September 10, 2017, 11:16:32 am
I don't use tilesets so admittedly I don't know what the issue would be. Sorry.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on September 15, 2017, 11:57:43 am
I figured I'd release the next update, since it was growing to be large enough and may address some of the issues.

Anyway, this update both introduces a lot of new things and changes some things I wasn't quite happy with.

First off, the new creatures, I added quite a few new ones.
Spoiler: Mythological pack (click to show/hide)

Spoiler: Dragon's Dogma (click to show/hide)

Spoiler: Warcraft (click to show/hide)

Lastly I added a race called the Creven - eyeless, large humanoids with bat-like heads that live in fortresses. They are mostly benign although as special abilities they can either fire a sonic wave to do strong blunt damage, or they can use a supersonic screech that causes dizziness and may cause bleeding in the organs (simulates rupturing them). They also utilize unique orb cannons as a ranged weapon, either firing regular blunt orbs or spiked ones that can do edged damage.

The major changes mostly include me taking the rarely-used blowgunner skill and changing the profession name for it for every playable civilized and wild race (excluding the vanilla ones anyway) to "Slinger" and "Elite Slinger", as a way to simulate npcs utilizing throwing weapons. Currently the weapon types are the throwing daggers, throwing axes (with a "tomahawk" variant thats used by more primitive races), javelins, and pila (unique to the Antiquans). Most races, barring a few exceptions, usually have access to one or more of these types of weapons.

Speaking of the Antiquans, they are no longer flesh and blood, instead being made out of stone - they no longer bleed either. I've revamped their civ file and they're a fair bit more aggressive now, and are ruled by a single Caesar instead of a pair of Consuls - they'll also take slaves and mutilate the bodies of the dead.
They also have some new armor and shield types - gone are the breastplates and mail shirts, instead they use Loricae. They also no longer have the average nondescript helms, instead having three different types - ridge helmets, galea helmets, or gladiator helmets - the gladiator helmets are also shared by the Ogres. They also have the Scutum and the Parma as two new shields - the former being particularly large and effective for blocking, and the latter more like a smaller but lighter buckler-type shield. Lastly, they also have the Caestus as a fist weapon.

Next up - I've changed the site types for a lot of the races. Orcs, Undead, Demons, Quilboars, Forest Trolls, Ogres, Osh-tekk, Night elves and Centaurs now all live in cities instead of their previous site types. I admit I struggle a lot with choosing the site types for each race since most of the time none of the available ones really fit - that said I figured the closest equivalent for them would be the regular town sites. I'd say its better for the players as well, given that, for now, the village/town sites are the most fleshed out site types.

Ogron are now a wild race that you may see in various biomes, instead of having civs. The Ancients, their corrupted counterparts and the Cenarians will be found in more biome types now - the same goes for a few other non-playable creatures who will now show in more aboveground biomes, but also won't be found underground, for example the Plague-dogs.

I added a few new plants from Warcraft to the arctic biomes to prevent some spawning issues with a few of the races that normally would appear there - the Icethorn, which can be used to produce pale blue dye, the Lichbloom, which can be made into a drink or into thread, the Frostweed, which has similar properties (but is slightly more common and its drink lacks an effect that I'll go into in the next paragraph), and the Icecap, which can be brewed into frosty ale. For non-arctic biomes I also included the Cinderbloom, which can brewed into dragon's brew, which temporarily gives you the ability to spit bolts of magma, and the Mageroyal, which can be brewed into mage's wine, which has a similar property to the lichwine, the drink extracted from the Lichbloom.

The property in question is a long-term immunity to magic after having consumed the beverage - I've added it as a way to counter many of the debilitations that you could come across, you'd only have to buy them from a tavern (the mageroyal is common in non-freezing biomes, whereas the lichbloom serves the same role in the ones that are freezing). I'll add a way to simply make them yourself later on. Banshees of both Scourge and Forsaken varieties also get an Anti-Magic Shell ability that gives the same effect.

Keep in mind that this is only for purely magical abilities (and only negative ones as well - you can still get protective buffs even while under the effect of that) - shouts, roars and songs of the Harpies and Sirens will still affect you, and so will the pain and blinding beam attacks of the Observer and the Searing Beam of the Darkglare. Also since you can't actively change material properties via modding it also doesn't work against fire spells of various kinds.

A few of the races/castes with abilities got slight changes or additions - for example the demon Jailers now can cause pain with their Anguish skill which was formerly called "Cause Insanity" and lacked that effect - the Annihilan now also have Howl of Terror like in Warcraft 3 - and like there it also causes a cut in the strength of those affected by it. Pandaren can also use a battle fury interaction now.

I've removed babysnatching from the Dark Dwarves for now - it's mostly so I can make another change, this one is mostly for fort mode players who use my mod. I've made most of the hostile races active in all seasons, and I also introduced some simple tiering to when they may start attacking you, based on your forts population:
Tier 1 (20 citizens) - Wolvar, Kobolds, Murlocs, Gnolls, Hozen, Virmen, Sand Trolls.
Tier 2 (50 citizens) - Feral Goblins, Forest Trolls, Ice Trolls, Dark Trolls, Blemmyae, Ogres, Centaurs, Two-humans, Tarkatans, Beastfolk, Fel Orcs, Quilboars, Saurok, Saberon, Troggs.
Tier 3 (80 citizens) - Faceless Ones, Mogu, Mantids, Scourge Undead, Demons, Fel Elves, Primals, Primal Beasts, Oni, Qiraji, Vespirans, Malformed, Corrupted Humans, Satyrs.

That's pretty much it - as a minor sidenote I revamped the language file for the beastfolk and the corrupted humans. Hope you guys enjoy it.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on September 24, 2017, 04:43:29 pm
I've released a small update - added some new plants, fixed a duplication bug with the Oni civ file, gave Antiquans a Battle Fury interaction - I've also separated the inorganic_zm5 file into inorganic_zm5_misc and inorganic_zm5_ores, so delete the original file from raw/objects. I am eventually gonna add more types of ores - for now I want to focus on plants though.

EDIT: Forgot to mention - I also made a change to the pyromancers. Instead of raising the vanilla firemen, they raise "burning souls" - floating, burning skeletal torsos. They lack the fireball and fire jet attacks, however they are now innately hostile to living beings - they still radiate a high amount of heat so staying near them for prolonged amounts of time is dangerous.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: cesarjunior233 on October 06, 2017, 08:57:20 am
Add warhammer fantasy races, or 40k if you can
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 06, 2017, 09:40:10 am
Add warhammer fantasy races, or 40k if you can
Maybe as a project separate from this one. That's a very big "maybe" as well - I'm not familiar at all with Warhammer lore so I don't think I could do most of the races justice.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: cesarjunior233 on October 11, 2017, 06:55:20 am
Add a way for heal scars, motor nerve damage, sensory nerve damage, wounds in general
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 11, 2017, 07:50:37 am
Only way to heal wounds now is to have short-tick transformation spells. Which cure all wounds.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: pikachu17 on October 11, 2017, 01:30:03 pm
Will you have fun with the next DF updates's updates with pets?
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 11, 2017, 03:49:29 pm
Will you have fun with the next DF updates's updates with pets?
Oh definitely so. At first I'll just release a compatibility update with some initial groundwork for unique pets and a few miscellaneous creatures that I haven't gotten to before, along with a few changes to existing creatures.

Afterwards I'll make an update focused entirely on mechanical creatures and constructs. Dwarves, gnomes, the Warcraft-style goblins, demons, undead, and many others will get their own mechanical pets. Some will be shared between several races, like siege golems, but those will be relatively few.

Hoping this'll also allow intelligent animal person-esque races to be automatically added to certain civs. So Ogron will always be found in Ogre civilizations, Imps and Succubi in Demon civs, etc.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: cesarjunior233 on October 14, 2017, 08:04:35 am
Which races/castes have this short tick transformation spells ?
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 14, 2017, 10:47:06 am
None by default, you'd have to become an archdruid, death knight or voodoo priest - death knights may be found in towers amongst their ghouls. The others may be found in more varied locations - towns, camps, perhaps in towers with the other casters.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 15, 2017, 06:47:51 am
Released a small update fixing some issues like traces of the ogron's entity still being present. Added some new plants as well.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 17, 2017, 05:06:29 pm
Released an update - some major changes, so this post will be very long.

First of all, I've added several new ores and metals. I've also revamped Dark Iron and Khorium - the former is a lighter but also sharper version of regular iron - khorium is dense and sharp; however it is now absolutely terrible for armor.

As for the new metals, a list:
Mithril - shining white, light-weight metal, rarely found in small clusters in the igneous extrusive layers - while great for edged weapons, for blunt weapons you're better off with something else - its only very slightly heavier than divine metals.

Thorium - a very rare material - found either in small clusters in all layers of stone, or extremely rarely - 1% chance! - as veins in the metamorphic layer. It combines the density of lead with the strength of steel.

Arcanite - a material made from Thorium that further improves on its best qualities - only Orcs, Tauren and Jungle Trolls will make equipment out of it; of course, they won't part with it for cheap.

Truesilver - a material rarely found in small clusters alongside native silver. It is very slightly stronger than iron, albeit with the density of silver.

Fel Iron - found in small clusters with the other ores of iron (magnetite, limonite and hematite) at a 3% chance - it is lighter but also much sharper than iron.

Eternium - a rare metal - occasionally when smelting Fel Iron or Khorium you may get Eternium as well. It is sharper than fel iron (can be sharpened to an even higher edge as well), and also heavier - however, it makes for poor armor.

Felsteel - a material only made by demonic races (Demons, Satyrs, Fel Orcs, Fel Elves, and Corrupted Humans) - heavier than both Eternium and Fel Iron, and can be sharpened to the same extent as Eternium.

Hardened Khorium - a hardened form of khorium - it can be made by dwarves (unless you use the lite or standalone Warcraft versions of the pack) and many other races who atleast have some basic knowledge of metallurgy. It can only be used to make highly protective but also heavy armor.

Saronite - a cursed metal - you may find "dormant saronite" in singular bits in all layers of stone, however dwarves don't actually know how to work it - only thing its useful for in this state is highly valuable trinkets. On the other hand, the Faceless Ones, Undead, and Nerubians know how to make bars out of it - it makes for medium-density, incredibly sharp weapons and durable armor. Nerubians are your only way of getting the material via trading - of course, they will not part with it for cheap.

Titanium - a metal rarely found in small clusters in all igneous layers. While heavy, it makes for great armor - it cannot be used for weapons at all, however.

Titansteel - a material created by races with a connection to the Titans - Iron Guardians, Frost Vrykul, Draconians, and regular Vrykul. It is as dense as titanium, however it is even more protective, and can be used for highly effective edged weapons. It is just as expensive as Arcanite.

Ghost Iron - a material found near the ores of regular iron - magnetite, hematite and limonite. It shares most properties of iron - however it is MUCH lighter - lighter than divine metals infact, which makes it a poor choice for blunt weapons. It has another property, however - incorporeal beings and ghosts - Ethereals, Banshees, Spectres and Val'kyr, take much more damage from Ghost Iron.

Elunite - a light purple material found rarely in small clusters in all stone layers. Dwarves don't know how to work it, and so can only use raw elunite for medium-value trinkets. The only race that knows how to work it are the Night Elves, who can make lightweight but sturdy armor and sharp weapons from it.

I've also revamped the tiering a bit. The current sieger tiers would look like this:

Tier 1 (20 citizens) - Wolvar, Kobolds, Murlocs, Gnolls, Hozen, Virmen, Sand Trolls.
Tier 2 (50 citizens) - Feral Goblins, Forest Trolls, Ice Trolls, Dark Trolls, Blemmyae, Ogres, Centaurs, Two-humans, Tarkatans, Beastfolk, Fel Orcs, Quilboars, Saurok, Saberon, Troggs.
Tier 3 (80 citizens) - Mogu, Mantids, Fel Elves, Oni, Qiraji, Vespirans, Malformed, Corrupted Humans, Satyrs.
Tier 4 (110 citizens) - Scourge Undead, Demons, Faceless Ones, Naga, Primal Beasts, Primals.

Yes, you've read that right - the Naga have dropped the charade and are now a hostile race, in the same "faction" as the Faceless Ones or Qiraji.
They'll send out snatchers, and unlike some other races, will not bother with minor ambushers.

A small thing to note here - some of the races also will not come unless you have a certain amount of created/exported wealth. For example, the Naga, Primals, and Faceless Ones can come to your fort once you reach 110 citizens - however, the Scourge and Demons will not invade your fort unless you have atleast 100000 created wealth and atleast 10000 exported wealth.

I've revamped the Archdruid knowledge type - instead its now split up into four different druids - Druids of the Moon, Druids of the Claw, Druids of the Talon, and Druids of the Fang.

Their transformations are the Moonkin (Moon), Guardian Bear (Claw), Storm Crow (Talon), and Feral Panther (Fang) - so same as before, only split up, with the Storm Crow being a newcomer - its a large flier that can shoot energy bolts as a projectile that causes blunt damage.

Each also use two other spells, most are borrowed from the Ancients - Moon has Barkskin and Sleep - Claw has Regrowth and Battle Roar (a 200% strength increase that you can use on yourself and your allies - also makes the affected more brave) - Talon has Cyclone and Faerie Fire - and Fang has Mark of the Wild and Swiftness (self-buff that increases agility to 400%).

Paladins got a slight change - they can see demonic, undead, and eldritch creatures in unexplored areas, similarly to how demon hunters see demons or vanilla vampires see warm-blooded creatures. Demons are light green circles, Undead are purple, and Eldritch beings are light blue. Their "Turn Undead" spell also is now called "Turn Evil" - on top of affecting undead, it affects demons and eldritch beings too, having the same effects.

Regarding the plants, since I was adding quite a few new types in recent updates I didn't mention specifically what they are and what they do (most of the ones I added got tweaks anyway), so here's a list:
Cinderblooms - found in deserts and savannas - can be brewed into "Dragon's Brew", which aside from satisfying thirst allows you to temporarily spit globs of magma.

Icethorn - found in taigas, glaciers and tundras - can be made into icy blue dye.

Lichbloom - found in glaciers, tundras and taigas - can be brewed into Lichwine, which - very importantly - makes you completely immune to magic - this includes most of the abilitiess utilized by megabeasts - the only exceptions are physical vapors/gases or sound-based abilities (the Gronn's shout, for example). It can also be spun into soulweave thread.

Mageroyal - found in any non-freezing biome. Can be brewed into Mage's Wine, which also makes you immune to magic.

Icecap - found in tundras, taigas and glaciers - the drink brewed from it is called Frosty Ale - doesn't have any special properties.

Frostweed - found in tundras, taigas and glaciers - can be spun into Frostweave thread.

Wintersbite - found in tundras, taigas and mountains - can be spun into Iceweave thread.

Snow lily - found in savage temperate coniferous forests, tundras, taigas and glaciers. Makes azure dye.

Coldwind trees - found in tundras, taigas and glaciers - drops cones that can be brewed into a drink called Coldwind Ale.

Sungrass - found in savage sandy deserts and temperate coniferous forests. Makes golden yellow dye.

Firebloom - found in the deserts. Its leaves are edible.

Mana Tree - found in good tropical forests - appears quite distinct with white bark and light blue leaves.
Drops mana fruit that can be brewed into Arcwine - drinking it makes you immune to petrifaction-inducing spells - it also doubles endurance and recuperation for a long duration.

Felweed - found in evil deserts and mountains - can be spun into Felweave thread.

Golden lotus - found in savannas and grasslands. Can be brewed into Pandaren Ale, which temporarily has a chance of giving you better combat rolls.

Mana Thistle - found in good forests. Can either be spun into Spellweave thread or be brewed into mana brew, which like Arcwine makes you immune to petrifaction spells - also sets endurance to 125% of its normal for a long duration.

Deadnettle - found in evil glaciers, tundras and taigas - can be spun into Ebonweave thread.

Nightmare Vine - found in evil rocky wastelands - can be spun into Netherweave thread.

Adder's Tongue - found in savage tropical forests - makes jade dye.

Sorrowmoss - found in evil tropical swamps. Can be brewed into sorrow beer - which temporarily makes the dwarves feel sadness.

Plaguebloom - found in evil temperate forests - can be brewed into Slimy Ale, which temporarily triples Disease Resistance for a duration.

Dreaming Glory - found in good mountains - can be brewed into Victory Glorious Gin, which for a long duration triples recuperation.

Lastly, some changes to the races. I removed SLOW_LEARNER from most castes that had them - instead I fine-tuned the skill growths they had - for the Warcraft pack that only included the regular one-headed Ogres and Naga Brutes - however, the Fel Brutes of my Corrupted Humans still have that - I'll remove it for the next update.

For now though, these castes learn combat skills at higher rates than normal - however, for more delicate jobs like medical jobs, gem setting/cutting, and obviously performer and scholar jobs, they learn them at 25% the usual rate.

I've added a new caste to the ogres as well - called Primal Ogres -  they are supposed to be the Ogre Lords (https://wow.gamepedia.com/media/wow.gamepedia.com/3/3c/Rom%27ogg_Bonecrusher.jpg?version=ad416dda6be708e8aa6d0740df16e950) introduced in TBC. They are twice as large as the other ogres, and even dumber. If you get one as a migrant or citizen in your fort, don't even bother making them into doctors, scholars or poets - they learn scholarly and performer jobs at 5% of the usual rate, and medical jobs at 10%. Their combat skill rates, however, are even higher than those of the standard ogres.

Some of the castes also had their flight taken away - the Jailers and Inquisitors of the Demons, the Forsaken Banshees, as well as the Spectres, Liches, Shades, and Banshees of the Scourge can no longer fly - their "walk" gaits are renamed to "hover" instead.

As a request from a person on the subreddit, for the Lite pack I renamed the Warcraft creatures that have "common" names to distinguish them from the vanilla DF equivalents - so Rat Kobolds, Tinkerer Goblins and Gorian Ogres are the Warcraft-style ones, whereas the ones without suffixes are the regular DF ones.

Some of the races had minor changes to which biomes they spawn in - Undead, Ice Trolls, Frost Vrykul, Tuskarr, Nerubians and Faceless Ones can now spawn in the tundras, due to more plant types being available there.

Lastly, new additions - I've added some more miscellaneous Warcraft creatures - no new mythological beings or Dragon's Dogma stuff - two new races, the Snobolds (https://wow.gamepedia.com/media/wow.gamepedia.com/f/f0/Frigid_Snobold_HS.png?version=bcb498314632080c688f89f747f99666) and Sporelings (https://wow.gamepedia.com/media/wow.gamepedia.com/a/af/Sporeling.jpg?version=a27aaa40866db5e018dffbf29d92decc) - Snobolds are arctic-dwelling kobolds who live in caves and will harass you with thieves; Sporelings are friendly, but small and cowardly wetland dwellers - they make razor wood equipment similarly to Primals, and will sell it to your forts. They live in forest retreats.

In terms of predators, the new additions are the Giant Yeti (https://wow.gamepedia.com/media/wow.gamepedia.com/e/e0/Icehowl.jpg?version=d3d1c2322b8527e732d5204435eadc53), the smaller but more common Dire Yeti (https://wow.gamepedia.com/media/wow.gamepedia.com/8/88/Kota_Kon.jpg?version=823c5350d178b9e5702555e3824cd4c7), the Arcane Wyrm (https://wow.gamepedia.com/media/wow.gamepedia.com/0/05/Arcane_Wyrm.jpg?version=978b36073d33079b51c8ae18e9d6cff1), the Threshadons (https://wow.gamepedia.com/media/wow.gamepedia.com/3/3c/Threshadon.png?version=60e9872ea08f85b746e2307168f69c31), the Dune Worms, which are small critters (https://wow.gamepedia.com/Dune_worm), the Axebeaks (https://wow.gamepedia.com/media/wow.gamepedia.com/6/6b/Savage_toucan_concept.jpg?version=86a795408b88cb53c10f574c36c2ccbf), Dark Keepers, which are playable (https://wow.gamepedia.com/media/wow.gamepedia.com/3/37/Dark_Keeper.jpg?version=a4d57cf781b38f689508d3476b3429b6), as well as the Wenidgos (https://wow.gamepedia.com/media/wow.gamepedia.com/9/97/Wendigo.JPG?version=ce446b1013b7e227fc113676f0ce2ea4) and Sasquatches (Horned Sasquatches in the Lite version) (https://wow.gamepedia.com/media/wow.gamepedia.com/b/b2/Warcraft_III_creep_Sasquatch.jpg?version=7c3753d823216ad691749ac55586c49a) - Wendigos and Sasquatches also have spellcaster variants that will buff their allies and which are capable of speech - called the Wendigo Shamans and Sasquatch Oracles. All are described more in-depth in the readme files. Also, the regular vanilla Yeti and Sasquatch are renamed to Snowhide and Dire Ape, respectively - only in the full pack, however.

I also expanded the Seven Deadly Sins pack - instead of the full megabeast versions being found in towns as a result of deity curses, lesser versions will instead be created and ran off from towns into lairs. These lesser incarnations act more like Werebeasts in that regard, and aren't quite as difficult, being "incomplete" versions of the greater incarnations - the original Seven Sins megabeasts can still take over civs, though.

That's it - hope you guys enjoy it.

EDIT: Forgot to mention, sorry - I've included the creatures I made for the  RAW travesties thread (http://www.bay12forums.com/smf/index.php?topic=163665.msg7416360#msg7416360) that I made a while back - I updated the Saber Shaman's spells to properly react to magic immunity spells.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 18, 2017, 02:37:58 pm
Minor bugfix...apparently, if a creature has the NIGHT_CREATURE_HUNTER token and has a biome token set, it will spawn in the wild as though its a wild creature - even if it doesn't have population numbers and cluster numbers. I removed the biome tokens for the lesser sin incarnations so they shouldn't show up in the wild anymore.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 19, 2017, 04:23:57 am
Released another bugfix involving the transformations - some of them would slow to a crawl when holding anything, that shouldn't happen now.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: cesarjunior233 on October 26, 2017, 02:11:23 pm
How to play as medusa ??
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 26, 2017, 04:37:03 pm
They're megabeasts, so not possible.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: pikachu17 on October 26, 2017, 04:44:38 pm
Add [OUTSIDER_CONTROLLABLE] to the medusa's raws.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 26, 2017, 05:00:44 pm
Well yeah, that'd work, you'd just have everything be hostile to you since they're still megas.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: pikachu17 on October 26, 2017, 05:05:23 pm
Megas are automatically hostile? I though Toady had to add Large_predator to them at some point?
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 26, 2017, 05:28:11 pm
Its definitely the megabeast token - IIRC a lot of animal people in vanilla have LARGE_PREDATOR but aren't hostile.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 27, 2017, 10:50:49 am
Released a small update - adds Dire Orcs and Trolls, though right now, aside from Dire Pale Orcs, you wont see them in the wild. Its groundwork for the next version, where the appropriate types will be pets to their own civs.

However, even now you can become one if you're an orc or a troll - I added some minor alchemy reactions for adventure mode, with the help of Hugo the Dwarf.

You can make three potions right now - Anti-Magic potion, Brew of Strength, and Volatile Brew of Strength. Anti-magic potion's function is obvious; brew of strength provides a long-term strength  and endurance buff; volatile brew of strength provides an even bigger buff to those, however at the end of the duration it causes drowsiness - on top of that, it transforms orcs and trolls that consume it into their Dire counterparts.

Dire Orcs/Trolls all have berserker rage, and are much stronger and larger than their original versions - however they are less agile, and also have slower learning rate for skills.

The recipes for those are all simple enough. The brew of strength requires a firebloom leaf and a golden lotus seed - the volatile brew requires those plus a cinderbloom leaf and a cinderbloom seed. Meanwhile the anti-magic potion requires any meat, any bone, and any drink-producing fruit. All also require an empty waterskin or flask.

I did minor changes to some existing plants and their products - to make them still relevant, mage's wine and Lichwine both provide attribute buffs when you drink them, on top of magic immunity - mage's wine increases endurance and focus, whereas lichwine increases toughness and focus. Felweave clothing also is now immune to heat or cold damage.

Lastly, I changed the Sayaadi a bit to be more like their Warlock pet counterparts - for one, instead of the lusty stare that just caused positive moodlets, they have Seduction, which has a 15% chance of driving a creature berserk, induces arousal and makes them more lust prone, while also cutting willpower and focus in half. Also causes erratic behavior but thats a more fort-mode only thing.

On top of that, their nails are capable of causing more harm now, due to being sharper, and they have a new attack - a slow but painful rake attack with their nails - its supposed to simulate the Lash of Pain ability. Here, it causes additional pain and bleeding to the target, and also any attacks against them have their force and potential damage increased fivefold.

Hope you guys enjoy it for now, can't wait for the next update so I can start making mechanical beings!
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: Hugo_The_Dwarf on October 27, 2017, 11:23:47 am
Why wait to make mechanical beings? They're super fun to make :P
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 27, 2017, 12:04:54 pm
I am doing some basic work on them, actually! However, I'm not releasing them yet since they wouldn't actually be present at all in the game world aside from engravings. Would be more than a tad odd for machines to just pop up in the wild. The next version should alleviate that though with entity-specific pets.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on October 29, 2017, 08:04:34 am
I released a really minor update - mostly just tying up stuff I haven't done before, so I can focus on making things immediately compatible once the new version comes out.

I've added throwing hammers to dark dwarves and (if you're using the full pack) regular dwarves - I also changed the soldier profession names for succubi and the female-only mythological creatures - they're now weapon maidens and weapon ladies.

Lastly, I removed the [POWER] token from all megas that had them - I won't actually bring it back until Toady fixes megabeasts being immediately hostile even when they're civ leaders.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on November 12, 2017, 11:37:02 am
So, Blizzard announced a new expansion pack - sure has some interesting stuff.


I'll add those in once the names and lore are available (also once the npc names are available so I can actually generate proper languages) - don't know wheter the witches will be like "animal people" or a mono-gendered hostile civ (with their wickerman-esque constructs as unique civ pets).

I admit its somewhat unfortunate since in terms of races, I already had the elementals (water, fire, earth, air) planned, as well as a "faction" race that'd consist of Twilight's Hammer-esque elemental cultists (a few basic castes to represent initiate cultists, ogres and orcs with actual magic power, the elemental ascendants (https://wow.gamepedia.com/media/wow.gamepedia.com/b/b9/Ascendant_Council.jpg?version=ab570bd96b864eeb1f1336471e73d2c8), something to represent Cho'galls model (https://wow.gamepedia.com/media/wow.gamepedia.com/1/12/Cho%27Gall_HS.jpg?version=93b977384991ec425ade7f9966ab0cd3), and the Elementium Monstrosity boss (https://wow.gamepedia.com/media/wow.gamepedia.com/6/6c/Elementium_Monstrosity.jpg?version=a75adb2d97fc1bb9a671696e48a860a9). Oh well. I am making things more modular so if you think its too much you'll be able to delete whichever races you dont want.

That's gonna be on top of the non-"civilized" elementals I'm gonna add. However thats still a bit away - I wanna focus on some other stuff first, but that's gonna be only once Toady releases the new version.

I already have the new mechanical constructs prepared for it, for now most of them are dummied out, but they'll actually exist in the world once the civ pet tokens are available.

Got some extra stuff done as well - mostly some different non-megabeast dragon types that'll also be used for civ pets (though they will pop up in the wild in specific areas) - also 3 megabeasts in the "construct" vein - Stone (https://vignette.wikia.nocookie.net/dragonsdogma/images/0/07/Golem01.png/revision/latest?cb=20120615065316) and Metal Golems (https://vignette.wikia.nocookie.net/dragonsdogma/images/c/c5/Metal_Golem.jpg/revision/latest?cb=20121004000010) for the DD pack, and the Clockwork Giant for the Warcraft pack (https://wow.gamepedia.com/media/wow.gamepedia.com/1/1a/XT-002_Deconstructor.jpg?version=ac5bd329c6944f0c2773c89bd6da69d2).

I also added Infinite Draconians (https://wow.gamepedia.com/media/wow.gamepedia.com/e/e8/Infinitedragonflight.JPG?version=097d13f5a431f606ba518570bac8e5d4) as a race - they'll be hostile in fort mode as tier 4 invaders. Forsaken will also become a playable fort mode race - first time doing new buildings and adding new reactions to have a gimmick for a race, so it'll be somewhat awkward, but I hope you guys will enjoy it once the new version comes out.
Title: Re: [43.05] ZM5's Mod Depository - Loose Ends update
Post by: ZM5 on November 22, 2017, 07:45:05 pm
Another small preview of what I'm working on in preparation for the next version:
(https://i.imgur.com/92EgQZW.png)
To any people who played vanilla WoW, this should sound familiar (https://wow.gamepedia.com/Corrupted_Blood_(debuff)) - if not, well, you're in for a treat.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update
Post by: ZM5 on November 24, 2017, 07:32:25 am
Compatibility update, and with it, I added quite a lot of new creatures, particularly unique pets to various races.
Spoiler: New Megabeasts (click to show/hide)

Spoiler: Other new creatures (click to show/hide)
Lastly, as I mentioned before, I added Infinite Draconians as a new race - they are essentially evil Draconians that require no sustenance or sleep, and feel no fear. They are tier 4 invaders. Their castes are mostly similar, however the Drakonar can cast Slow, and also breathe Temporal Breath, cutting the agility and speed of those affected.

Something you guys may like is that I also made the Forsaken playable - they can build a unique Alchemy Lab, that allows them to make potions from various ingredients.
Since they do not require sustenance, you will have to make a tavern for them to actually drink them. Along with a few standard potions (strength, agility, toughness, etc.) they have two unique ones - the potion of blight and plague potion. Both provide strong attribute buffs to undead creatures such as the Forsaken themselves - however, they have adverse effects on the living. The potion of blight merely makes the living sick - however, the plague potion can drive the living berserk, so be careful. Both can be combined to make a burst of plague gas flow out of the workshop - while it has no effects on the undead, it can give the living high attribute buffs, plus various immunities and not requiring sustenance, so I recommend putting your war pets near the workshop while you're making it (requires temperature to be on, however) - of course, this has a low chance of backfiring, either making the creature outright bleed to death, or driving them berserk.

I added a few new spell knowledge types, and altered a few existing ones. Death Knights, for example, can cast Death and Decay now, and also had their Frost Shock replaced with Freezing Wind; and Biomancers no longer can cast Cripple, but instead can use Induce Rabies and Zombify - the former can cause a fever, nausea and coughing blood, with a low chance of inducing a berserk state, and the latter can outright make a creature opposed to the living. These also apply to a few caster castes of various races - most notably the Undead - their Liches can use Death and Decay and Frost Armor, as one example.

The new caster types:
Archnecromancer - a Warcraft-style Necromancer. They can raise the dead as either regular zombies, skeletons, or skeleton magi. They also can cast Unholy Frenzy, a strong buff that induces drowsiness after its duration, and the Biomancer's old Cripple spell.

Warlocks - mostly based on Affliction Warlocks - they have two projectiles (shadow bolts and felfire bolts), Unstable Affliction, Fear, Corruption, and several Curses - Agony, Weakness, Exhaustion, Recklessness, Fragility, Elements, and Doom. Only one curse can be on a target any given time. They are tougher to find, since they don't build towers.

Shaman - elemental casters, which have three different projectiles (lightning bolt, liquid lightning, magma bolt) - they also have four Shock spells - Paralyzing Shock, Earth Shock, Flame Shock, and Frost Shock - only one can be on a target at any time. They also can cast Hex and Bloodlust.

Arcanist - casters that use pure magic. They can use Arcane Missiles (hit up to 3 targets), Slow, Polymorph, and Arcane Intellect, which raises your focus and spatial sense.

Frost Mage - casters that use ice magic. They can hurl Frost Bolts and Liquid Frost - and additionally can cast Freezing Wind, and Frost Armor, which increases toughness.

Lastly, something I'm excited to introduce - I've gotten permission from Deon to include modified Wanderer crafting reactions. This'll let you to make the new weapons available in my pack - of course, this is only available in my full pack, since it requires vanilla raw changes. Big thanks to him!

EDIT: Ooh, I forgot to mention - the mechanical creatures have their own creature class - this makes them immune to a lot of spells, i.e anything relating to souls or energy, transformations, spells that cause bleeding, pain, nausea, etc. Slow still works, and a few spells will make them "corrode" away, like Corruption or Death and Decay. Lightning spells and abilities are devastating, however - aside from having a higher paralysis chance, mechanical creatures may go haywire when zapped - essentially it makes them go berserk and attack everyone indiscriminately.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on November 24, 2017, 05:13:56 pm
Minor bugfix - noticed some of the material template files in the full pack were missing reaction classes.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on November 27, 2017, 12:04:30 pm
Minor update - since I discovered you can essentially buy additional citizens on embark from various wild races, as long as they're in the pet list of a race, I gave all the wild playable races pet values. Gave the vanilla Trolls pet values as well - only in the full pack though.

There's three races and two creatures that were in the mod since the previous version, but tbh I forgot about the two new creatures since they were a very minor part of the update, and as for the races I wasn't entirely sure if they'd actually show up in-game with the civs, or just end up being dummied out, so here they are.
Spoiler: List (click to show/hide)
To play as said races, you have to start from their civ atleast once (or simply get near their sites) - at that point the next time around they should be available. The same goes for any other race thats supposed to be a "pet" of a civ.

Also, I've made Geists and Wights pets available to the Forsaken - previously they were only available to the Undead.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on November 30, 2017, 06:02:30 am
Minor fix - altered the plant creature tissues, so they shouldn't fall apart easily from mere punches - also made the Lashers vine whipping attack edged, as was originally intended.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 03, 2017, 06:35:59 am
Fixed a crash issue with the stand-alone Warcraft pack - sorry, some files were missing.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 03, 2017, 01:57:45 pm
Small fix - added the [SPECIAL] token to inorganic "projectiles", to prevent them from being used for artifacts, and FBs made out of them also wont show up. For the Warcraft part of the pack, I did a few minor changes to the Hill Ettins - if you play as the Forsaken, they should no longer sleep endlessly, and also wont endlessly haul things; Wights also got the NO_CONNECTIONS_FOR_MOVEMENT token, so they shouldn't become useless when their upper/middle spine gets broken.

Lastly I added some files that were missing for the smaller packs.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 12, 2017, 08:24:58 am
I've added a small addendum to the opening post - for those that haven't seen it, if you want to use my main pack along with the other mods I made, i.e the Cave Revamp (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487), keep in mind that I use some common files between them, mostly materials, inorganic stuff, and tissue templates. If conflicts come up, just use the ones from this pack, since they contain everything needed for all my different packs to work with each other.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: cesarjunior233 on December 22, 2017, 07:43:16 am
Can use scales in which adventure mode crafting ?
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 22, 2017, 09:30:11 am
Anything that can be made with leather can also be made with scales.

EDIT: Gonna set up a poll, I've had some minor ideas that were floating around for now.

For one, I'm thinking of doing minor addons that require this pack but aren't included by default, basically as optional content, since its very minor stuff - some could potentially be immersion breaking.

One part of it would entail giant/animal person versions of some of the animals in this pack, mostly as a for-fun thing - would be good practise for me to work on creature variations since I haven't messed with those before.

End result would be the occasional "giant jormungar", "giant bog beast", or "arachnatid man" encounter.

The second part would be some additional, minor races, as well as "faction races". For the former, what I mean is stuff like the Mag'har (orcs that are uncorrupted by demonic energy - appear brown as a result - basically "pure" orcs), Mok'nathal (half orc, half-ogre - very reclusive - Rexxar is one example of such), or the different orc clans, i.e Dragonmaw, Shattered Hand, Stormreavers, as different invader civs with different gimmicks (not counting in Twilight's Hammer, since those are already planned for the Elemental update) - for other parts of the pack, I'd continue on, lets say, the different non-human MK races, including the Lin-Kuei Cyborgs and the Shokan - I'm aware Indigofenix already did his Fortal Kombat pack (http://www.bay12forums.com/smf/index.php?topic=158554.msg7030858#msg7030858), but I figured I wanted to give my own take on it.

For the "faction races" idea, I'm referring to groups like the Iron Horde (https://wow.gamepedia.com/Iron_Horde), or the scrapped Mongrel Horde (https://wow.gamepedia.com/Mongrel_Horde) - I think both would pose some interesting gameplay challenges as invaders.

Last idea I had, somewhat related to the giant/animal person variations, was to have "legendary" variants of some of the same wild animals, to represent the gargantuan boss versions in WoW - they'd basically be megabeast versions of the same animal. Keep in mind the names, for the most part, wouldn't neccessarily be "legendary X" - I'd go with the WC3 creep names for the strongest variants (i.e a legendary thunder lizard would be called a "Storm Wyrm", the strongest non-campaign WC3 thunder lizard variant - the strongest campaign one was called "Monsoon Wyrm", so I could go with that as well).

So yeah, please let me know what you think - I'll include a poll.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: Sanctume on December 22, 2017, 01:06:50 pm
I haven't played much of the recent 44.02 mod you have, but have 1 going. 

The one I played the most recently was 43.05 Lurk Below.  I didn't quite like the result of friendly Jotun that petition to become a citizen. 

Turns out he breathes fire that pretty much burned the surface, and caused death to a founding dwarf. 

But it was cool to make jotun sized steel armors.

I like the options to select which races to include when I want to gen a new world.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 22, 2017, 01:26:57 pm
Think that could have been a fire giant (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/8/8f/Fjorn.jpg?version=ebacb5bd12e588bc62585e311fab7c0f) - I don't have anything explicitly referred to as jotuns in my pack.

Still, cool though - I've yet to see a member of a wild, non-civilized race like this petition for citizenship in one of my forts.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: Sanctume on December 22, 2017, 03:10:16 pm
Think that could have been a fire giant (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/8/8f/Fjorn.jpg?version=ebacb5bd12e588bc62585e311fab7c0f) - I don't have anything explicitly referred to as jotuns in my pack.

Still, cool though - I've yet to see a member of a wild, non-civilized race like this petition for citizenship in one of my forts.

Yeah, probably fire giant.  Oh, it was nuts. I had large creatures: jotuns, ettins, blood ogres, (dunno how large giant badgerman are) that join and become part of the militia. 

Scared that crap out of me when during a spar, one of them became enraged, charged the squad dwarf captain that was sent to the hospital after.
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 22, 2017, 03:27:26 pm
Think that could have been a fire giant (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/8/8f/Fjorn.jpg?version=ebacb5bd12e588bc62585e311fab7c0f) - I don't have anything explicitly referred to as jotuns in my pack.

Still, cool though - I've yet to see a member of a wild, non-civilized race like this petition for citizenship in one of my forts.

Yeah, probably fire giant.  Oh, it was nuts. I had large creatures: jotuns, ettins, blood ogres, (dunno how large giant badgerman are) that join and become part of the militia. 

Scared that crap out of me when during a spar, one of them became enraged, charged the squad dwarf captain that was sent to the hospital after.
Blood ogres? I definitely don't have anything like that in my pack - guessing its from something else.

I'm glad sparring incidents usually aren't fatal, but that would have given me a scare too - how many tiles did the squad leader fly?
Title: Re: [44.02] ZM5's Mod Depository - Mech Update, playable Forsaken
Post by: ZM5 on December 25, 2017, 11:00:28 am
Minor update - removed some inappropriate words from some of the language files.

Also, added four new creatures.
(https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/9/98/Warcraft_III_creep_Dire_Mammoth.jpg?version=b9d89e76cf397d11a1b6171a87cd1e0d)
Dire Mammoth - WC3-style mammoths, only in savage glaciers, tundras and taigas. Larger and fearless - their tusks cause edged damage, whereas the horn causes blunt damage.
(https://i.imgur.com/32aG2Zs.jpg)
Demonhound - an old piece of concept art back for WC3. Larger than darkhounds, they also have horn gore attacks, and appear in more biomes.
(https://i.imgur.com/5lxISi7.jpg)
Fel Ettin - another old concept art. Horned, demonically corrupted ettins - don't require sustenance or sleep, and are fearless.
(https://i.imgur.com/hXGf2rU.jpg)
Geist Brute - an additional Geist caste. They have increased strength instead of agility, and can slash with their metallic blades, making them deadly even when unarmed. However, unlike regular geists, they aren't legendary climbers, and cannot climb when missing hands.

Aside from that I made some minor changes - Malformed and Frostbound are smaller, and some of the metal tissue layers on the Blight Aberration and creatures that use the Ethereal tissue layers are also smaller.

Lastly, I made a list of current addon ideas that I have:

1. Derivatives of other races and creatures
Exactly what it says on the tin - aside from derivated civilized races, i.e Leper Gnomes, Valarjar, Hill Dwarves, or Chaos Orcs, other creatures will be here as well. Stuff like the outland hydras (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/5/57/HydraOutland.png?version=4ab1d681ab059e2504345448fb00c58f), Flamekin (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/c/c6/Flamekin_Torcher.jpg?version=e4c59e9f50049fb23af897b956e1e3f3), Fel Beasts (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/8/88/Demonic_hound.png?version=0f2d4ade9c37da70fc3ad183a0e3a610), etc.

2. Optional entities.
Also what it says on the tin - optional entity files for some creatures that are currently only wild or are "allied" races. Current ideas for it are pygmies, magnataur and mur'gul for cave-dwelling skulkers, and Felborne, Krokul and Chromatic, Twilight and Nether Draconians (which I haven't yet made - they wont be part of the derivatives addon, but as content for the Elemental/Twilight's Hammer update) for town-dwelling civs - Felborne and those Draconian derivatives will be invaders.

3. Giant/man versions of animals.
Went over this in my previous post.

4. "Legendary" megabeast versions of animals.
Went over this also - currently 22 ideas for this. Some will be derivated not just from animals, but from constructs and some wild humanoids as well.

5. Orc clans.
9 invaders from different orc clans (Shattered Hand, Dragonmaw, Blackrock, Burning Blade, Bonechewer, Shadowmoon, Stormreaver, Laughing Skull, Bleeding Hollow) with different gimmicks each.

6. Human kingdoms and other human groups.
Similar idea - some of these will be friendly, however some (Alterac humans and Scarlet Crusaders) will be invaders.

7. Draconians of different dragonflights.
Another similar idea - this one would replace the regular non-descript Draconians with the more specific ones - green, red, bronze, black and blue. Black and blue would be invaders.

8. Faction races.
Right now the only ideas I have for this are the Iron Horde and Mongrel Horde.

9. Hearthstone.
This is for all non-unique creatures that are exclusive to hearthstone. Will have some new civilized creatures - won't include Tortollans, though, since those will be part of the BfA content, once more lore and so on comes out for that. It'll also edit Faceless Ones - the Eater of Secrets (https://d1u5p3l4wpay3k.cloudfront.net/hearthstone_gamepedia/9/99/Eater_of_Secrets_full.jpg?version=1f866fefcbbc0fd62b615b483635e245) appears to be a Faceless One type - the Thing from Below (https://d1u5p3l4wpay3k.cloudfront.net/hearthstone_gamepedia/b/bb/Thing_from_Below_full.jpg?version=5fdc8235dc99438e9cb3d9995e852d72) could potentially be a mutated type of them as well - and lastly, who knows what the Ancient One (https://d1u5p3l4wpay3k.cloudfront.net/hearthstone_gamepedia/c/c4/The_Ancient_One_full.jpg?version=b4f9e3bbd834537ced1cdf94b9f09431) really is, but it'd fit as an alternate, rare "civ leader" caste, alike to the Starspawn currently in.

10. Additional MK races.
Only four of these - Shokan, Kytinn, Zaterrans and Cyborgs. Should be easy enough to make, so I think that'll be the first addon pack I'll release.

11. Dragon's Dogma Online creatures.
I admit the lore on these may be a bit screwy, since I can't find a wiki with lore for a lot of these, and I've yet to properly play DDO - only seen gameplay and some limited English wiki entries with images and brief descriptions.
Title: Re: [44.03] ZM5's Mod Depository - First Addon - Additional Kombatants
Post by: ZM5 on December 30, 2017, 09:06:59 am
Updated the pack for 44.03 - also changed up the Ice Beast tissues for their ice blades.

Also, I released the first addon pack (http://dffd.bay12games.com/file.php?id=13362), Additional Kombatants -adds four new races, all from Mortal Kombat - Shokan, Zaterrans, Kytinn and Cyborgs. They're all hostile in worldgen.

Shokan come in two varieties - Draco and Tigrar. Draco Shokan can fire bolts of energy that serve as blunt projectiles - Tigrar Shokan, meanwhile, can breathe fire - not actual fire, as that'd be somewhat OP, but a "liquid glob" material that causes blistering and bleeding, on top of having a higher temperature. They also have access to the Dragon Fangs - while its a gauntlet weapon, it uses the sword skill - effective at stabbing, also good for slashing. They have higher innate strength as well.

Zaterrans can go invisible (insta-stealth), and spit globs of acid. They also have higher innate agility, and have access to Kirehashi blades - a sword type weapon, effective at slashing.

Kytinn have differences between males and females. Females are based off of D'vorah's appearance, and have four ovipositors, and stingers within their wrists - additionally, they can spray a caustic substance that can cause blisters and bleeding. Males are based off of this piece of concept art (https://vignette.wikia.nocookie.net/mkwikia/images/7/7e/Kytinn_Male.jpg/revision/latest?cb=20150421212520) - they lack the caustic spray, but instead have powerful slashing attacks with their scythes.

Cyborgs have six castes - standard males and females, and four male ones - red, yellow, black and blue. All lack scratching or biting attacks - instead, they have a headbutt attack. All have skin made of metal, making them deadly to unarmed and unarmored peasants - unlike most other mechanical beings, they can still bleed, however.
The regular male model doesn't have any special properties.
The female model has increased innate agility at the cost of toughness.
The red model is based off of Sektor - they can spray fire (more like superheated gas - actual firejet would be more than a bit OP), and fire missiles that serve as strong blunt projectiles.
The yellow model is based off of Cyrax - they have three sawblades, two within their wrists and one in the chest, and can slash with them to cause deadly injuries. I was considering giving them a "web" spray to simulate Cyrax's net, but 1. webbers are already incredibly overpowered 2. he only fired one net at a time rather than an entire spray. Perhaps I'll just make the "net" a syndrome-causing glob that highly reduces speed for a short time, if you guys think it'll be a better substitute.
The black model is based off of Smoke - aside from the tri-spear attack that can cause deadly piercing injuries (they use the same token that hydras have for their biting attack), they can also release bursts of dizzying smoke, and also go invisible (insta-stealth like the Zaterrans).
The blue model is based off of Cyber Sub-Zero. They can progenerate ice blades for slashing and stabbing attacks, and can also shoot bolts of frost (blunt damage) and liquid frost (syndrome-causing globs).
The cyborgs lack clothing or weapons of any kind, and rely entirely on fighting with unarmed attacks and tanking blows with their metallic skin. However, they are immune to pain, fire, fear, dizziness, fevers and nausea, and cannot be affected by most syndromes - they can be stunned, however.

Hope you guys enjoy it! Sorry it took me so long to update, was a bit busy.
Title: [44.03] ZM5's Mod Depository - Second Addon - Warcraft Derivatives
Post by: ZM5 on January 07, 2018, 05:12:02 am
Got a two-fold update this time - sorry for the delayed changelog, a power outage in my neighborhood reset all the progress I had writing this.

For the main pack I only made some small changes and two new additions - removed metal armor and shields from some of the "savage" races, i.e Saberon, Kobolds and the like, made the Feral Goblins from the Dragon's Dogma part of the pack playable in adventure mode, and also altered some body plans to be more accurate, i.e Magma Giants now look like Lord Rhyolith (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/c/c8/Lord_Rhyolith.png?version=7a9be414bb3269c7b9fdf90862215221), as they should, and Cenarian Keepers should have an accurate number of fingers - also, some of the new ores should be easier to find now.

As for the additions, I've added two new creatures, and an additional Harpy caste:
Cursebound Roc (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/a/a4/Fleshrender_Roc.jpg?version=466ba445e3f1cbec92bdfcaea52643b7) - large fliers found in savage mountains and forests. They have a few deadly ways to attack - aside from the normal bird attacks of pecking and scratching, they can slash with those scythe-like protrusions at their wings, or lash with their spiked tails.
Gronnling (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/c/c9/Gurun.jpg?version=ec6410c2db969f7bc77543c1b476936f) - stunted Gronn found in savage deserts and mountains. They are mostly brutish sluggers who are easy to enrage, feel no fear, and can topple buildings should they be given the chance.
Harpy Windwitch (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/9/9f/Warcraft_III_creep_Harpy_Windwitch.jpg?version=96769a117b0f7ca75d5de5f6ec2c8262) - an additional, rare caste - they aren't different in terms of size or physical attributes, however they can cast Curse, Sleep and Faerie Fire on their foes.

Several new ores:
Adamantite - not to be confused with adamantine. It fills a similar niche - it is a light, bright blue metal that is incredibly good for edged weapons. Its completely unusable for armor, and its too light to be effective for blunt weapons. However, it can be hardened, making it heavier - while it doesn't improve its sharpness, it does make for a decent blunt weapon material. Still cannot be used for armor, and only the Dark Dwarves, Vrykul, Taunka, Tuskarr, Frost Vrykul and the Scourge Undead know how to properly harden it.

Cobalt - not the real-world Cobalt - you can get the Azerothian version of it from nodes of Glowing Cobalt. The resulting metal is balanced, not standing out in any particular area - though, it can be found in metamorphic layers, which direly needed some stronger weapon materials.

Obsidium - a metal that, like its namesake, is fantastic for edged weapons. It is too fragile to be used for much of anything else, however. For now, you can smelt it as normal, however once I implement Earth Elementals as a race, it will be a metal unique to only them.

Trillium - a material used by the Pandaren and Mogu - you can find the black and white Trillium required for making it, however they are only usable for trinkets and constructions, since the currently playable fort mode races do not know how to properly combine them. A material thats above average all around - costs a bit to buy them from the Pandaren, though.

Living Steel - a material used only by the Pandaren. Made partially from Trillium, it improves on its features.

Felslate - a rare type of demonic ore. Felslate armor is incredibly heavy, but very protective.

Leystone - a type of ore similar to Felslate - the armor made from it isn't as protective, but also isn't as heavy.

Demonsteel - a material that can only be made by the Demons of the Legion and the Nightborne - requires combining Felslate with Leystone. A very powerful metal, great for both armor and weapons - costs a lot to buy it from the Nightborne, however.

Empyrium - a metal found in the metamorphic layers. Similar properties to Khorium, however it is better for armor.

More importantly, I released the second addon pack (http://dffd.bay12games.com/file.php?id=13393), which contains derivatives of various Warcraft races and creatures.

Spoiler: Races (click to show/hide)

Spoiler: Megabeasts (click to show/hide)

Spoiler: Other creatures (click to show/hide)

Hope you guys enjoy it! Now that I'm done with this, I'll work on doing a minor update for the Darkest Dungeon pack. Afterwards, who knows, I'll either start on the Elemental update for this or work on a good/evil biome revamp.
Title: Re: [44.03] ZM5's Mod Depository - Second Addon - Warcraft Derivatives
Post by: ZM5 on January 08, 2018, 08:14:18 am
Released a minor fix for Additional Kombatants and the Warcraft Derivatives addons - for the former, you shouldn't be able to target the Smoke cyborgs spears anymore - for the latter, the Mag'har now have their own pet set, so regular dire orcs and some animals they shouldn't have, i.e kodos, aren't innately their pets.
Title: Re: [44.04] ZM5's Mod Depository - Second Addon - Warcraft Derivatives
Post by: ZM5 on January 11, 2018, 07:01:31 am
Updated full pack with the 44.04 version of DF - moved the 32-bit one to SDL as well, something I should have done earlier.
Title: Re: [44.04] ZM5's Mod Depository - Ogres, Draenei and Gnomes Playable!
Post by: ZM5 on January 14, 2018, 03:59:09 pm
New update - no new creatures, however I went ahead and made 3 races playable in fortress mode, each with some of their own gimmicks. This also made me update some of the other entity files, to make sure they interact properly with Ogres.

First off - Gnomes. Their main disadvantage, as you'd guess, is that they're really small, smaller than dwarves - a lot of weapons they have to multigrasp. To make up for it, their innate mechanical pets are rather strong; another gimmick they have is making stronger, more usable mechanical variants of certain weapons.

At the forge, you can make different parts - frameworks, whirring gizmos, tubes, saws, cylinders, widgets, stabilizers, drills and gears. Afterwards, you can combine them with relevant weapons to make upgraded versions - for example, you can combine a short sword with a framework, a saw, a whirring gizmo, a widget and a gear to make the Bonechopper, which is basically a gnomish chain-sword. There's a few other ones as well - daggersaw, made from a large dagger; steam hammers, made from a war hammer; steam-pistol, made from a flintlock; heavy bolter, made from a crossbow; gearbreaker, made from a mace; borehammer, made from a war hammer; and the saw-spear, made from a spear.

Each requires different parts - on top of that, all of them also need a spanner - you don't need to make too many of those since they're preserved after each reaction. The bigger ones - saw-spear, heavy bolter and gearbreaker, also require a rivet gun, which is also preserved.

Last thing to note - while the steam-pistol uses regular bullets, albeit fired at a much higher velocity, the heavy bolter requires you to make razorhead bolts at a forge - they don't require any parts.

Next up, the Draenei - they have a bit of a higher emphasis on collecting gems than other races. This unfortunately required me to mess with vanilla raws a bit - in the raws-only version you can find instructions on how to make it work, should you also be using a mod that edits the default gems.

At a smelter, the Draenei can transmute ten rough gems into 8 bars of Arkonite, a unique, crystalline material used only by them. Its somewhat inbetween steel and iron, although lighter than both. Its main advantage is that it does vastly increased damage to demonic entities - "pure" demons, such as any of the legion demons and most of their demonic animals, or the Hellspawn caste of the Corrupted Humans, take 20x increased force damage from being hit with Arkonite; beings that are merely corrupted but not true demons, i.e Darkhounds, Fel Orcs, or all Corrupted Human castes with the exception of the Hellspawn, take 10x increased force damage.
However, creatures of the light - Valarjar, Valkyries, Vespirans and other Draenei take halved damage from it, meanwhile eldritch beings or creatures of the void, i.e Faceless Ones, Malformed, Void Wolves - are neither resistant to it, nor are they weak to it.
Another thing to note - Draenei take 10x increased force damage from Felsteel, Demonsteel and Saronite, and 5x increased force damage from Fel Iron. Lastly, their castes are all somewhat different in size. Male Draenei are the largest, then the Broken are in the middle, and lastly female Draenei are the smallest - all are still bigger than humans, however.

Lastly, the Ogres. They do not have any special reactions or metals - they aren't capable of hardening khorium, for example, but can still make steel; they also do not have any chainmail armor. Most of their differences lie in their different castes.

Regular Ogres and Primal Ogres learn most labors really slowly - 25% rate for regular Ogres, and only 10% for Primal Ogres - so you most likely won't get any quality products from them at any reasonable rate. Two-headed Ogres learn them at normal rates, however - though, they are also more rare than normal Ogres; not quite as rare as Primal Ogres.

All Ogres have increased learning rates for the fighter, wrestling, striking, mace, hammer and axe skills. Regular ogres learn wrestling and striking at 3x the usual rate, but also learn maces, hammer and axes at only 1.5x the usual rate - meanwhile, Two-headed Ogres and Primal Ogres learn all of those at 2x the usual rate. However, they have decreased learning rates for ambushing, at 20% of the normal - also, due to not being fond of ranged weaponry, they learn all ranged weapon skills at half the usual rate; they'd rather get up close and personal with their foes.

If you have a tavern, prepare for a lot of bar fights - alcohol combined with the violence inherent in Ogres does not make for a good combination.

Lastly, they have a somewhat different set of invaders and allies than the other playable races. You'll most likely be doing trade with the likes of Forest Trolls, Gnolls and other primitive, savage races. As for their invaders, here are their tiers (including derivative races):

Tier 1 (20 citizens) - Sporelings, Gorlocs, Osh-Tekk.
Tier 2 (50 citizens) - Tuskarr, Taunka, Mok'nathal, Hill Dwarves, Jinyu, Furbolgs, Fel Murlocs, Two-Humans, Arakkoa.
Tier 3 (80 citizens) - Draenei, Alpine Tauren, Antiquans, Tauren, Pandaren, Night Elves, Mag'har, Jungle Trolls, Dark Dwarves, Fel Orcs, Fel Tauren, Neferset, Chaos Orcs, Frostborn, Orcs, Zandalari Trolls, Fel Elves, Corrupted Humans, Worgen, Vespirans, Mantid, High/Blood Elves, Creven, Tol'vir, Dwarves, Humans, Elves, Devilkin (or vanilla goblins).
Tier 4 (110 citizens) - Gnomes, Goblins, Erebi, Draconians, Vrykul, Valarjar, Nightborne, Nerubians, Iron Guardians, Highborne, Frost Vrykul, Forsaken, Ethereals, Drogbar, Scourge Undead, Primals, Demons, Satyrs, Qiraji, Naga, Malformed, Faceless Ones.

I've done some minor changes to other parts of the pack as well - fixed some typos (ones I spotted anyway), changed the dialogue a bit for the Seven Deadly Sins, since some parts were a tad unfitting in terms of tone.

Lastly, for the raws-only version of the full pack as well as the Warcraft-only part of it, I included a folder with instructions on how to install some of the stuff that requires vanilla raw changes, should you want it or incase you want to make it compatible with some other mod.

Thats it, hope you guys enjoy this update!
Title: Re: [44.04] ZM5's Mod Depository - Ogres, Draenei and Gnomes Playable!
Post by: Bearskie on February 01, 2018, 12:02:28 am
Impressive! I'll be sure to check out the new races on a later date.
Title: Re: [44.04] ZM5's Mod Depository - Ogres, Draenei and Gnomes Playable!
Post by: ZM5 on February 01, 2018, 05:38:43 am
Thanks! Lemme know if you come across any issues.
Title: Re: [44.04] ZM5's Mod Depository - Ogres, Draenei and Gnomes Playable!
Post by: Hasthol on February 07, 2018, 02:06:36 pm
I have a problem. Gnomes cannot use picks. Propably because they are too small.
Title: Re: [44.04] ZM5's Mod Depository - Ogres, Draenei and Gnomes Playable!
Post by: ZM5 on February 07, 2018, 03:04:32 pm
Hm, yeah it does appear to be the case - I'll add their own excavation tool next update (should be soon now - it'll be a fairly major one).
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 08, 2018, 06:47:02 pm
Released a new update - this one is mostly elemental-themed, though I've snuck in a few miscellaneous creatures. Void beings make an appearance as well.

First off, for the minor stuff I fixed a few details that were off or wrong - i.e the krokul had reddish skin rather than blue and so on. Gnomes have drill gauntlets now instead of pickaxes - so they're usable for mining. Unlike pickaxes, their attack is piercing rather than slashing. Val'kyr, Ethereals and Shades were also rebalanced - they shouldn't be as tough to kill now.

I added a few new materials - four of them are unique to certain races, one isnt. I've also made Obsidium a unique metal, instead of being available to all races.

Elementium - dark blue metal, found very rarely in single clusters in igneous, sedimentary and metamorphic layers. It can be sold for a high price, but is also very servicable in all regards - dense, protective, and also quite sharp.

Enchanted Elementium - an enhanced form of elementium. Its only utilized by the elementals as well as the Twilight Cultists. Its much more expensive, and all of elementiums properties, including density, are enhanced.

Incendicite - a reddish metal. While its ore can be found, none of the playable races know how to smelt it - its only used by fire elementals and Twilight Cultists. In its ore form its also not fire-safe. However, it is in its metal form, it is fire-safe.
Compared to other elemental metals, it is above-average in all regards. Its fairly sharp, but not as much as Aerocite or Obsidium - its fairly dense, but not as much as Hydrocite; its fairly protective, but not also not as much as Hydrocite.

Hydrocite - a dark teal metal, used by Water Elementals. As with other elemental metals, you can find its ore and use it for crafts, but you cannot smelt it. As a metal, its more dense than the other elemental metals, and also more protective, but also less sharp.

Aerocite - a white metal, used by Air Elementals. Its lighter than even Obsidium - while its not as sharp, it is more protective, and is still sharper than the other two metals.

I fully admit Aerocite and Hydrocite aren't actually metals present in Warcraft, however to keep with the gimmick of them having unique metals I figured I'd have to make something up.

Now, since most of the new creatures are elementals, I've made sure some interactions dont work on them - usually, the ones of their own element do not work, along with "related" elements. So, for example, fire spells dont work on fire elementals, ice and water spells dont work on water elementals, air and lightning dont work on air elementals, etc.

Here's the full list of new creatures - note that in terms of physical attacks, since most "intelligent" elementals are just torsos made of whatever element they belong to, their attacks consist only of headbutts, punches and scratches, unless noted otherwise.

Most elementals are also somewhat glass cannons - they are quite fragile, but their attacks are fairly strong, and they usually have special abilities to inflict debilitations on you or just cause damage from a distance.
Spoiler: Civilized Elementals (click to show/hide)

Spoiler: Other Elementals (click to show/hide)

Spoiler: Void Beings (click to show/hide)

Spoiler: Other Creatures (click to show/hide)

Spoiler: Warcraft Megabeasts (click to show/hide)


Well, thats it, hope you guys enjoy it! I'm gonna take a bit of a break from this, atleast until BfA comes out, to focus on my good/evil biome revamp.

I'll release some minor fixes and additions to the current two addons (crafting reactions for the Outworld Invaders one, some fixed details for the Derivatives one) tomorrow.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on February 09, 2018, 03:49:13 am
The civ Elementals can't seem to open doors (or atleast the water and fire ones can't).
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 09, 2018, 05:29:02 am
Thanks for letting me know - I uploaded the fix, alongside a slight alteration of the fire elemental language file, since they had some inappropriate words.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Sanctume on February 09, 2018, 11:59:34 am
Ooh, do you have a list of boss mobs from Molten core? 

I wonder if you can make civ called "Molten Core" and have castes made of the different bosses, including Ragnaros.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 09, 2018, 12:18:06 pm
I'm mostly going on a model-by-model-basis - in that regard most of the creatures representing Molten Core enemies are in and are the "pets" of the fire elementals - molten giants, flamewakers, etc. Though, I would have to add in "magma elementals" as well, which would tbh just be recolours of regular earth elementas like in-game. For all intents and purposes though I would say going into a fire elemental fortress would be like going through MC to some extent - I only wish the KILL_NEUTRAL:REQUIRED ethic wasn't bugged and didn't lead into in-fighting.

The Avatar of Flame represents Ragnaros' model (though, moreso his Firelands version where he has legs).

Perhaps if Toady lets us have custom "dungeons" at some point a proper Molten Core remake would be possible, and I would love to make it.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Sanctume on February 09, 2018, 01:39:46 pm
The "pets" do make sense.  I would think that is similar to goblin dark pits with their per trolls and beak dogs.   

I would definitely play dungeon themed forts. 
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 09, 2018, 01:51:48 pm
Basically yeah - I used the animal tokens to make sure those particular creatures are always included in Fire Elemental civs. Goblins don't actually use those tokens, but since they have access to evil animals trolls and beak dogs (which are both somewhat common) they almost always end up having populations of those.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Hasthol on February 09, 2018, 04:09:06 pm
Battle axes are too large to some gnomes. Maybe something like saw-gloves?
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 09, 2018, 05:20:37 pm
I should probably add that and remove the regular battle axes from them - they do admittedly have hatchets which are smaller and cheaper while fulfilling the same purposes - I'll release an update soon once I change up their weapon loadout a bit.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 09, 2018, 05:58:57 pm
Ok, done - I removed some of the vanilla weapons that were unusable by the gnomes in fort mode, and also lowered the size requirements for the modded ones that I still wanted them to keep - I added in those saw-gloves as well, and I switched the long sword in the bonechopper reaction for the short sword instead. Spears admittedly still won't be usable by soldiers, but you should be able to convert them into saw-spears which are.

I also updated the two addons currently out, as I've said - edited the entity file for the Leper Gnomes to reflect these changes, gave the Mag'har Wildstriders and Sand Crabs as innate pets, and I added adventure mode crafting reactions for the Shokan and Zaterran weapons from the additional MK races addon.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on February 10, 2018, 03:22:58 pm
Some more Things I found. 
Avatars of fire can't run.
Drudges of pride seem to be the only sin megabeast to spawn during worldgen.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 10, 2018, 04:15:46 pm
Ok, I uploaded the fix to the former into the lite and standalone versions of the pack, as it was just a line of text missing in the civilized elemental race file.

The latter seems to be worldgen shenanigans though - I've got atleast one of each "lesser" sin in the worlds I generate - their curses work on a similar logic as werebeasts so if a lot of figures don't deface temples you're unlikely to see the different ones.

Thanks for reporting these, by the way - it really helps.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: WonderPsycho on February 10, 2018, 05:02:34 pm
hey ZM5 can add your mod depository to my modpack, i'm making a HUGE community developed modpack for dwarf fortress right now i'm trying to finish the first release so that the community could finally help me out with this modpack, so can i add your mod depository with my modpack as in the lite pack version and not the full pack.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 10, 2018, 05:27:45 pm
Sorry, I think I want this mod to remain independent for now.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: WonderPsycho on February 10, 2018, 05:43:11 pm
Sorry, I think I want this mod to remain independent for now.
ok i'm fine with that.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on February 20, 2018, 04:25:51 am
The nightmare ancients from the warcraft derivative pack can't open doors.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 20, 2018, 04:47:06 am
Ok, I uploaded the fix for that.

EDIT: Now that I'm looking through some stuff, I've noticed the same applies to the Ancients of the Arcane. Uploading a fix.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on February 21, 2018, 08:45:33 am
Found another bug.
Apparently the Geist brutes blade set's themselves on fire.
EDIT: nevermind it had to do with DFhack.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 21, 2018, 09:17:06 am
Wait, what? I'll look into that more, but from the little cursory arena mode test I did I cannot reproduce it.

The materials for the blades are the regular metal template, and geists aren't fire-immune in general, so there shouldn't be an issue.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on February 21, 2018, 09:22:04 am
See edit to previous comment.
Basically using the Full-heal command on them sets their claws on fire for some inexplicable reason. Also instantly kills earthern whilst setting them on fire aswell. Probably has to do with those being custom things or something.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on February 21, 2018, 09:42:32 am
Huh, well, glad thats a false alarm then. Still a strange interaction with full-heal - I think the few times I used it on similar creatures with metallic bodies/body parts like the iron guardians it worked properly without setting them on fire.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 06, 2018, 09:41:33 am
Minor update - I fixed some minor bugs - most notably the Marsuul had the wrong race name.

I did a slight rebalance of some creatures - Fire Salamanders no longer spit fireballs, and along with Core Hounds, are more rare - plus, they only appear in the third cavern layer now, instead of both the second and the third. Mountain Giants are immune to fire damage and cannot die from the heat as well.

I added a new classification to most plant-like beings, alongside a few nature-oriented wild races - Ancients, Primals, Cenarians, as well as Bog Beasts, Fungal Giants, Fungal Horrors, Fungal Monsters, Mandragoras, Lashers, Treants, and Jungle Chompers. This is mostly for compatibility with a project I'm working on - so that these creatures will be immune to the effects of abilities and poisons possessed by the ones in said project.

Lastly, I added a single megabeast - the Gorefiend (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/0/0c/Gorefiend_WoD_HC.jpg?version=039e5845838719a263c5b2a1875f3da0). Its classified as a demonic being, though it lacks a weakness to Arkonite - it has four abilities; its main one is Soul Drain, but it can also cast Corruption and Curse of Doom similarly to warlocks, and it can also raise dead bodies as zombies. The stomach maw isn't for show either, and will bite as well.

Once I make some headway in my project, I will work on some more addons for the Warcraft mod - I admit that I eventually want to make an optional "conversion" download, which would make DF into a more Warcraft-esque setting, containing most of the addons (minus the animal men) - basically I'd remove the vanilla races, fantasy creatures and megabeasts, as well as the animal men. Regular dwarves would be replaced with "mountain dwarves" to represent the Ironforge dwarves, and would have some more weaponry available than the current vanilla ones; vanilla goblins and elves would be completely gone, whereas humans would be represented by the ones from the "human kingdoms and groups" addon.
Title: Re: [44.05] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 07, 2018, 07:36:52 am
Uploaded a quick fix - I noticed a lot of scaly creatures had the major arteries in the throat set incorrectly, so I fixed that - they should be bleeding out properly from attacks that damage the throat.
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 14, 2018, 06:35:58 am
Got a fairly small if important update - I updated the main packs to 44.07, for one, and also altered quite a few of the existing creatures. Sorry for the bigger break - I'm working on another project. Figured I'd atleast take a break to make some stuff for you guys.

For one, civilized creatures like the Mantid, Qiraji, or Nerubians, previously used the regular "skin" tissue that was renamed to chitin - now its actual chitin, but with buffed up values so they aren't comically frail (seriously, the default chitin is terrible - I've seen humans beat one of my jungle spiders, which are twice as large as humans, in the mandible, resulting in the head twisting and splitting in gore). For those more insectoid races, the ones that have non-bipedal builds also now do a "jab" attack with their front feet instead of kicking - its just as slow, but a bit more dangerous since it tears through muscle.

I've altered the armor loadouts of some of the races, so they have less armor when appropriate - Dark Trolls are one example, and so are the Nerubians and Qiraji. This also applies to Leper Gnomes in the Warcraft derivatives pack.

I've reduced the sizes of some of the creatures - most notably Scorpids and Arachnatids. Their giant equivalents will pick up on having bigger sizes.

I fine-tuned the progression triggers for most of the races - I swapped out trade triggers for production and/or population ones - that way, some races will require you to have a massive production output in order to attract caravans from them, and others yet will only start harassing you once you reach a certain population threshold.

Most importantly, I've altered the way magic works. All debilitating spells now have a syndrome class - this syndrome class prevents you from stacking different debilitating spells on said creature until the first one is over. This is as much for the NPCs benefit as it is for the players - on one hand, you cannot put up multiple debilitating spells on a creature to the point of uselessness - on the other hand, they can't do the same to you.
Keep in mind that there's some exceptions - material interactions, physical interactions like the Banshee's Scream or the Gronn's Shout bypass that restriction since they're "physical" abilities rather than spells. The same also applies to Warlock Curses and Shaman Shocks, since those have their own limiters already.

I added Nether Draconians - for now, no races in the main pack use them as pets - they are mostly for some of the addon packs.

Lastly, I've made three more addons:
The Five Dragonflights (http://dffd.bay12games.com/file.php?id=13561) - Adds the five main dragonflights as civilizations. I removed the old "generic" draconians in favor of this - you may have noticed they were a bit odd, since they could have any of the scale colours but also would only breathe fire. The Drakonar caste of each of these has a different breath attack, and they all have a secondary ability - Red breathes fire and has a healing spell that increases recuperation, Green breathes acid and has a sleep spell, Bronze breathes lightning and has a slow spell, Blue breathes frost and has Polymorph, and Black spits both globs of magma and chunks of stone. Blue and Black are also hostile babysnatchers.

Additional Entities (http://dffd.bay12games.com/file.php?id=13562) - Adds entity files for some of the wild/allied races:
Kvaldir - are a town civ and are hostile thieves.
Mur'gul - forest reteat civ, are hostile thieves, and only use Razor Coral weapons.
Magnataur - town civ, are hostile thieves.
Pygmy - forest retreat civ, are hostile thieves and use only wooden weapons.
Krokul - town civ, are non-hostile unless you play as Ogres - they still have access to Arkonite, but are worse off than the Draenei in terms of armor - they may harass and siege you earlier than the Draenei if you play as Ogres, however.
Felborne - town civ, are hostile snatchers.
Chromatic Draconian - town civ, are snatchers.
Twilight Draconian - town civ, are snatchers.
Nether Draconian - town civ, are friendly unless you're playing as Ogres.

I will add entities for the Lightforged Draenei and Void Elves as a part of this addon, once I actually make them that is. I would have made the Pygmies, Kvaldir, Magnataur and Mur'gul into cave civs, but this seems to prevent them from popping up in the wild and joining nearby civs - since some might enjoy playing as them, I gave them the site types they have now.

Kingdoms of Humanity (http://dffd.bay12games.com/file.php?id=13563) - Adds six civs, each of which represents a different kingdom or organization of Humans from Warcraft.
Alterac - A ruined kingdom. Its members are thieves and brigands living in towns in the mountains and hilly regions. They lack most forms of heavy armor, and learn ambushing at twice the usual rate, while also learning weapon skills at 150% of the usual rate.

Dalaran - A magocratic nation. Their members consist of several castes - Initiates lack any powers or formal training; Fire Mages throw magma bolts, can cast Conflagration to induce searing wounds, and can also cast Blazing Barrier to boost the toughness of one ally; Frost Mages throw frost bolts, can cast Freezing Wind to cause slowness and blistering, and can cast Frost Armor to protect one ally; Arcanists throw arcane missiles, can cast Slow and Arcane Intellect; Archmages are the leaders, can cast triple arcane missiles, Soul Burn, Polymorph and Frost Shock. Dalaranians use shields and most forms of weaponry, but lack heavy armor.

Kul Tiras - A seafaring nation. Their members consist of three castes - regular Kul Tirans who are just average humans;Burly Kul Tirans who are much larger and stronger than their brethren; and Tidesages, who are religious leaders capable of using water, wind and lightning magic, but are also smaller and weaker. Kul Tirans also use anchor maces and mini-cannons as weapons.

Stormwind - One of the largest remaining human kingdoms. Its members are both proud and brave. They consist of two castes - standard Stormwindians who are average humans; and Stormwindian Priests, who are weaker and smaller, but can use supportive holy magic.

Stromgarde - A fractured, militaristic kingdom. Remaining Stromics are few, but still keep their moral character. They are larger and stronger on average than most other humans, and learn all combat and weapon skills twice as fast.

Scarlet Crusade - A zealous organization seeking to purge the impure - whether it be the demons or undead, or those who oppose them. They consist of several castes - Initiates, who are average humans and lack magical powers or formal training; Crusaders, who learn melee combat skills twice as fast, and are larger and stronger than average; Evangelists, who are support casters - they can cast Holy Bolt, Holy Light, which increases recuperation, and Inner Fire, which increases toughness and strength - physically, they are smaller and weaker on average; Zealots, who learn all combat skills, including ranged weapons, at 1.3 the usual rate, and can bolster their own capabilities with two spells - Righteousness, which increases strength and agility, and prevents them from feeling fear or pain, and Solace, which increases focus and spatial sense, while also allowing them to enter a martial trance temporarily; High Inquisitors, who are the female spiritual leaders of the Crusade, and can throw Holy Bolts at up to three targets, bolster the physical capabilities of three nearby allies with Divine Hymn, scorch enemies with Holy Fire, and can even resurrect a fallen ally; and Grand Crusaders, the unscrupulous male leaders of the Crusade, who are larger and stronger on average, learn most combat skills at 2.5 the usual rate and the sword skill at thrice the usual rate, and can use Crusader's Might to increase the strength of three nearby allies, Repentance, which causes a single target to break down over the weight of their sins, Shadow Bolt, a projectile attack, and Mind Flay, which causes severe pain in the nervous system. The Crusaders are hostile babysnatchers.

That's it for now. I'm gonna return to working on the biome revamp - at a later point I'll take a break again and make a few more addons for this pack.
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 18, 2018, 06:10:34 am
Quick fix to my Kingdoms of Humanity addon - one of the Kul Tiran castes had the wrong tile, so I changed it.
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ninjajack2 on March 18, 2018, 11:17:02 pm
Just a quick question about the game and possible tilesets you think would work with the mod if any. I understand that you normally do not play with a tileset, i was just curious as ive seen your work on the MDF pack and was a bit confused >.<
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 19, 2018, 04:18:53 am
I think most of them would work, but you'd have to install them manually. Even then, I don't think there's a single tileset that has graphics for the creatures in any of my packs - if there was I would have already linked it in the first post. If someone were to add support that'd be fine by me, but I'm also not actively gonna ask people because it'd be an utterly gargantuan undertaking even for just one of my packs.
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ninjajack2 on March 19, 2018, 06:22:55 am
alright was wondering. I am pretty sure there some who would do it but if its about asking them, then just put it out there that you would feature their work?
Title: Re: [44.07] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 19, 2018, 10:11:54 am
I'll ask on the subforum if anyone would be up for that - I admit it'd feel sorta awkward for me to reach out like that instead of having people do stuff on their own. Still if I get support for that I'll put up installs which have the tilesets installed by default as well as links to the sets themselves.
Title: Re: [44.08] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on March 30, 2018, 03:34:56 am
Minor update - updated the full packs to 08. I've also given the dark dwarves a bit of a new gimmick - they're immune to fire now, so they should function a lot better with their molten giant and flamewaker allies. I've also changed some of the internal identifiers some Warcraft creatures had, since they lacked the WC_ prefix I give them, and increased the petvalues for most of the new creatures.

I've updated the addons for compatibility as well - also, Dalaranians now have Arcane Guardians as pets. I've altered the description of the Guardians a bit now to reflect they wouldn't always be Blood Elf exclusive now. Twilight Draconians entity file had the wrong identifier, so I fixed that as well.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 02, 2018, 05:58:56 am
Minor update - there was a missing bracket in one of the body plans that could have been causing issues, so I amended that. I also updated the text files for the pack along with updating the full pack to 44.09.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 07, 2018, 08:22:12 am
Minor update - updated the slime material used by a few creatures, so now they should melt properly when exposed to enough heat.

Sometime before BFA comes out and after I'm done with the first pass of my good/evil biome revamp, I'll update this pack a bit more substantially - there's still quite a few loose creatures I haven't done, such as the frenzies (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/7/75/Drakkari_Frenzy.jpg?version=9a50cd423d524164b45e44e4214a83f4), the WoW-style oozes (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/8/86/Glutinous_Ooze.jpg?version=37b967674491076a9cfb571e5c54f377) (the Sludge Monstrosity currently in is based off of the WC3 design), the WoW-style zombies (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/e/e7/Boltskull.jpg?version=abe64c7ab59f9c4d6c03258c82d740c8) which would have different variants (regular zombs which are just humanoids, "perforated" ones with arrows sticking out of them that would be a butchering return, "sheath" zombies with a sword piercing through them, or one-armed ones), or the elemental pandarian spirits (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/6/6f/Elemental_spirits.png?version=ff3c7ed7a2b9f2b43668d6998245375a), amongst others.

I'll also add a new caste to the Naga then, to represent Azshara's model (http://wow.zamimg.com/uploads/screenshots/normal/718278.jpg), considering she's going to be seen in BFA and we know enough about her for me not to have to worry about naming or lore-related stuff.
I gotta say, I'll be pretty hyped to start working on the BFA stuff, given the datamined stuff. Some newer choice favourites:
-"Beast Men" (http://wow.zamimg.com/uploads/screenshots/normal/716129.jpg) - kinda reminiscent of the Swinefolk from Darkest Dungeon - they have a few variants as well, with some having a beaked head (http://wow.zamimg.com/uploads/screenshots/normal/716283.jpg), or having blades (http://wow.zamimg.com/uploads/screenshots/normal/716281.jpg) instead of one or both hands.
-Drust Realm Creature (http://wow.zamimg.com/uploads/screenshots/normal/718227.jpg) - no real name yet, also no info on them, but they look pretty cool.
-Blood Abomination (http://wow.zamimg.com/uploads/screenshots/normal/716124.jpg) - a boss using this model is called an "unbound abomination" - no real lore on it yet either (though its probably some spawn of G'huun (http://wow.zamimg.com/uploads/screenshots/normal/695963.jpg)).
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Nyxalinth on April 10, 2018, 09:23:23 am
Can this work with the lazy Newb Pack?

That is, if I install it to an existing LNP, it would work?
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 10, 2018, 11:49:46 am
Can this work with the lazy Newb Pack?

That is, if I install it to an existing LNP, it would work?

It should work with the launcher and various utilities I think - the only issue would be tilesets or installing stuff using the LNP since it'd reset everything to vanilla DF raws. You'd just have to install the raws and data/speech folder manually, then launching using the LNP should work. The same would go for the rest of my mods.

I admit there's no real tileset compatibility with this - I've asked on the tileset sub-board, but I haven't gotten responses on there, though YetAnotherLurker messaged me about it on discord and outlined some issues that could crop up with trying to make one for this pack.
It's not entirely surprising to me, since for clarity purposes I do admit it would be difficult for some creatures for a variety of reasons - either not looking distinct enough within a tileset's style (i.e worgs, which are just horse-sized wolves - would be difficult to diffrentiate them and the vanilla giant wolves, for example), being a bit too complex and resulting in the sprite looking blurry and unclear (hecatoncheir comes to mind - a giant with five heads and ten arms), or multi-caste creatures, since there's no support yet for graphics for individual castes.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: cesarjunior233 on April 12, 2018, 07:38:38 pm
What about you try to add a way for tame animals in adventure mode ?
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 13, 2018, 03:55:12 am
That's impossible. Gotta wait until Toady adds it in.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: cesarjunior233 on April 13, 2018, 08:03:56 pm
How can I talk with him ?
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 14, 2018, 01:21:43 am
You'd normally ask on FoTF. I don't see much of a point though, as adventure mode pets are a candidate for one of the pre-big wait updates.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: cesarjunior233 on April 14, 2018, 08:26:43 am
Ok thanks....Will be cool when we get pets OWO
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Garfink on April 15, 2018, 01:22:26 pm
Can this work with the lazy Newb Pack?

That is, if I install it to an existing LNP, it would work?

Works like a charm, setup your LNP pack with the graphics set you prefer and then just make a copy of the 0.44.09 DF folder and copy the files from this mod over it, run LNP and don't mess with the tileset tab settings and it will run fine. 
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Randomj on April 18, 2018, 07:42:11 pm
How do I install just the sorcerers mod? I downloaded and unzipped, where/how do I put the files. Running Lazy Mac Pack.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 19, 2018, 01:28:13 am
data/speech and raw/objects are where the files are supposed to go.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 21, 2018, 02:40:53 am
I have a problem with mail coifs. Whenever I try to make one, I just waste material, even though the success rate is supposed to be 100%.

Save file here: https://uloz.to/!9TnLaKBJi6fp/coif-save-zip (https://uloz.to/!9TnLaKBJi6fp/coif-save-zip)
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 21, 2018, 03:51:02 am
Ah, I took a quick look and I mangled something with the reaction. I've uploaded the fixed version here (https://www.dropbox.com/s/vjwe6x8ggp7121u/reaction_adv_wanderer_modified.txt?dl=0) for now - I'll include it in the full packs once I make a more substantial update to them.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 21, 2018, 05:10:03 am
Should have noticed it myself as well. "chunk" instead of "wire metal". Thank you.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on April 21, 2018, 02:35:03 pm
Some things I found.
The druid in the description of the feral panther transformation is misspelled.
The pride night creature seems to count as a age changing creature despite only being a night creature.

Also a suggestion.
Do you think you can add an ore guide so I don't need to go back to the corresponding threads to see which ore is best for things.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 21, 2018, 02:41:36 pm
Fixed the typo - not sure what you mean with the pride night creature thing though, since it is just an immortal night creature.

I'll make sure to add an ore guide once I get a more substantial update out.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Teneb on April 21, 2018, 05:27:34 pm
Fixed the typo - not sure what you mean with the pride night creature thing though, since it is just an immortal night creature.
I think they mean as in "Age of X and Y" type deal.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Enemy post on April 21, 2018, 06:46:29 pm
Did you make it a megabeast or a POWER? That can cause the problem.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on April 21, 2018, 09:53:48 pm
After looking through the raws for the pride minion, it does appear to have the power token. I assume this is unintentional given that none of the other sins not even the main pride megabeast seems to have this.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 22, 2018, 04:26:05 am
Ah, I missed that - I'll remove it for the next update.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 27, 2018, 01:00:24 pm
Alright, released the update - has quite a bit of new content for both the Dragon's Dogma and Warcraft sides of the pack, mostly creatures I haven't done before, but also changes to existing stuff. Fixed some of the bugs that were mentioned before as well.

On the Dragon's Dogma side of things, I've reduced the innate skills of Gorecyclopes, Eliminators, Cave Brutes and Gray Cyclopes - I've also nerfed many of the megabeasts which had multi-target attacks, so now they can hit less targets at once. Gorecyclopes also grow to a much smaller maximum size now, whereas Cave Brutes are now only found in savage grasslands, shrublands and savannas, instead of underground.

On the Warcraft side of things, I've adjusted some of the numbers both for the various spell interactions and for some of the metals, along with some minor entity changes to both the main pack civs and to the addon civs. I've added a new Naga caste and a new Faceless One caste, both described below - I've also edited the Starspawn caste, so they only have carapace on the head and neck, and also appear more like the regular Faceless Ones - their old body plan is used for the new caste. Night Elves also now have a throwing variant of their moon glaives - they're simply called "throwing glaives".

Lastly, I slightly nerfed the Plaguebearer minions reanimated by Biomancers - they no longer have the zombifying gas breath. The wild Plaguebearers found in evil biomes still have it, however.

Onto the new stuff:

Spoiler: Dragon's Dogma (click to show/hide)

Spoiler: Warcraft (click to show/hide)
I've also added a file for the ores and metals as requested - all of them are in comparison to iron.

That should be it - hope you guys enjoy it. Not sure what I'll do next for this pack since we're still a bit away from BFA's release - I had some concepts for a few more OC races that'd tie in to some of the story I had planned for my biome revamp, so I'll do those eventually, just don't know what else beyond that.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Teneb on April 27, 2018, 01:07:24 pm
Nice to see another release. As for more stuff to make next... there's probably always more warcraft stuff (considering Blizzard is somewhat prolific when it comes to making stuff for the franchise) you haven't added, or perhaps something else entire, either OC or from some setting.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 27, 2018, 01:32:56 pm
Haha, believe me, I was looking hard for some new stuff to add in that wouldn't be part of the BFA update or one of the addons - hence why this new creature set is sorta random, as it seems most of what I'm left with is just various odds and ends that didn't fit in any particular category. I suppose I may work on the orc tribes addon and the Hearthstone stuff in that case, atleast after I'm done making updates for my other packs to tide people over while I work on the evil biome revamp.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 28, 2018, 02:12:21 am
I am playing in 0.44.05, so I do not know whether it has been fixed since (going to update today), but I think that Mantids (and other flying races) should not have non flying mounts.

This is the second time, I have been ambushed by Mantids and a bunch of cattle (and 2 wingless Mantids) fell out of the air.
Spoiler:  log (click to show/hide)
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 28, 2018, 03:46:25 am
That's something I've noticed happening even prior to 44 - not sure what causes it, especially since these sorts of ambushers aren't supposed to be mounted in adventure mode.

I've removed the LOCAL_BANDITRY tokens from them and other races since the 05 release though, so you shouldn't see this happening in the newest versions - partially also because the token is rather glitchy and ambushers from your own civ will attack you as well.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 28, 2018, 07:35:12 am
Yeah, I was a human member of the local Mantid civ. Them ambushing me was weird for that reason as well. I just downloaded the 0.44.09 and I am going to transfer and update the save now.

Also I have a question. How do I find quest givers? In vanila, it is lords and bandit chieves. I know that bandit chieves still give quests and in an earlier version, I managed to get quests from a Tauren captain of the guard.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 28, 2018, 07:48:27 am
In the case of town civs they should be in the village houses - its usually the equivalent of a "captain of the guard" that dwarves have, for example. Depending on the civ type their names would be different but usually of a similar theme, and they'd always have dark blue tiles. For Tauren, for example, it'd be either a watcher or a warbrave, for Draenei it'd be a vindicator or exarch, for Orcs it'd be a stone guard or overlord, etc.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 28, 2018, 09:17:25 am
Thank you. When I get the mod pack to run, I will try to find one. Currently it says
Quote
Main index file missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed into its folders properly.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on April 28, 2018, 09:55:30 am
Thats odd - the index file should just be in the "data" folder. I'm looking at the full packs right now and I know I have it there.
Title: Re: [44.09] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on April 28, 2018, 03:00:17 pm
It is. And your folder works on its own. (Checked that) Either one of the add-ons or my mod messed it up, or winrar decompressed it badly. I should be able to check those it tomorrow.

Edit: It works. The first extraction of index must have failed somehow.

Edit 2: While the game works, the save from 0.44.09 is incompatible. (Missing definition HIGH_ELF) I will have to start a new one.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on May 06, 2018, 06:28:52 am
I've updated the full packs to 44.10 - normally I wouldn't release this sort of update for a minor version change, but as this one is particularly special due to the stress rebalance, I'm doing it anyway. No actual raw changes yet.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Vorox on May 12, 2018, 09:24:26 am
I've known about this mod for some time and now decided to check it out. I haven't played around with it yet, but the sheer amount of stuff it adds is crazy. I wanted something to add more variety and make the experience a bit different and this seems perfect for me. Thanks for the great work man!
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on May 12, 2018, 10:20:31 am
Thanks! Definitely let me know what you think, and make sure to report any bugs or issues you come across.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Vorox on May 21, 2018, 04:05:43 am
Well so far I have only found one very small issue - your entities don't seem to have the [VALUE:KNOWLEDGE] token. I don't know if this actually causes any problems ingame, but just wanted to let you know.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on May 21, 2018, 04:32:46 am
It seems to default to 0 if its not there - I've mostly left it out of races that wouldn't particularly care - incase it does cause some minor issues I will add that token in.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on June 11, 2018, 04:30:25 am
I've released a minor update to the full pack, the Warcraft-only pack, Dragons Dogma-only pack, and addon packs. Mostly small entity updates, some rewordings for creature descriptions, elemental affinities to some creatures (i.e red dragons have a fire elemental affinity, blue dragons have a water elemental affinity, dark bishops have a holy affinity) and some different attacks for some of the creatures (Tol'vir and similar creatures can scratch with their front feet for example) - I've also added a dire caste to the Mag'har from the derivatives addon. No new creatures for now.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Kingra on June 16, 2018, 04:27:36 am
Are the Rave Crocodiles no longer in this mod? cause their interactions are in the raws, but not the creatures.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on June 16, 2018, 05:41:39 am
Yeah, I've decided to remove them from the pack - forgot about moving out the reaction files, they'll be gone in the next update. I'll move them to the travesties pack later.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Blaze_1711 on June 17, 2018, 09:04:49 pm
Could you maybe add support to the Peasant and Foresters' mod? Or maybe add more adventure crafting to follow suit. I have a modified (personal) version of it that I'd be willing to link you to. I basically made all of your mod's metalworking fit into P&F's metalworking (mostly for balancing purposes, since P&F's requires more stuff, such as tools).
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on June 18, 2018, 01:53:16 am
I already had an edited version of Wanderer in for crafting, but sure, I could add an alternate version with support for Peasant and Forresters, just send me the edited version.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on June 19, 2018, 11:50:53 am
(https://imgur.com/LKd5EZz.png)

Do ravager wasps have primary ganglia in their left third legs/left third feet?
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on June 19, 2018, 12:37:23 pm
I've noticed this kind of stuff happen before (wrong message showing up on death - i.e "struck down" despite no instantly-lethal damage happening) - I'm not sure what causes it, and I doubt its a problem with the ravager raws (the wasps use a few custom body parts but their main body is the vanilla insect body plan). My best guess would be the thing bleeding out at the same time as you hit it, which made it count as a "struck down" death.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: pikachu17 on June 19, 2018, 12:57:29 pm
except it would specifically say if it bled to death, wouldn't it?
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: ZM5 on June 19, 2018, 01:24:15 pm
That's why I'm saying it seems to be a bug caused by the creature dying at the very same tic that its being hit at. I've had this (http://i.imgur.com/0n5EY0A.png) happen before - there's no message at the end as to the extent of damage caused, but the thing dies anyway. I fully admit this is just speculation and I could be wrong, but I don't think this is mod related.
Title: Re: [44.10] ZM5's Mod Depository - Elemental Unrest
Post by: Mathel on June 19, 2018, 01:32:49 pm
That would make sense. It was pretty mangled already. Missing 2 of its wings and 3 other feet. (fallen over, which happens on half feet missing)
Title: Re: [44.11] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: ZM5 on June 24, 2018, 10:09:45 am
Small update - version of the full packs is now 44.11 - I've also fixed some bugs, like redundant descriptions for legion demons and incorrect names for some of the Dalaranian nobles, also changed some of the tissues for Bog Beasts and Mandragoras so they're more fittingly plant-like.

More importantly, I changed the internal names for the vast majority of ammo, armor, tool and weapon types, so as to prevent duplication issues with mods that add similar weapons, like cutlasses, sabres or tridents. The addon packs have been updated accordingly as well.

Lastly, I'm adding a new download to the opening post - it's 64-bit DF bundled with peasant cretin's Peasant and Forester's mod, as requested. Hope you guys enjoy it!
Title: Re: [44.11] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: Blaze_1711 on June 24, 2018, 10:14:59 am
Glad to know peasant cretin was cool with it! Downloading the new version now!
Title: Re: [44.11] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: Mathel on June 24, 2018, 11:12:47 am
Will the Peasant and Foresters combo work with your mod only 44.10, no add-ons save?
Title: Re: [44.11] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: ZM5 on June 24, 2018, 11:28:38 am
You'd probably have to edit the reactions, since they have the altered internal names for the weapons and everything.
Title: Re: [44.11-12] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: ZM5 on August 10, 2018, 07:27:34 am
Sorry for not updating this pack in quite a while - I've not abandoned it.
The next update for it may take a while longer since I'm planning on doing some untangling of the raws alongside new content - unfortunately I didn't think of doing so before releasing the pack (I initially started modding only for myself, without planning to release anything I've made, so keeping stuff untangled wasn't a priority for me), so its quite a mess right now - once that's done though things should be a lot more modular and easier to keep track of, both for anyone who uses this and for myself.
Title: Re: [44.11-12] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: Wheatloaf on August 14, 2018, 12:42:45 am
Hey just wanted to pop in and say I like this modpack a lot. It's great. I appreciate your hard work!
Title: Re: [44.11-12] ZM5's Mod Depository - Now with Peasant and Forester's!
Post by: ZM5 on August 14, 2018, 07:08:56 am
Thanks! Hope you enjoy the new update once I'm done with it, it's mostly gonna have BFA content.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on August 23, 2018, 06:30:39 pm
Major update - as mentioned before, it's Battle for Azeroth content. I highly recommend deleting the previous installations of this (as well as the addon packs) as I've done a lot of reorganizing to make things easier to keep track of, along with some general changes to existing creatures - if you were to just throw the install of this onto the older version it'd cause duplication bugs.

The different treant types (standard, corrupted and nightmare) are now capable of speech and are playable - Gilgoblins are also playable.
Nearly all of the wild creatures (where it was conceivable, anyway) have sounds that they make (or actions that become "ambience" when the creature is not in the player's line of sight) - its mostly an adventure mode only thing.
I've altered the wood templates so they should be a tad stronger and also not throw out the "tearing the wood/bark" message.
I've also split up some of the files to make certain bits easier to remove if the player should choose to do so.
Most of the bird creatures have had their "beak jab" attack replaced with a peck attack - should be a tad stronger.
I removed the generic "acid" template - the creatures that used it now have locally defined "caustic bile" - it functions similarly, however it now only has local immunities - so, lets say, a saurok can spit acid at a chimaerok and affect it now, whereas previously it wasnt possible.
I removed innate skills from the C'thraxxi and the Starspawns - C'thraxxi also no longer have a ground pound interaction. They also have smaller sizes now - however, the C'thraxxi's body plan is more accurate now - they have a pair of antennae, as well as a pair of barbed tentacles at their sides that they can use for attacks.
I removed the blight gas reaction from the Forsaken, as well as blight gas itself - for now its kind of pointless, admittedly. Maybe once the magic update hits I'll be able to do something more with it.
I also added new castes to the Faceless Ones and the Forsaken - the new Faceless castes, aside from the C'thraxxi Juggernauts, are all taken from Hearthstone artwork - the Juggernaut, meanwhile, is from the new C'thrax model introduced in BFA.
Lastly, I updated the full packs to 44.12.

As for the new creatures, aside from adding BFA content, which includes several new races, wild creatures, wild playable races, as well as three new megas, I've also included four of my own races that are meant to go along with the setting of my cavern revamp and my good/evil biome revamp.

Spoiler: Civilized races - BFA (click to show/hide)


Gotta split up the post here due to the character limit.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on August 23, 2018, 06:32:02 pm

Spoiler: Megabeasts - BFA (click to show/hide)


Spoiler: OC races (click to show/hide)

That's it for now - hope you guys enjoy this update, had a lot of fun making it!
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on August 25, 2018, 11:54:34 am
Quick hotfix - fixed the profession names for some of the new races as well as the Forsaken and Scourge Undead castes (they were missing the CASTE_ prefix so it applied the names to all castes) - also made Blighted Fiends not require eating, drinking or sleeping.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on September 19, 2018, 07:41:47 am
Minor update - added more fitting identity (prophets, criminals, etc.) names for the various intelligent races. Aside from that, I've fixed some minor bugs, rewrote some of the dialogue for the Seven Deadly Sins megabeasts, added dialogue for the Blood Aberration megabeast, gave the Aqir their own dialogue (they previously used the same dialogue as the Faceless Ones), changed the Aranasi a bit to be more faithful to their WoW depictions (males are more spider-like now with six legs, eight eyes, and scythe-like blades at their wrists - females are still horned humanoids like before, but they cannot fly anymore, instead their wings are used for slashing attacks - both also have parts of their bodies protected by a carapace - females have less of it than the males - both also now have a battle fury interaction with their own dialogue). The Gluttonous also have more dialogue now - be ready for a barrage of horrible food/cooking related puns.
The same identity name changes apply to the addon packs as well. The full packs should have some different in-game music as well now.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 08, 2019, 09:10:17 pm
I have been having problems getting dwarves to spawn civs at world gen. Would deleting [SITE_CONTROLLABLE] from the new races ensure dwarves always get spawned?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on January 09, 2019, 05:48:54 am
It would, yeah - the default worldgen settings ensure a playable fort mode race is always present, so if dwarves are the only ones playable then they'll always be in a world.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 09, 2019, 03:13:22 pm
Yea that was the problem, I fixed it by just deleting the token. Thanks for the quick response. What are you working on now?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on January 09, 2019, 03:26:56 pm
No problem. Currently I'm in a bit of a standstill, got back from a 3 week holiday trip two days ago so I'm currently in a bit of a standstill - planning on doing some minor updates for this pack and a small addon with civilized races for my good/evil biome revamp, along with rewriting some creature descriptions both for that mod and my cave revamp mod.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 09, 2019, 11:00:41 pm
Oh nice. One other question... I'm using Meph's Tileset and all of your creatures come up as either some random critter or a blank square. Im not that versed in modding so how would I go about fixing this?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on January 09, 2019, 11:37:00 pm
Afraid I don't really know myself, since I don't use tilesets, sorry.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 12, 2019, 12:44:56 pm
Do siege golems work? Mine doesnt seem to be shooting cannonballs, only striking with its cannons
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on January 12, 2019, 01:04:46 pm
They should be firing their cannons from the tests I've been doing (did a quick arena test just now to make sure I didn't bork something along the way and they did fire cannonballs on lethal and no-quarter conflict levels) - though IIRC the AI only uses its interactions like projectile attacks at high enough conflict levels (lethal and no-quarter, for example - can't really see that in fort mode though). I think they also don't generally use interactions if their target is one tile away from them (think it's why GCS don't spray webbing if they get ambushed at a corner).
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 12, 2019, 07:19:27 pm
The only time I saw mine fight was when it ran up to the goblin. I pastured it behind a fortification, so Ill see if it shoots now
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: chilller6 on January 13, 2019, 12:15:17 am
update - it is using its cannonballs correctly
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on January 13, 2019, 06:36:04 am
That's good to hear.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 23, 2019, 08:59:57 pm
How to make site with other races ? And, ZM, you use any tileset ?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 25, 2019, 09:26:47 am
When embarking, you should be able to switch to the civ selection screen by pressing tab a few times - when you look at the neighbors list after that, the topmost race should be the one you selected (i.e dwarves at the very top if you selected a dwarf civ).
I don't use any tilesets, no. Only a slightly modified color scheme to make the darker blues more visible.

Also, released a minor update - added Leshens and Rusalkas to the mythological creature pack, made the elemental revenants playable (their old versions with innate weapons are now "mindless revenants"), fixed up some bugs and oversights with body plans - I've also removed the Friori from this pack, since I'll be moving them over to an addon for the good/evil biome revamp. Some minor updates for every addon pack as well (aside from the MK one). Did some minor changes to the seven deadly sins megabeasts too - added sounds to them, and also increased their attack triggers.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 25, 2019, 11:17:03 am
Thanks, and another thing: When I try to start a DF with DFHack, it isn't working, not even showing the intro
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 25, 2019, 11:27:09 am
Not sure why, DFhack works properly on my end (I'm on Windows 7).
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 25, 2019, 11:38:08 am
I'm on Windows 10 latest update, the CMD of the df hack is blank for me. And, your other packs work together with the main one ?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 25, 2019, 12:04:37 pm
They do, though my cave revamp, Diablo pack and race addon for the good/evil biome revamp use some material and item files from this one - better to install this pack first after the other three, since this one has the most complete, up-to-date versions of said files.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 25, 2019, 12:08:00 pm
Aye, thank you. Use the standalone versions or bit ones ?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 25, 2019, 12:43:34 pm
Better off to use the standalone, raws-only versions, since they only have the raws and not the entirety of DF with them - though this also would require a bit of fiddling for stuff like crafting reactions - I provide instructions for those with the downloads though.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 25, 2019, 01:10:24 pm
Which ones have? I'm planning to use Cave and Biome revamp
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 25, 2019, 01:28:01 pm
Cave pack has some shared files with this one (though trunctuated, so use the ones from this pack to prevent errors) - both packs also have some instructions for shuffling some of the vanilla good/evil and cave plants/trees around, though it's not neccesary.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 26, 2019, 11:10:29 am
Another thing/suggestion: Soundsense sound pack for the modpack ? I know that it would be giant due the ammount of animals
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 26, 2019, 12:00:46 pm
I could try it, but it'd take a really long time, and I admittedly have no experience messing with soundsense - would be a bit janky with some of the creatures when it comes to cross-mod compatibility between my packs too, given some of the creature names being similar.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 26, 2019, 03:04:43 pm
Ok thanks, which factions are the easiest/coolest for play in fortress mode ? Game is crashing after installing the main pack, raws from cave revamp and duality revamp. Could you give a download link for combo packs ? Like, main one with other packs together



Note: World with too much goodness and/or evilness will cause low number of civs
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 26, 2019, 03:41:29 pm
Forsaken I think should be easiest to play, considering they lack the need for eating, sleeping or drinking.

Not sure about the crashes, you sure you installed things properly? Like I said, the raws from this pack should be the last ones installed since the ones from the cave pack are trunctuated and lack some of the templates required for this one. Don't think I'll be doing combo packs though given how much mods I've already made and all the combinations I'd have to do.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 26, 2019, 03:58:22 pm
Idk the problem. And combo packs in the sense of: A zip/file with the packs together, like Main one with revamps
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 26, 2019, 04:01:02 pm
Does the errorlog say anything in the main directory?

I'm aware of what you mean, it's still not something I'd really wanna do because of all the different combos I'd have to make, like I said. Would be a gargantuan pain to keep updated.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 26, 2019, 04:56:22 pm
Ok then. And idk how to attach the log
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 26, 2019, 05:08:32 pm
Put its contents in code brackets
Code: [Select]
like thisAlternatively you could put it up on pastebin.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 27, 2019, 08:33:59 am
Putted on G-Drive: https://drive.google.com/open?id=1dB_a-_m_J6rJQxx1B8sEnXQtrKUkO-Ub
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 27, 2019, 09:06:58 am
Oook, that's really bizarre - I'm seeing none of these same errors on my end on a fresh DF install with this modpack. Try redownloading I guess and putting it on a fresh DF copy? It looks like the result of using some outdated raws honestly.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 27, 2019, 09:08:17 am
Mmmmm, I'll redownload the main pack and try to install the duality
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 27, 2019, 09:36:03 am
Worked. Now playing as Nerubian in an sinister wood near a mountain. And can you make a skaven civ ? They are ratmen but with 'I am superior than everyone' style, so they are kidnappers and stealers
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 27, 2019, 10:12:48 am
I don't think the skaven would really fit into this pack - trying to calm down a bit on civ making, given how many I already have. There should be some other modular mods with them though, I'd think.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: Teneb on February 27, 2019, 10:36:47 am
I don't think the skaven would really fit into this pack - trying to calm down a bit on civ making, given how many I already have. There should be some other modular mods with them though, I'd think.
There aren't because I haven't finished the Warhammer pack yet.

Soon, though. Soon.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: cesarjunior233 on February 27, 2019, 11:06:54 am
I don't think the skaven would really fit into this pack - trying to calm down a bit on civ making, given how many I already have. There should be some other modular mods with them though, I'd think.
There aren't because I haven't finished the Warhammer pack yet.

Soon, though. Soon.
Cool ! And another thing ZM, the Peasant and Forester's mod is working on the Main pack version ? How to use it ?
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on February 27, 2019, 12:00:06 pm
You'd have to drag the raws out of that download to your actual game folder - should work similarly enough to Wanderer.
Title: Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
Post by: ZM5 on June 17, 2019, 10:38:37 am
Figured I'd make a quick progress report, since it's been a while since I posted on this thread - I should have a few updates out sometime this week I think - primarily for the Warcraft part of the pack, the derivatives pack and the MK pack. As a small preview,  dwarves and dark dwarves will now have steam tanks and siege engines (https://i.imgur.com/b858gE3.png) (the latter a more powerful but more expensive version of the former) whereas gnomes and goblins will have bikes (https://i.imgur.com/dXRcvDP.png) - fast mounts. Both are mostly in preparation for the next update which should let players use these in both modes as mounts, although you should still get some utility from the tanks. That's amongst a bunch of other stuff.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on June 23, 2019, 07:21:07 am
Alright, got several updates out.

For starters, some general changes - I reorganized the help files, and also added a help file for the weapons and armor from this pack, so there's a better idea of what they can do and other details. This also allowed me to do a slight rebalancing of them.

I also altered most of the wild creatures a bit - added innate skill levels to them, so on one hand, they'll be more effective war animals -on the other, they'll also be a bit tougher to deal with in both modes. With this, also, I gave them the [DIFFICULTY:number] tokens, so they'll also give more skill XP when fought. I'll release updates with a similar change for my other mods later, for consistency.
Another thing - any creatures that hover (but don't neccessarily fly, i.e Liches, Banshees or Wraiths) and are not tameable for one reason or another (either they're intelligent beings like Banshees, or are opposed to life like the Dragon's Dogma Phantoms, Phantasms, Specters and Wraiths) now have TRAPAVOID. The ones that can be tamed will still trigger traps, however.
Added 3 new weapons as well - lances (spear skill), shurikens (a slinger weapon) and kunai (another slinger weapon). Lances are fairly common, although the shurikens and kunai are quite rare.

I also updated the crafting reactions, so now all weapon, helmet, armor and shield types are craftable. Added ones for the Kingdoms of Humanity addon as well, so you can now craft mini-cannons and the mini cannonballs, anchor maces and torturer's pokers.

For the Warcraft pack, I added a bunch of creatures - mostly missing odds and ends, but also some of the upcoming 8.2 creatures. I'll be brief with their descriptions, since these are described in the help files anyway. I also added 3 unique weapon traps that only Gnomes have access to (though the two Gnomish sub-races can sell them in caravans as well).

Spoiler: Full list (click to show/hide)

The Warcraft Derivatives addon also gained a few - some are, once again, odds and ends I haven't done before, while others are 8.2 creatures.

Spoiler: Full list (click to show/hide)

Lastly, the Additional Kombatants addon also got updated - there's a new race, the Naknadans - Kollector's race from MK11. Six-armed, greedy slavers with access to a large variety of weapons, mostly edged ones - unlike the other MK invaders, they'll be hostile even to the Ogres.

That should be it for now - don't know when the next update will be out, since currently I'm still doing a (relatively small) project - however, I do have a fairly large-ish update planned for the mythological pack, so stay tuned for that. Hope you guys enjoy this update!
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: brolol.404 on June 23, 2019, 08:30:24 am
What is the download link for a full warcraft conversion? "warcraft creatures only"?
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on June 23, 2019, 08:35:36 am
That only adds the Warcraft creatures, yes. I haven't done a full-on Warcraft conversion yet though I'm planning to do that at some point - as in, removing vanilla DF fantasy creatures, replacing dwarves with WC-esque mountain dwarves, etc.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: brolol.404 on June 23, 2019, 10:37:52 am
That only adds the Warcraft creatures, yes. I haven't done a full-on Warcraft conversion yet though I'm planning to do that at some point - as in, removing vanilla DF fantasy creatures, replacing dwarves with WC-esque mountain dwarves, etc.

If you want help let me know. I may be interested in helping in a warcraft conversion project. I've played the series since the original warcraft game.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on June 23, 2019, 12:26:22 pm
I should be fine, been at this for several years now - it wouldn't be too much of an issue since I've already done some personal re-dressing in my own raws, i.e removing animal people or vanilla humans.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on September 13, 2019, 02:15:37 pm
Small update - though right now it's only for the full (64, 32-bit and lite versions) pack - I'll do the separated bundles later.

For one, I added kukris as an additional sword-type for primitive races and tantos as a dagger type. Took a suggestion from Splint and I also removed the flat-slap type attacks from most weapons and slightly adjusted the values for pommel/shaft bashes to make them a tad more effective.

I fixed up some issues as I went through the raws again to update the help files a bit, and I also added some new stuff - most of it is for the mythological side of the pack - there's a few new megabeasts, like the Charybdis, the Typhon, the Ekhidna or the Carcolh, as well as a few additional predatory and intelligent myth/folklore creatures.

I also added a megabeast and night creature based on what is the eighth deadly sin in some orthodox Christian denominations - the Eclipsing Despair and its lesser version, the Retainer of Despair. Both are the largest of all sin incarnations, and while slower they should still be rather tough foes.

Lastly I did some changes to the Additional Kombatants addon - added a help file, corrected some issues with the Kytinn and also added some new stuff for the Yellow Cyborgs - for one, they can shoot bombs now (will do blunt damage, more than the Red Cyborg's missiles) - should they drop off or get lodged in, they will explode into flames, similarly to the missiles fired by the Red Cyborg - aside from that, they can fire cyber netting now to reduce the speed of a target. The other addons will get help files as well at some point.

Should be it for now, I'll try updating the separated bundles soon-ish, though I'm juggling a lot of RL stuff alongside updating the other mods, so it may not actually be that soon.
I'm also planning on eventually untangling this mod and putting most of it as separate - will take a long time, but I think it'd be for the best - I'd do similar stuff with my other mods just to atleast keep shared material/tissue and body plans to cut down on the amount of stuff the game has to read.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: Kingra on September 15, 2019, 08:55:21 pm
Could you please update the separate myth and sins raws as well?
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on September 16, 2019, 03:23:16 am
I'll try to this week - like I said, a tad busy with a lot of irl stuff atm so trying to juggle most of it along with all the mod stuff is proving a tad difficult.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on September 17, 2019, 02:18:29 am
Put up the updated files for those two packs - the Warcraft and Dragon's Dogma sides are unupdated for now since I haven't really done any changes to those.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on October 20, 2019, 05:17:24 pm
Released a small but fairly important update - if you're using this pack I recommend you use the raws on a fresh install - I've rearranged many of the body plan and interaction raws, alongside the transformation and reanimated minion raws - its mostly to be able to more easily keep track of everything. I should have done this before I even released the mod but tbh at that time it never crossed my mind.
There's still more testing I have to do to make sure everything works in its separated versions, but it should mostly be servicable for now (and there's no errors on the preinstalled versions so that works).

As an aside, I've added two more weapon types - bastard swords, gear shields (for gnomes and their subraces only - gnomes have to craft them as with other mechanized items) and warden's glaives (based on the watcher's weapon (http://www.kruithne.net/warcraft-reforged/images/watcher.png) from WC3/Reforged) - and also harnesses, chest wrappings, foot wrappings, anklets and hand wrappings as clothing options (anklets are made of metal).

I will have a more substantial update out in the near future, since there's new stuff out on the PTR, including new (https://wow.zamimg.com/uploads/screenshots/normal/873628.jpg) Aqir (https://wow.zamimg.com/uploads/screenshots/normal/873629.jpg) models (https://wow.zamimg.com/uploads/screenshots/normal/873630.jpg), meaning I'll have to expand that race, and a bunch of old (https://wow.zamimg.com/uploads/screenshots/normal/873638.jpg) god (https://wow.zamimg.com/uploads/screenshots/normal/873639.jpg) creatures (https://wow.zamimg.com/uploads/screenshots/normal/873640.jpg) so (https://wow.zamimg.com/uploads/screenshots/normal/873632.jpg) that should be fun.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: Mathel on October 22, 2019, 01:31:21 am
I have downloaded the updated pack (x64) yesterday. I have been unable to start playing adventurer mode, as the world generates, but DF crashes when I create character.
The last world also had playable sheep that create ovine hamlets. Is this intentional?

The errorlog.txt complains about many duplicate objects.
Code: [Select]
Duplicate Object: creaturebody DD_GOLEM_CRYSTALS
Duplicate Object: creature WC_SHA_BRETHREN
Duplicate Object: creature WC_ALEMENTAL
Duplicate Object: creature WC_MOUNTAIN_SPRITE
Duplicate Object: creature WC_WATER_SPRITE
Duplicate Object: creature WC_FOREST_SPRITE
Duplicate Object: creature WC_SHA_SPIRIT
Duplicate Object: creature WC_WATER_SPIRIT
Duplicate Object: creature WC_EARTH_SPIRIT
Duplicate Object: creature WC_AIR_SPIRIT
Duplicate Object: creature WC_FIRE_SPIRIT
Duplicate Object: creature WC_ANCESTRAL_PHOENIX
Duplicate Object: creature WC_WATER_STRIDER
Duplicate Object: creature WC_PANDARIAN_YETI
Duplicate Object: creature WC_SHA
Duplicate Object: creature WC_CLOUD_SERPENT
Duplicate Object: creature WC_KUNCHONG
Duplicate Object: creature WC_MUSHAN
Duplicate Object: creature WC_QUILEN
Duplicate Object: creature WC_MISTLURKER
Duplicate Object: creature WC_WICKER_GOLEM
Duplicate Object: creature WC_BLIGHTED_FIEND
Duplicate Object: creature WC_TROLL_LICH
Duplicate Object: creature WC_UNDEAD_TROLL
Duplicate Object: creature WC_SKELETAL_TROLL
Duplicate Object: creature WC_GLUTTONOUS
Duplicate Object: creature WC_ANCIENT_WATCHER
Duplicate Object: creature WC_HAUNT
Duplicate Object: creature WC_SANDSTORM_ELEMENTAL
Duplicate Object: creature WC_WICKER_GIANT
Duplicate Object: creature WC_SOUL_ESSENCE
Duplicate Object: creature WC_WICKER_BRUTE
Duplicate Object: creature WC_WICKER_BEAST
Duplicate Object: creature WC_GROTESQUE
Duplicate Object: creature WC_RIOT_PUMMELER
Duplicate Object: creature WC_RUNIC_GUARDIAN
Duplicate Object: creature WC_RUNEWRAITH
Duplicate Object: creature WC_CORE_PROWLER
Duplicate Object: creature WC_SEA_SIREN
Duplicate Object: creature WC_BRAMBLEDEER
Duplicate Object: creature WC_BRAMBLEHAWK
Duplicate Object: creature WC_BRAMBLEWOLF
Duplicate Object: creature WC_BRAMBLEBEAR
Duplicate Object: creature WC_EMBALMER_GOLEM
Duplicate Object: creature WC_BLOOD_TICK
Duplicate Object: creature WC_BLOOD_ELEMENTAL
Duplicate Object: creature WC_UNBOUND_ABOMINATION
Duplicate Object: creature WC_BLOOD_HULK
Duplicate Object: creature WC_SPECTRAL_GUARDIAN
Duplicate Object: creature WC_MAWFIEND
Duplicate Object: creature WC_RANISHU
Duplicate Object: creature WC_DESERT_LASHER
Duplicate Object: creature WC_CRAWG
Duplicate Object: creature WC_BLOOD_SPAWN
Duplicate Object: creature WC_KROLUSK
Duplicate Object: creature WC_SAUROLISK
Duplicate Object: creature WC_THORNHIDE
Duplicate Object: creature WC_BFA_PTERRORDAX
Duplicate Object: creature WC_SABERTUSK
Duplicate Object: creature WC_DIRE_TOAD
Duplicate Object: creature WC_BRUTOSAUR
Duplicate Object: creature WC_SAURID
Duplicate Object: creature WC_RAVASAUR
Duplicate Object: creature WC_ZOMBIE
Duplicate Object: creature WC_GARGOYLE
Duplicate Object: creature WC_PLAGUE_DOG
Duplicate Object: creature WC_FROSTWYRM
Duplicate Object: creature WC_GHOUL
Duplicate Object: creature WC_DIRE_ZANDALARI_TROLL
Duplicate Object: creature WC_DIRE_DARK_TROLL
Duplicate Object: creature WC_DIRE_JUNGLE_TROLL
Duplicate Object: creature WC_DIRE_SAND_TROLL
Duplicate Object: creature WC_DIRE_ICE_TROLL
Duplicate Object: creature WC_DIRE_FOREST_TROLL
Duplicate Object: creature WC_DIRE_FEL_ORC
Duplicate Object: creature WC_DIRE_ORC
Duplicate Object: creature WC_STORM_CROW
Duplicate Object: creature ZM5_INFESTED_SHAMBLER
Duplicate Object: creature ZM5_PUPPET_SHAMBLER
Duplicate Object: creature ZM5_MEATPILE
Duplicate Object: creature ZM5_STATUE
Duplicate Object: creature WC_FERAL_PANTHER
Duplicate Object: creature WC_GUARDIAN_BEAR
Duplicate Object: creature WC_MOONKIN
Duplicate Object: creature WC_WIDOWSPAWN
Duplicate Object: creature WC_BLOOD_SEEKER
Duplicate Object: creature WC_SLITH
Duplicate Object: creature WC_TIGON
Duplicate Object: creature WC_DEMON_HUNTER
Duplicate Object: creature WC_FUNGARIAN
Duplicate Object: creature WC_SETHRAK
Duplicate Object: creature WC_VIRMEN
Duplicate Object: creature WC_SAUROK
Duplicate Object: creature WC_YAUNGOL
Duplicate Object: creature WC_HOZEN
Duplicate Object: creature WC_MOGU
Duplicate Object: creature WC_WITCH
Duplicate Object: creature WC_DRUST
Duplicate Object: creature WC_TORTOLLAN
Duplicate Object: creature WC_JINYU
Duplicate Object: creature WC_PANDAREN
Duplicate Object: creature WC_AQIR
Duplicate Object: creature WC_BLOOD_TROLL
Duplicate Object: creature WC_KTHIR
Duplicate Object: creature WC_MANTID
Duplicate Object: creature WC_VULPERA
Duplicate Object: interaction RAISE_DEAD
Duplicate Object: interaction WC_RAISE_SHA
Duplicate Object: interaction WC_RAISE_LESSER_SHA
Duplicate Object: interaction SHA_BLOODTHIRST
Duplicate Object: interaction SHA_CRIPPLING_DESPAIR
Duplicate Object: interaction SHA_GNAWING_DOUBT
Duplicate Object: interaction SHA_INTENSIFY_ANGER
Duplicate Object: interaction SHA_MARK_OF_ARROGANCE
Duplicate Object: interaction SHA_INSTILL_HATE
Duplicate Object: interaction SHA_TERRIFY
Duplicate Object: interaction UNLEASH_HATE
Duplicate Object: interaction WC_NZOTH_NIGHTMARE
Duplicate Object: interaction WC_LUNATIC_GAZE
Duplicate Object: interaction WC_YOGG_DEFEANING_ROAR
Duplicate Object: interaction WC_CTHUN_EYE_BEAM
Duplicate Object: interaction WC_BLESSING_OF_THE_OLD_ONES
Duplicate Object: interaction WC_EATER_MIND_SEAR
Duplicate Object: interaction WC_EATER_SOUL_FLAY
Duplicate Object: interaction WC_AZSHARA_WHISPERS
Duplicate Object: interaction WC_GRAVITY_CRUSH
Duplicate Object: interaction WC_SHADOWFLAME
Duplicate Object: interaction WC_SHADOW_SHIELD
Duplicate Object: interaction WC_SHADOW_WALK
Duplicate Object: interaction WC_TWILIGHT_INFUSION
Duplicate Object: interaction WC_DREADFLAME
Duplicate Object: interaction WC_INCINERATE
Duplicate Object: interaction WC_SOUL_BURN
Duplicate Object: interaction WC_CONSUME_SHADOWS
Duplicate Object: interaction WC_VOID_TOUCH
Duplicate Object: interaction WC_CORRUPTED_BLOOD
Duplicate Object: interaction WC_VAMPIRISM
Duplicate Object: interaction RAISE_COLDWRAITH
Duplicate Object: interaction WC_CURSE_OF_FRAILTY
Duplicate Object: interaction FELSTALKER_BITE
Duplicate Object: interaction MANASABER_BITE
Duplicate Object: interaction DARKGLARE_SEARING_BEAM
Duplicate Object: interaction SUNBEAM
Duplicate Object: interaction SHADE_PAIN
Duplicate Object: interaction SPECTRE_CHAINS
Duplicate Object: interaction SPECTRE_NIGHTMARESICKNESS
Duplicate Object: interaction RESURRECTION_VALKYR
Duplicate Object: interaction RESURRECTION_GENESAUR
Duplicate Object: interaction BATTLE_ROAR
Duplicate Object: interaction BOTANI_WITHER
Duplicate Object: interaction RAISE_SHAMBLER_LIFECONSTRUCT
Duplicate Object: interaction RAISE_SHAMBLER
Duplicate Object: interaction MADDENING_WHISPER
Duplicate Object: interaction SAYAAD_LASH_OF_PAIN
Duplicate Object: interaction SAYAAD_SEDUCTION
Duplicate Object: interaction TERRIFYING_VISION
Duplicate Object: interaction OBLIVION
Duplicate Object: interaction OBSERVER_DEATH_RAY
Duplicate Object: interaction OBSERVER_BLINDING_BEAM
Duplicate Object: interaction OBSERVER_PAIN_BEAM
Duplicate Object: interaction NIGHTMARE
Duplicate Object: interaction SHA_POSSESSION
Duplicate Object: interaction GRONN_SHOUT
Duplicate Object: interaction HEMORRHAGIC_FEVER
Duplicate Object: interaction BASILISK_PETRIFY
Duplicate Object: interaction WRETCHED_ENERGYDRAIN
Duplicate Object: interaction UNLEASH_LIFE
Duplicate Object: interaction PROTECT_SELF_ONLY
Duplicate Object: interaction CLOCKWORKGIANT_RAGE
Duplicate Object: interaction CLOCKWORKGIANT_AGGRO
Duplicate Object: interaction TIME_WARP
Duplicate Object: interaction WC_HORUSATH_EMPOWER
Duplicate Object: interaction SIREN_SLEEP_SONG
Duplicate Object: interaction SIREN_FATAL_SONG
Duplicate Object: interaction SIREN_CURSED_SONG
Duplicate Object: interaction GREED_BARRIER
Duplicate Object: interaction PRIDE_TAUNT
Duplicate Object: interaction WRATHRAGE
Duplicate Object: interaction MARK_OF_FLAME
Duplicate Object: interaction WC_GHOSTLY_TOUCH
Duplicate Object: interaction WC_CARRION_SWARM
Duplicate Object: interaction FREEZING_WIND
Duplicate Object: interaction C_KEEPER_NIGHTMARE_PLAGUE
Duplicate Object: interaction MIND_FLAY
Duplicate Object: interaction CURSE_OF_FATIGUE
Duplicate Object: interaction HOLY_FIRE_SERAPH
Duplicate Object: interaction HOLY_FIRE
Duplicate Object: interaction PARALYZING_SHOCK_ATTACK
Duplicate Object: interaction STARE
Duplicate Object: interaction SCREAM
Duplicate Object: interaction PULSE
Duplicate Object: interaction SLOW
Duplicate Object: interaction BANSHEE_CURSE
Duplicate Object: interaction ACCELERATE_DECAY
Duplicate Object: interaction REPENTANCE
Duplicate Object: interaction SEDATION
Duplicate Object: interaction INTESTINE_HEMORRHAGE
Duplicate Object: interaction PETRIFYINGSTARE
Duplicate Object: interaction WINNOWED_WITHER
Duplicate Object: interaction PROTECT
Duplicate Object: interaction BATTLE_FURY
Duplicate Object: interaction SHADOWMELD
Duplicate Object: interaction BLOOD_OFFERING
Duplicate Object: interaction ENRAGE
Duplicate Object: interaction SHADOW_WALK
Duplicate Object: interaction ANTIMAGIC_SHELL
Duplicate Object: interaction PARALYZING_SHOCK
Duplicate Object: interaction POLYMORPH
Duplicate Object: interaction UNSTABLE_AFFLICTION
Duplicate Object: interaction MARK_OF_THUNDER
Duplicate Object: interaction MARK_OF_STONE
Duplicate Object: interaction MARK_OF_FROST
Duplicate Object: interaction ZM5_BABA_YAGA_ROOTS
Duplicate Object: interaction ZM5_BABA_YAGA_SPIDER_INFESTATION
Duplicate Object: interaction ZM5_CAIT_SIDHE_MISFORTUNE
Duplicate Object: interaction ZM5_CAIT_SIDHE_SOUL_DRAIN
Duplicate Object: interaction ZM5_CURSE_OF_ENFEEBLEMENT
Duplicate Object: interaction ZM5_MARK_OF_CHAOS
Duplicate Object: interaction MTH_WEAKENING_STARE
Duplicate Object: interaction CREVEN_SUPERSONIC_SCREECH
Duplicate Object: interaction SPHINX_RIDDLE
Duplicate Object: interaction MALFORMED_DECREPIT_FEVER
Duplicate Object: interaction MALFORMED_PARALYZING_BEAM
Duplicate Object: interaction MALFORMED_ERRATIC_SHOCK
Duplicate Object: interaction MALFORMED_ICE_BARRIER
Duplicate Object: interaction MALFORMED_HELLFIRE
Duplicate Object: interaction ZM5_RAISE_FOREST_GUARDIAN
Duplicate Object: interaction LAMIA_COURAGE_SONG
Duplicate Object: interaction LAMIA_INSPIRING_SONG
Duplicate Object: interaction LAMIA_ENERGIZING_SONG
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on October 22, 2019, 03:16:31 am
Yeaaa thats why I mentioned uninstalling the previous versions and replacing them with these new raws, since I moved around some of the creature files (mostly scaled the MOP and BFA stuff with the respective large predator, civilized race and non-hostile beast files). Same for most interactions and the like, since I'm trying to split up the different crossover stuff in this.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: Mathel on October 22, 2019, 08:30:06 am
To be clear, I downloaded the whole pack. I unpacked it into an empty folder. I tried running it from there.

Does this mean that only the Lite pack currently works?
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: ZM5 on October 22, 2019, 11:53:50 am
Ooook, that's strange then, lemme run some tests - I did a quick arena thing before packing this up for release and I didn't get anything in the errorlog.

EDIT: Just genned a world with the 64-bit folder - errorlog popped up after that (bit annoying it doesn't do that with the arena) but the only things in it are as follows:
Code: [Select]
Duplicate Object: creaturebody DD_GOLEM_CRYSTALS
Duplicate Object: interaction RAISE_DEAD
Duplicate Object: interaction SIREN_SLEEP_SONG
Duplicate Object: interaction SIREN_FATAL_SONG
Duplicate Object: interaction SIREN_CURSED_SONG

I'm not sure why the creature duplications or the other interaction duplications are popping up - I definitely removed the files like creature_wild_mop_zm5, creature_civilized_bfa_hostile_zm5 or interaction_malformed_zm5 that'd be responsible for some of these.

EDIT 2: I released an update with the errors I had fixed - I'm still not sure why the creature errors would be popping up.
Title: Re: [44.12] ZM5's Mod Depository - Whispers of the Old Gods
Post by: Mathel on October 22, 2019, 03:38:30 pm
All three listed files are in the folder I have. And in the package, which I kept a copy of. Along with new files like body_mythological_only_zm5.txt.
I will download the new version.

I downloaded the 64-bit pack again just now. Said files old are gone. I was able to create and start an adventurer in a world.

Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on October 22, 2019, 03:59:01 pm
All three listed files are in the folder I have. And in the package, which I kept a copy of. Along with new files like body_mythological_only_zm5.txt.
I will download the new version.

I downloaded the 64-bit pack again just now. Said files old are gone. I was able to create and start an adventurer in a world.
Alright, I must have left those files in by accident, or its some issue with the packer program I'm using. If you've downloaded it just now then I guess that also means you've got the new update stuff I was just writing a post about.

Fairly small update - added new stuff from the 8.3 PTR. Also updated the addons with the new clothing items and bastard swords. I also made the Anubisaths and Horusaths wild creatures rather than Qiraji-only - Anubisaths are also now playable and capable of speech.

List of creatures is as follows (more detailed info in help files):
-New Aqir castes - standard Aqir use a new model (https://wow.zamimg.com/uploads/screenshots/normal/873628.jpg), the old version is now the Aqir Goliath (https://wow.zamimg.com/uploads/screenshots/normal/873631.jpg) caste - there are also Priest (https://wow.zamimg.com/uploads/screenshots/normal/873629.jpg), Voidweaver (https://wow.zamimg.com/uploads/screenshots/normal/873630.jpg), Prophet (https://wow.zamimg.com/uploads/screenshots/normal/877108.jpg) and Shadowcaster (press view in 3d) (https://ptr.wowhead.com/npc=157253/kazir) as additional castes, each with some spells.
-Aqir Drone (https://ptr.wowhead.com/npc=157661/aqir-drone) - aqir pets, also found in some evil biomes.
-Aqir Swarmer (https://wow.zamimg.com/uploads/screenshots/normal/873633.jpg) - aqir pets, found in the same biomes as the drones. Fast, pretty deadly fliers.
-Shadow Serpent (https://wow.zamimg.com/uploads/screenshots/normal/873644.jpg) - flying eldritch creatures, usable as mounts.
-Void Watcher (https://wow.zamimg.com/uploads/screenshots/normal/873649.jpg) - large, intelligent creatures found in some evil biomes - use a couple of void spells.
-Void Ascendant (https://wow.zamimg.com/uploads/screenshots/normal/873635.jpg) - intelligent void beings - capable of using some dark magic.
-Nightmare Worm (https://wow.zamimg.com/uploads/screenshots/normal/873638.jpg) - rare, evil biome creatures - can reanimate corpses as tentacles or eyestalks.
-Nightmare Sludge (view in 3d) (https://ptr.wowhead.com/npc=157229/living-chow) - evil biome creatures - only capable of a slow, edged tackle attack.
-Corrupted Anubisath (https://wow.zamimg.com/uploads/screenshots/normal/873640.jpg) - intelligent evil biome dweller - uses some dark magic.
-Void Dragons (https://ptr.wowhead.com/npc=155718/void-dragon) - rare creatures in some evil biomes.
-Avatar of Corruption (https://wow.zamimg.com/uploads/screenshots/normal/873639.jpg) - megabeast - slow-moving, has a powerful arm-swipe alongside several spells.
-Avatar of Nightmares (https://wow.zamimg.com/uploads/screenshots/normal/873632.jpg) - megabeast - faster, somewhat easier to debilitate - also wields some magic.

That's it for now - I'll be doing any bugfixing whenever it pops up, but for now I'm gonna work on the Turok addon for the assorted pack. Hope you guys enjoy it.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: Mathel on October 23, 2019, 11:12:11 am
More bugs, this time not gamebreaking.

I am playing a human outsider. I killed some twilight cultists, but their clothes are too big for me. But their description says they are human too, so why are they larger than base humans?
About this, one, I did check the raws.
CULTIST_STANDARD_MALE and CULTIST_STANDARD_FEMALE castes of WC_TWILIGHTS_HAMMER creature have the same BODY_SIZE tokens as HUMAN,.
Yet, armor wearable by the cultists is consistently too large for humans.

Also, twilight cultists and zealots seem to have no joints, as when I grab their arms and legs, I can't joint-lock them and break said joints.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on October 23, 2019, 12:10:36 pm
The size thing is a quirk of the game when dealing with multi-caste creatures that have varying sizes (the Twilight Cultists also include orcs, ogres and the elemental ascendants as alternate castes - all larger than normal humans). I'm not entirely sure how the calculations work and how it averages the clothing size but it results in this effect where human-sized castes cannot wear human clothing and vice versa with normal humans unable to wear clothing sized for twilight cultists. Nothing I can really do about it.

Good catch on the lack of joints, oversight on my part.

Uploaded the fix, should still take effect on active worlds I think.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on November 05, 2019, 02:09:25 pm
Small update. Noticed some other humanoid creatures were lacking joints so I added those - also took out some of the unneccesary body detail plans - so I'd recommend replacing the b_detail_plan_zm5 and most of the creature files. These only apply to the Warcraft side of the pack, the Warcraft derivatives addon and my ocs.

I'll probably be updating the Warcraft pack and the derivatives addon at some point in the future, due to Reforged adding in more model variants for the creatures - so for example felhounds would have a stronger but more rare "fel ravager" caste based on the strongest felbeast creep type from WC3, using the new fel ravager appearance (http://www.kruithne.net/warcraft-reforged/images/felstalkerpurple.png). There'll be some more new stuff as well like the new flesh golem model (http://www.kruithne.net/warcraft-reforged/images/other/fleshgolem.png) as a separate creature, or the Dalaran mutant (http://www.kruithne.net/warcraft-reforged/images/other/dalaranmutant.png).

Shadowlands will also be coming up, so once it actually lands on the PTR and we have more info as well as the models of the new creatures available I'll get around to making stuff from it.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: flyteofheart on November 24, 2019, 10:45:01 pm
in the help files, would it be possible to have a list of "playable races" only? i get confused going through all the files as im not familiar with each of the source materials(never played warcraft/etc). having to go through alphabetically or whatever it is to find out what races are playable is slightly annoying. heh. this doesnt super matter but i think it would be welcomed.

im also curious about dark dwarves. are they any stronger or bigger than normal dwarves? im only seeing immunity to fire and quicker to anger than normal. curious if there is any other reason to play them. though fire immunity is probably worth it alone.

also does playing as an ogre still let you metalwork and such? any big differences from dwarves? i genned a pretty cool world with the main issue being ogres are the only playable race. dunno if i want to play as them since it seems more things are hostile?

finally, is there any way to force a race to generate? i cant get a world with the Friori haha. I really want to embark next to them on a glacier and trade/raid them for cryosteel haha.

thanks, like this mod a lot. i played with it a ton a year ago and had several "successful" forts in your new evil biome stuff, enjoyed the cave content, and love the variety of other races
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on November 25, 2019, 05:13:49 am
All the fort mode playable races would be under the Warcraft folder in the "Warcraft Races - Fort Mode Playable" file, atleast if you have the newest version - until somewhat recently I didn't have that file.

For now yeah, dark dwarves are mostly similar to normal dwarves aside from the personality trait changes, fire immunity and innate civ pets (mostly fire elemental stuff). Most I can really do with them right now without Dfhack.

Yeah, ogres can still perform all jobs - regular ogres and primal ogres do so at lower rates (primal ogres much more so), however, so you'd mostly rely on two-headed ogres to actually make worthwhile crafts or equipment - they all have some increased weapon skill rates though so they're better for military-heavy forts. Reason for many other races being hostile to them is that their civ has ITEM_THIEF, so they're in a different "faction" so to say. Savage, primitive races like gnolls, murlocs, saurok or saberon will be friendly, however more intelligent civilized beings like draenei, gnomes, jungle trolls or orcs will be hostile.

Unfortunately there isnt, you'd probably have to disable certain races by removing their entities to make more room for the ones you'd want to be in a world, or increase the civ cap.

Glad you enjoy it! I may have another update after I'm done with the necromorph addon for the horror pack and darksiders stuff for the assorted creatures mod.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: Droggarth on November 27, 2019, 05:45:57 am
For some reason I can't gen a new world with current version of Warcraft pack (Nov 5, 2019) with all four additional stuff from it added too (since I don't use other mods that conflict with standard raws). Crashes every single time it tries to bring up the world gen settings menu. I'm still way too mentally burnt out to figure things like that out (I still get strong headaches when I try to brainstorm something; shortly put I must not strain my brain). Rolled back to the one I've been using since 4 months back.

Thought I'd let you know and no, I just checked; The crashes aren't related to my own custom raws or even the additional stuff in your Warcraft pack. Something just seems off in the core Warcraft pack and I'm not the one to figure it out due to bespoken headache.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on November 27, 2019, 07:57:36 am
Hm, is there anything in the errorlog? My first thought would be to check if you have duplicate files, I recently did a reorganization of the files so if you installed it over the last version then that'd cause duplications and crashes - would have to delete the old files and put in the new ones. Otherwise I'm not sure, would have to check.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: Droggarth on November 27, 2019, 09:11:17 am
Nah, I always remove previous/old files from specific folders before updating mods for DF,
kinda like uninstall/reinstall to make sure there aren't any duplicates or old files lingering in the raws and whatnot.

The darn fresh new errorlog is so long that I can't post it in the post and I've forgotten the name of the site I used for file sharing.


Agh, finally recalled the site.. my head's pounding at this point. Here ya go: https://www.dropbox.com/s/0muepvhgnlfd6a4/errorlog.txt?dl=0 (https://www.dropbox.com/s/0muepvhgnlfd6a4/errorlog.txt?dl=0)

Other than the crashing it currently has. Can't quite imagine playing DF without 'Dwarfcraft: Reign of Armok', I'd get pretty darn bored with just dwarves, humans, goblins and elves, sure there's occasionally a bunch of random animal men but I prefer the variety that Warcraft has.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on November 27, 2019, 12:59:01 pm
Oh, I completely derped on that then - uploaded a fix to the dwarfcraft pack then, should be fine now I think.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: Droggarth on November 27, 2019, 01:26:24 pm
Glad to have been of help, thanks. Just genned a random world to see if it works and it worked, whew.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: cesarjunior233 on January 29, 2020, 08:28:22 am
Any chance of our modpack being updated to 0.47? They added pets/mounts in adventure mode, so it would be lovely to get Warcraft pets in adventure
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on January 29, 2020, 10:17:44 am
I'm still working on it and other mods. Update only came out today and given the stuff that needs updating its probably gonna take a while.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: cesarjunior233 on January 29, 2020, 12:21:43 pm
Roger that, I'm excited for doing adventure mode
I'm still working on it and other mods. Update only came out today and given the stuff that needs updating its probably gonna take a while.
Cool. Thanks for your hard work.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: vixeyrose on February 02, 2020, 07:17:30 pm
Love the mod, still getting used to the extra "fun". Lost a tower full of marksmen to some sort of spell caster when they turned on each other. The flying maidens are always on the hit list... them and kea's. Anyhow, I was wondering if the paladin's ability to resurrect things could be limited to friendly units in regard to the caster? I had one in my fort and he keeps bringing back the enemies who are still hostile.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 03, 2020, 04:53:01 am
Unfortunately no, its the same issue as with necromancy - targetting for resurrection doesnt take into account whether the target was friendly or not and it doesnt seem to be possible to change it.
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: Droggarth on February 03, 2020, 03:26:57 pm
Take as much time as ye needs. I be DFHack dependent fer these past few years anyhow as most of me playstyle is tied to it (DFHack) and Dwarfcraft: Reign of Armok. It'd be like drinkin' water instead o' rum playin' this game vanilla.

Good stuff o'er th' horizon!
Title: Re: [44.12] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 03, 2020, 03:58:51 pm
(https://puu.sh/F6Ept/262307ab02.png)
(https://puu.sh/F6DXp/db1526fc56.png)
Still updating mods with summons and the like - these are just some previews. I've split up Warlocks into 3 types and Shamans into 4 as a result of the new summons - some megabeasts and creatures also got their summons (i.e Crypt Lords and nerubian Spiderlords can release carrion beetles), alongside some interactions (i.e Nathrezim have a directed carrion swarm ability, and the aforementioned Crypt Lords and Spiderlords have an undirected locust swarm).

Technically the Warcraft side of things is done in regards to updating (on the most basic level anyway), however I probably won't make a release until 47.02 is out and the crash issues are resolved - currently I cannot get any large world to gen past 30-40 years, consistently crashes (apparently it happens in vanilla too at a smaller rate, but then I'd guess on a larger world with many civs whatever is causing the crash happens faster), so its kind of pointless to even release an update right now. May get in some additional creatures once I'm done updating the Diablo mod, who knows - it'd mostly be some of the new model variations for existing creatures from Reforged (yeah I know it sucks, hopefully it won't curse the mod - atleast the new models look nice and are more varied than the different tints back in WC3), though I also plan on adding some of the hero or caster types as innate castes for some races (i.e goblin tinkers with their claw-hammer backpacks, night elf wardens, undead death knights as a caste rather than a spell user type, gnoll wardens or orc shamans, etc.)

Still probably need to adjust new noble positions too so that might take a while(i.e different names for dungeon master/spymaster, add in the other ones that dont have much effect yet or only have a worldgen effect).
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 09, 2020, 12:02:24 pm
Updated to 47 - only the raws only versions and addons are updated (with the exception of the mythological and OCs+casters only packs, lost the original folders for those when I was carrying over stuff to a new PC, so I'll set those up later), given the worldgen crashes.

Main changes:
-Frost Bolt spells are now edged - many creatures i.e Harpies also now have innate edged ranged attacks.
-Summoning - many creatures now have summoning spells (sometimes, i.e in the cases of eldritch creatures that raised tentacles, replacing reanimation) - too many to list.
-Warlocks are split into three - Affliction Warlocks (basically the old version, having a variety of curses and other debilitating spells at their disposal), Demonologist Warlocks (have the "basic" warlock summons - imp, voidwalker, succubus, fel hound, felguard, ered'ruin, infernal and darkglare) and Supreme Warlocks (have the grimoire of supremacy summons, though they have longer cooldowns - fel imps, voidlords, shivarra, observers, terrorfiends, abyssals and darkglares).
-Shamans are split into four - storm, fire, earth and frost shamans - each have somewhat different abilities and a corresponding elemental summon.
-Arcanists and Frost Mages now have summons.
-Added several new materials - Monelite, Pyrium, Storm Silver, Indurium, Black Iron, True Iron, Truesteel, Stormsteel, Ebonsteel, Osmenite, Lumenstone, Umbralite and Nethercite. Some are only usable by specific races - more specific descriptions are in the help files.
-Elemental creatures are now resistant to Elementium/Enchanted Elementium, as well as whatever their related elemental metal is (i.e Fire Elementals takes less damage from Incendicite)
-Healing spells now actually heal wounds instead of only giving recuperation - will still have to update help files with the specifics.
-Crypt Lords/Spiderlords have an undirected locust swarm ability - Nathrezim also now have a directed Carrion Swarm.
-Added a couple of new weapons - kanabos, wakizashis, nodachis and otsuchis (basically big sledgehammers) for races with more Japanese-themed weapon sets - also long axes.

Will do a more substantial update later, no new creatures yet - I did have a sort of "Hero update" planned that adds innate caster/hero castes to various races - currently a lot of them dont exist or are just noble titles (i.e Gnoll Wardens, Goblin Tinkers, Death Knights for undead, Orc Shamans, etc.).
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Mathel on February 09, 2020, 02:01:50 pm
Newly created world with lite pack. Breakdown recipes do not seem to work.

I am standing on a pile of
+felsteel buzz-saw gauntlet+
+<<+large indurium helm+>>+
+<<+thorium sabre+>>+
+<<+mithril buckler+>>+
+adamantite horseman's axe+
+dark iron buckler+
+monelite pole hammer+

Yet neither of the breakdown recipes recognise their reagents.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 09, 2020, 03:40:42 pm
Thats bizarre, I havent touched the breakdown recipes at all - anything in the errorlog? Also did you add the REACTION_CLASS:METAL token to METAL_TEMPLATE in material_template_default?
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Mathel on February 09, 2020, 04:16:32 pm
Things I did:
Fresh install of 0.47.02
Put Lite pack raws into it, replacing with Additional stuff on replace, others did not have conflicts.
Try to run
Realise that the system is x86, download x86 version of 0.47.02, unpacked files from x86 version core directory into core directory of my install (replace conflicts).
Run DF, create world, start playing.

Errorlog says
Code: [Select]
*** Error(s) finalizing the entity X
Unrecognized entity armor token: ITEM_ARMOR_AXE
Unrecognized entity armor token: ITEM_ARMOR_HAMMER
Unrecognized entity armor token: ITEM_ARMOR_SWORD
Unrecognized entity armor token: ITEM_ARMOR_ANVIL
Unrecognized entity armor token: ITEM_ARMOR_PICK
Unrecognized entity armor token: ITEM_ARMOR_GEAR
five times.
X has values: "WC_DARK_DWARF", "WC_DRAENEI", "WC_FORSAKEN", "WC_GNOME", "WC_OGRE"

Then in complains about impoverished Word Selector 170 times, does all the entity finalization fails again, then complains about pathing fail of my giant grizzly bear 4 times.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 09, 2020, 04:32:36 pm
Hm, that doesn't seem to be it then - I updated the files taking out the personal stuff I forgot to remove, but I'm not sure whats causing the breakdown issue - worked fine for me in the short tests I did with 47. Will have to look more into it then.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: hertggf on February 09, 2020, 07:39:15 pm
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_dragonsdogma_humanoids_zm5.txt"
DD_GORECYCLOPS:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
DD_GORECYCLOPS:Unrecognized Creature Caste Body Token: NECK
DD_ELIMINATOR:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
DD_ELIMINATOR:Unrecognized Creature Caste Body Token: NECK
etc
And sure enough, the definitions for [BODY:NECK] and [BODY:HUMANOID_JOINTS] don't exist anymore in 47.x's version of body_default.txt
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 10, 2020, 04:57:34 am
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_dragonsdogma_humanoids_zm5.txt"
DD_GORECYCLOPS:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
DD_GORECYCLOPS:Unrecognized Creature Caste Body Token: NECK
DD_ELIMINATOR:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
DD_ELIMINATOR:Unrecognized Creature Caste Body Token: NECK
etc
And sure enough, the definitions for [BODY:NECK] and [BODY:HUMANOID_JOINTS] don't exist anymore in 47.x's version of body_default.txt
You sure about that? I just opened up body_default.txt in a vanilla 47.02 folder and HUMANOID_JOINTS and NECK are still there.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Mathel on February 10, 2020, 07:09:34 am
Turns out I made a mistake by not reading all the help files.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: hertggf on February 10, 2020, 08:20:45 pm
You're right, my bad, apparently Adventurecraft removed them.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Gaery on February 18, 2020, 03:01:36 am
Anyone else have issues with worldgen crashes using this mod? If I have the site amount anywhere above the default value, or try to generate a large world, the game either crashes immediately after placing civs, or exactly after 50 years of generated history, but usually it crashes before getting to history generation (regardless of maximum history setting). I do not have this issue in vanilla, and I don't think it's a hardware issue, I have a decent PC, and memory usage doesn't even reach 2GB before crashing. Errorlog only says Impoverished World Selector, not sure what it means.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 18, 2020, 05:44:27 am
Yeah I've been getting consistent worldgen crashes since 47 came out, even before I updated the raws properly - I don't think its a mod issue since 44.12 worked perfectly fine for me. Impoverished word selector would just mean the game spits out names that are the same iirc because of not enough words.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Gaery on February 19, 2020, 02:24:44 pm
Hmm I can't seem to be able to play adventurer mode at all, crashes right after I press the key to start the game after character creation. This seems to happen with all races, tried multiple. It crashes either as it's generating the first area or after it finishes it.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: ZM5 on February 19, 2020, 04:25:06 pm
I genned up a 40 year old medium world (can't really go much further without crashes) and I'm able to spawn normally without crashing - not sure what's going on - anything in the errorlog? Sorry I can't be of much help but I'm kind of at a loss at which crashes are possibly because of the mod and which ones are just new version instability that's yet to be fixed.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Gaery on February 19, 2020, 04:32:59 pm
I genned up a 40 year old medium world (can't really go much further without crashes) and I'm able to spawn normally without crashing - not sure what's going on - anything in the errorlog? Sorry I can't be of much help but I'm kind of at a loss at which crashes are possibly because of the mod and which ones are just new version instability that's yet to be fixed.

Neither error log or game log has anything useful, and it happens on other worlds as well, not just on one. It might be solely on my end, guess i will wait for a new version and try with that.

EDIT: It was indeed my DFhack making the game crash and not a mod issue. Sadly this means I can't play adventurer mode with the current DFHack version, hopefully the first stable v47 one won't do this. Until then, I can play adventurer mode just fine by disabling DFHack altogether.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Teneb on February 20, 2020, 09:18:12 am
I genned up a 40 year old medium world (can't really go much further without crashes) and I'm able to spawn normally without crashing - not sure what's going on - anything in the errorlog? Sorry I can't be of much help but I'm kind of at a loss at which crashes are possibly because of the mod and which ones are just new version instability that's yet to be fixed.

Neither error log or game log has anything useful, and it happens on other worlds as well, not just on one. It might be solely on my end, guess i will wait for a new version and try with that.

EDIT: It was indeed my DFhack making the game crash and not a mod issue. Sadly this means I can't play adventurer mode with the current DFHack version, hopefully the first stable v47 one won't do this. Until then, I can play adventurer mode just fine by disabling DFHack altogether.
Only ever use DFHack if it was made for the version of DF you are using.
Title: Re: [47.02] ZM5's Mod Depository - Waking City
Post by: Gaery on February 20, 2020, 10:49:01 am
I genned up a 40 year old medium world (can't really go much further without crashes) and I'm able to spawn normally without crashing - not sure what's going on - anything in the errorlog? Sorry I can't be of much help but I'm kind of at a loss at which crashes are possibly because of the mod and which ones are just new version instability that's yet to be fixed.

Neither error log or game log has anything useful, and it happens on other worlds as well, not just on one. It might be solely on my end, guess i will wait for a new version and try with that.

EDIT: It was indeed my DFhack making the game crash and not a mod issue. Sadly this means I can't play adventurer mode with the current DFHack version, hopefully the first stable v47 one won't do this. Until then, I can play adventurer mode just fine by disabling DFHack altogether.
Only ever use DFHack if it was made for the version of DF you are using.
It is for the version I'm using. For some reason it just doesn't like this mod with adventurer mode, works fine in a vanilla adventurer game.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on April 26, 2020, 10:39:08 am
Alright, it took forever but I've got a new update out. Only the lite pack and the addon downloads are updated.

Biggest changes and additions are to the Warcraft pack. As the thread name now indicates, I've added plenty of castes to the vast majority of civilized races - this includes some of the addon ones. These include castes representing many of the WC3 hero and caster units, or ones that were feasible anyway, as well as notable WoW npcs/bosses - i.e High Elf Priests and Sorceresses, Blood Mages for Blood Elves, alongside Spellbreakers, Blood Knights, Priests and Sorceresses, Night Elf Demon Hunters/Huntresses, Wardens, Druids of the Claw/Talon/Moon/Wild and Archdruids, Orc Shamans, Forest Trolls have Eagle/Bear/Lynx/Dragonhawk Avatars representing the Amani bosses in Zul'aman, etc. etc. Almost every single race has additional castes now - way too many to list in this post, so I recommend looking through the help files instead. Most of the casters are smaller on average and generally lack physical attribute bonuses, but have magic spells to compensate - some hero exceptions are different warrior/paladin equivalents. Iron Guardians were renamed to Titan-forged, and now also have different Titanic Keepers as castes (similar to the ones held by the Titanic Watcher megabeast - said megabeast is now called the Corrupted Watcher, but is otherwise the same - the abilities of both the Titan-forged and Corrupted Watcher versions are somewhat different).

This doesn't only include civilized races however - wild races like the Makrura have caster variants, and some wild animals also have alternate castes (i.e Fel Hounds now have regular Fel Hounds as a baseline caste, and Fel Ravagers using their Reforged model as a stronger variant, or as another example, Arachnatids are split up into melee-only Warriors, ranged Barbed Arachnatids and large, Overlord leaders). The races from the Warcraft addons also have similar additional castes, i.e Stormwindian Paladins with similar abilities to the WC3 Paladin hero, Stromic Crusaders, Hill Dwarf Shamans or the Lightforged now having Clerics and Vindicators.

As a result, however, I removed the Demon Hunter and different Druid spell knowledge types.

A new race has been added, the Mountain Dwarves - basically Ironforge Dwarves. They're mostly there to be a basic playable fort mode race, without much in the way of gimmicks - that way I don't have to mess with vanilla game dwarves as much. Their unique caste are Mountain Dwarf Warriors - Mountain King stand-ins.

There's only a single new megabeast, the Fallen Avatar (Avatar of Sargeras stand-in). There are two potential dark pits rulers, however - the Fallen Titan (Sargeras stand-in) and the Helqueen (Helya stand-in). They're both about as tough as you'd expect (though the Fallen Titan obviously isn't up-to-scale).

I retired the Additional Entities addon - the civs from it have either been moved to the derivatives addon (i.e Kvaldir, Felborne, Void Elves or the Chromatic/Twilight/Nether Draconians) or to the base pack (Pygmies, Mur'gul and Magnataur). The derivatives pack itself has gained two races - Polar Furbolgs (more aggressive, hostile furbolgs that live in arctic areas) and Stone Troggs (they were decoupled from the regular Troggs). Several new creatures as well - Revenants of the Seas, Arcane Mutants (Dalaran Mutant creep, using the Reforged model), Spirit Beasts (unused felhound-like unit from WC3, using the Reforged models for them as a base),  or the Reject Slime (Dalaran Reject creep).

The Dragon's Dogma pack got some updates - I've added the basic Dragon's Dogma undead (so regular zombies with a stout undead caste) as an invading civ type - also DD-style skeletons (with regular, fighter, mage and skeleton lord variants). Death also now roams the caverns as a rare encounter. Pawns with several variants can also be gained as companions, provided you roll well at a shrine - they have different abilities and skill learning rates depending on their caste.

Not much changes with the mythological pack - added a Tarasque megabeast - more of the classical "six-legged part-dragon part-turtle part-lion with a scorpion tail" type, rather than the DND one.

Lastly I added several new weapons, some you might have seen in the For Honor addon I released for the assorted pack. Mostly Japanese and Chinese weapons.

Crashes should stop happening now, as I've removed the no_eat/drink tokens from all intelligent creatures. This unfortunately results in races/creatures that really shouldn't be eating now doing so (i.e wraiths, different Elementals, skeletal undead), but eh, it might be easier to get them to gain buffs from some plant types or alcohol now.

Make sure to remove the creature_wc_unique_playable_allies_zm5.txt file, the creatures from it have all been moved to the derivatives pack.

That should be it, hope you guys enjoy the update.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: Teneb on April 26, 2020, 12:42:36 pm
Exceptional work. I've wondered in the past if it was worth it doing this kind of work, and decided not to. This has me rethinking that.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: Kingra on April 26, 2020, 02:40:44 pm
Y'know? It would probably be a good idea to separate the mythology, MK, Sin and OC packs from the warcraft stuff
I like using the myhology and OC stuff specifically, but I don't like having to have the warcraft stuff mixed in with it.
Maybe put em in the Assorted creature pack with the other stuff?
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on April 27, 2020, 03:32:15 am
Y'know? It would probably be a good idea to separate the mythology, MK, Sin and OC packs from the warcraft stuff
I like using the myhology and OC stuff specifically, but I don't like having to have the warcraft stuff mixed in with it.
Maybe put em in the Assorted creature pack with the other stuff?
I tried doing that much earlier but its kind of a fool's errand at this point, all the stuff is too tangled together between the interactions, body plans, material plans and everything else the creatures use. Problem mainly came from the fact that I didn't split up the stuff before I released the mod to begin with - didn't have the foresight to do so, plus I originally never even intended to release it.
I might try giving the splitting another go later, but dunno how it'll work out.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: CheekoNoBreeko on April 27, 2020, 12:03:58 pm
How i select race? i dont know PLS Help!  :'(
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on April 27, 2020, 02:01:34 pm
In fort mode on the embark screen you press tab until you get to the civ select screen. Select through them with - and + and then check the neighbors screen - the race at the very top is the one that you'd be playing.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: Mathel on April 27, 2020, 02:02:00 pm
Hello, I tried to make a lamellar curirass (as a valkyrie), but instead I practiced my armorsmithing but made nothing of note.
Edit: But making a breasplate did work.
Edit 2: I looked into the files. Reagent 1 is labeled as "plates", but material is taken from "plating". This may be the cause.
Edit 3: Yes, it is the cause.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: CheekoNoBreeko on April 27, 2020, 02:28:43 pm
In fort mode on the embark screen you press tab until you get to the civ select screen. Select through them with - and + and then check the neighbors screen - the race at the very top is the one that you'd be playing.
But how i can play with dwarf? or other civ? :D
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on April 27, 2020, 03:09:25 pm
In fort mode on the embark screen you press tab until you get to the civ select screen. Select through them with - and + and then check the neighbors screen - the race at the very top is the one that you'd be playing.
But how i can play with dwarf? or other civ? :D
Thats what I was just referring to. It only lets you play the civs that are genned in a world. So not every world would have dwarves, or gnomes or forsaken or any other playable race. You can remove playability from races by going into raw/objects, opening up the entity_namehere.txt files and removing the [SITE_CONTROLLABLE] token.

Hello, I tried to make a lamellar curirass (as a valkyrie), but instead I practiced my armorsmithing but made nothing of note.
Edit: But making a breasplate did work.
Edit 2: I looked into the files. Reagent 1 is labeled as "plates", but material is taken from "plating". This may be the cause.
Edit 3: Yes, it is the cause.
Got it, uploaded the fix, along with an issue I noticed with lesser strigois (had two :'s in the caste name resulting in them being called nothings) and one for kingdoms of humanity - stormwind priests weren't able to use their abilities due to a mistake on my part (copied their caste over one too many times).
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: bben2032 on May 09, 2020, 05:49:46 am
Hi, I'm very new to modding and bay12forums but I'm curious what application I need to use in order to download the mod.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: Mathel on May 09, 2020, 11:45:34 am
Hi, I'm very new to modding and bay12forums but I'm curious what application I need to use in order to download the mod.

Any internet browser to download, a .7z capable unpacker (such as 7zip or winrar) to unpack, Dwarf Fortress to play.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on June 01, 2020, 06:46:47 am
Small update - fixed an issue with Nightmare Spider descriptions in the derivatives pack - also removed NOEXERT from most intelligent, playable creatures to prevent the sparring bug where they get tired and never recover.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: cesarjunior233 on June 08, 2020, 06:06:33 pm
Hey ZM5, just a question. When DF launch on Steam and get their tileset, there will be a effort for sprites of your races? I know that it is a LOTTA of races, but still?
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: cesarjunior233 on June 08, 2020, 06:21:26 pm
Also, a unrelated question. It is possible to tame wild animals in Adventure Mode? And, it is possible to mount undead animals as a necromancer/castes that are able to raise undead
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on June 09, 2020, 01:00:21 am
Hey ZM5, just a question. When DF launch on Steam and get their tileset, there will be a effort for sprites of your races? I know that it is a LOTTA of races, but still?
Nah, I don't have the artistic skill for that.

Also, a unrelated question. It is possible to tame wild animals in Adventure Mode? And, it is possible to mount undead animals as a necromancer/castes that are able to raise undead
Wild animals, no. You can claim strays in civilized sites though, think you use g or h for it. I think reanimated mounts can still be mounted but I don't remember.
Title: Re: [47.04] ZM5's Mod Depository - Hero Update
Post by: ZM5 on July 15, 2020, 09:41:23 am
I've released a fix update for some broken body plan/detail plan issues, and removed a few extraneous files. There'll be a couple undocumented creatures for the time being in some evil and good biomes (stuff from Shadowlands) - will get to those once the 2.9.0 version of this is released with all the current Shadowlands creatures.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on October 31, 2020, 07:28:07 am
Released an update - I've removed the versions bundled with DF for the time being, as well as the separate raws-only versions - all the different stuff here is now separate within folders in the lite install.
The data folder and the Required Files ones are, well, required - once those are installed you can install the other parts of this pack, whether it only be the Warcraft one or Dragon's Dogma. Still new to this way of doing things, so let me know if there's any errors.

I've carried over some of the weapons from the Sin Factions addon from my assorted pack as well as the torturer's poker from the Kingdoms of Humanity addon into the main weapons file - I've updated the addons accordingly. Most of the pack is unchanged otherwise.

For the Warcraft side of things, I've added what Shadowlands stuff that's in the current beta - the Drust have some new castes, and there are quite a few new creatures for evil and good biomes, and 9 new civilied races - Aranakk, Attendants, Brokers, Kyrians, Venthyr, Necrolords, Sylvar, Forsworn and Mawsworn - there's multiple wild, playable creatures as well. Out of the 9, the Forsworn and Mawsworn are innately hostile - the others are friendly, however I included a folder in the Additional Stuff directory that contains hostile versions of the Necrolords, Venthyr and Aranakk.

Lastly, I moved the Tarkatans and Osh-tekk into the Additional Kombatants addon, so if you're gonna use that make sure to delete the old creature_civilized_other_zm5.txt file.

That should be it for now, hope you guys enjoy it.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: Kyuuketsuki_23 on November 08, 2020, 05:16:25 pm
Sorry if I am stupid, but how do I install this?
And is there a non-Lite download link so I don't have to go through the painful and unintuitive process of merging the mods with the vanilla game?
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: Lidku on November 08, 2020, 06:57:39 pm
Installing mods (making them however is a different beast however) is extremely easy in DF. Its not by any means unintuitive. All you have to do is take the text files from the mod you've downloaded and place them inside the "raw" then "objects" folder. After that its installed. Gen a new world or test out the new entities in the arena.

Essentially:

Download mod -> take the text files from it -> put them in your baseline DF; which would be "raw" -> "objects"
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: Evans on November 14, 2020, 10:55:48 am
ZM5,

I know everybody hates Meph's MDF by now, but is there a chance you could make a stand-alone ORC race pack?
I'm making my hybrid mdf version for 47.04 and can't get orc to work.
I don't even expect the rest of your stuff stuck in mdf can be saved without a lot of effort, but I would love to have orc as well :/
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on November 14, 2020, 12:56:04 pm
Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: Evans on November 14, 2020, 02:35:47 pm
Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.
Damn.

Well, it was worth a try :)
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: itssunny on January 11, 2021, 03:02:42 pm
(https://i.imgur.com/drKvRPv.png)

Found a small error with the Human addon pack involving Stormwind citizens.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: FantasticDorf on January 11, 2021, 06:10:13 pm
Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.
Damn.

Well, it was worth a try :)

It was Smakemupagus, they did release a 'lite' version purely for a non df-hack 44.12 vanilla (https://dffd.bay12games.com/file.php?id=13773).
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on January 12, 2021, 05:50:34 am
Found a small error with the Human addon pack involving Stormwind citizens.
Ah, will fix for the next release.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: cesarjunior233 on April 28, 2021, 08:23:14 am
It will possible to tame animals in adventure mode?
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on April 28, 2021, 01:27:31 pm
Right now you can only claim stray animals if you haven't picked any on embark. Taming wild ones isn't in yet.
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: DWARFFRAWD on May 23, 2021, 03:42:28 am
is this mod and land of duality mod compatible with 47.05?
Title: Re: [47.04] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on May 23, 2021, 05:04:59 am
is this mod and land of duality mod compatible with 47.05?

Should still be compatible, yeah.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on August 08, 2021, 06:08:33 am
Update - mostly to the Warcraft side of the pack. Added stuff from Chains of Domination (https://www.wowhead.com/news/creature-and-npc-models-in-chains-of-domination-pirate-dragon-broker-cat-321827) - aside from numerous new creatures, it also adds new castes for Brokers, Kyrians, Forsworn, Mawsworn and Necrolords (some are unrelated to the patch, instead being based on concept art, i.e the Forsworn Spirit Killer, Necrolord Blightbag or the Mawsworn Deathchanter - or in the case of the Kyrian Spirit Healers, a creature type that I had no good way of implementing until now).
I've also added War Picks as a mace-type weapon - just a weaponized pickaxe, mostly used by Dwarven sub-races and races that prefer underground life i.e Kobolds or Drogbar.
Lastly, I altered the weapon sets for numerous races, mostly ones from the addons - most of the MK races have had their weapon sets expanded or changed, and same goes for the Alteraci from the Kingdoms of Humanity addon.

I'll be updating my other mods soon enough, got quite a lot of new help files to write down.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: Rend on December 27, 2021, 09:51:48 am
Hi everyone! i`m pretty new to the forum but played the vanilla version for many hours. I have a little a little issue with this mod, it seems like that, in world gen, it doesn`t spawn any tower but the classic necromancer ones, am i missing anything? maybe am i choosing the wrong world gen`s setup?
I`m sorry for my english, not my first language
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on December 29, 2021, 02:41:28 am
It's possible they get crowded out as the standard "create a world" parameters make a lot of different necromancer secrets - I personally usually use advanced worldgen to lower that amount and it makes the casters that do make towers such as pyromancers a tad more visible.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: Graysire on June 15, 2022, 08:28:38 pm
I know it's a bit of a necro but the RAWS appear to be missing ITEM_HELM_RIDGE_HELMET_ZM5
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on June 16, 2022, 04:39:25 am
I know it's a bit of a necro but the RAWS appear to be missing ITEM_HELM_RIDGE_HELMET_ZM5
Fixed - was missing a file. Also I don't think necroing really applies to mod threads (except for really ancient ones that haven't been updated in years) - I'm still active, juggling multiple mods usually just makes some mods inactive for longer periods of time, plus dealing with some burnout.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: flyteofheart on December 18, 2022, 11:44:07 pm
I'm necroing this thread to ask if you are still actively modding and if you plan to port anything to the steam release?

If not I'm going to have to update a bit for myself haha. I adore your biome mods specifically and have played many forts using it.

Anyway just was taking some time to thank my favorite modders for all the free entertainment you've provided me over the years in addition to tarn and toady. I talked to you a few times on discord or wherever it was and I'm pretty sure you helped me a ton with this mod and some tiny custom stuff I was trying to work on
.
Hope all is well! Even if it doesn't update, thanks!!
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on December 19, 2022, 03:09:14 am
I'm necroing this thread to ask if you are still actively modding and if you plan to port anything to the steam release?

If not I'm going to have to update a bit for myself haha. I adore your biome mods specifically and have played many forts using it.

Anyway just was taking some time to thank my favorite modders for all the free entertainment you've provided me over the years in addition to tarn and toady. I talked to you a few times on discord or wherever it was and I'm pretty sure you helped me a ton with this mod and some tiny custom stuff I was trying to work on
.
Hope all is well! Even if it doesn't update, thanks!!
I am still modding and making new stuff, including an alchemy update for this mod that'd be for both modes. I'll wait until Classic comes out though before moving onto the new version - no way I'll be able to port it to Steam in any good timespan due to all the sprites required.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: Jack_Caboose on March 08, 2023, 08:45:05 pm
I'm glad to see you're porting your mods to the new version! Even though I played with tilesets, I always still used your mods just because all the creatures were so interesting to fight and discover, it was worth seeing the occasional ASCII. It'd be nice if you did upload your rereleases to the workshop, once there's a way to stop all un-sprited creatures being placeholder sprites.
Title: Re: [47.05] ZM5's Mod Depository - Shadowlands Update
Post by: ZM5 on March 11, 2023, 05:37:25 am
I'm glad to see you're porting your mods to the new version! Even though I played with tilesets, I always still used your mods just because all the creatures were so interesting to fight and discover, it was worth seeing the occasional ASCII. It'd be nice if you did upload your rereleases to the workshop, once there's a way to stop all un-sprited creatures being placeholder sprites.
I think squamous did it by just posting in the descriptions to switch to ASCII, so I might just do that for the time being, once I properly get the stuff ported and also an update done. Might still be a while since between IRL stuff, other games and drawing taking up my time as well as feeling kinda "meh" about the new UI I haven't been paying as much attention to DF. Still working on stuff for these modpacks though.