Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Fatace on April 22, 2018, 04:33:36 pm

Title: [47.05]/[50.+] The Aeramore Expansion Mod V7.30
Post by: Fatace on April 22, 2018, 04:33:36 pm
The Aeramore Expansion Mod Basic Info
=================================

(http://puu.sh/EC8es/0616cb7e71.jpg)

Welcome to the Aeramore Expansion.
This mod takes in the Vanilla concept and adds more spice, culture, and FUN to the game. New Races, Beasts, Weapons, Secrets, Destruction, Chaos, and so much more that is listed below! When you chose to use this mod, make sure you are
either playing on a Medium or Large map if you want the full fun experience of all races, and if you wish to experience all
Secrets that there is to know, you may need to use Advanced World Creation to raise the number of secrets. It's your choice..
but beware.. this world might seem nice, simple, and full of life, but deep down inside, its dangerous. So have fun! This mod also allows you to play as all races except for the Cave related races! Difficulty wise for this Mod, I would say it can be difficult, easy at times with all the new things, but also dangerously hard at other times.


Note: Steam Release of this mod has been updated, now we just wait for Adventure Mode to release.



';,.,;';,.,;';,.,;''CONTENTS OF MOD'';,.,;';,.,;';,.,;'
====.,;' Quick Gist of the Mod:
 - All Civs Playable.
 - Tons of Weapons, Metals, Plants, Gear, ect. (read below for more info)
 - Alot of new Creatures, beasts, and deadly beings.
 - 32 Total Secrets added.
 - Many new Reactions, specially for adventure mode!
 - Guide within the Zip file to help you figure out what things are, will need to use Control+F to find things!
====================

========.,;'All Creatures';,.========
 ===========================
Spoiler: 21 All New Civ Races (click to show/hide)
===========================

========.,;'32 New Secrets to Discover';,.========
====================================
====================================

===.,;'A BUNCH of New Weapons, Gear, n Tools';,.====
====================================
Spoiler: List of New Weapons (click to show/hide)
Spoiler: List of New Equipment (click to show/hide)
====================================

========.,;'7 New Workshops';,.========
====================================
Spoiler: New Workshops (click to show/hide)
====================================

=====.,;'All new Minerals, Metals, Plants ect.';,.=====
====================================
Spoiler: New Minerals (click to show/hide)
Spoiler: New Metals (click to show/hide)
Spoiler: New Trees & Plants (click to show/hide)
Spoiler: New Drink Types (click to show/hide)
====================================

========.,;'Misc Additions';,.================
====================================
Spoiler: New Blessings (click to show/hide)
Spoiler: New Types of Curses (click to show/hide)
Spoiler: Extra Misc Info (click to show/hide)
====================================




============
DOWNLOADS:

Version V7.0 [47.05]: https://dffd.bay12games.com/file.php?id=16177

Version V7.1 Classic [50.xx]  https://dffd.bay12games.com/file.php?id=16266

Version V7.11 [50.xx] Steam/Itch: https://dffd.bay12games.com/file.php?id=16225

Reminder: For Classic version, all you need to do is unzip the file, and place the mod into the "mods" folder in your DF Folder.

============

Note: I have done alot of testing, but there is more or less likely a chance of something I may need to fix or
a bug that I have missed, if you are playing with this mod and notice any, please post on forums!
Also Feedback is very welcomed! It will help me learn more on what to do and not do! Fixes or changes will probly be made as time goes on.






===
The Patches may take a while to get out, due to being busy at times, but also waiting on certain DF Vanilla releases at
times.
===
Future Plans:
- N/A


============
Notice:
 ~ Patch Notes, Bug Issues, and Advanced World Parameter Templates have been moved to the Top of Page 2, due to space limitation in this post.
============
Title: Re: [44.09] The Aeramore Expansion Mod V1.2
Post by: Asin on April 27, 2018, 11:08:11 pm
Would you mind giving a brief little explaining on the races you have in your mod, please?
Title: Re: [44.09] The Aeramore Expansion Mod V1.2
Post by: Fatace on April 28, 2018, 01:24:54 am
=====.,;'Race/Civilization Information;,.=====
====================================

-Dwarfs:
Same usual Dwarfs that you all know and love! Except these dwarfs are master smiths and know how to craft almost every
type of weapon and ammo that can get the blueprints from! They are one of the only 2 races that know how to make Adamantine bars.

-Humans:
Same as the Vanilla humans, only difference is that they know how to forge "Palidium".
The word Palidium comes from Paladin + Palladium combined.

-Elfs:
Still the same tree lovers as before! They can use base metals. They also know how to craft a stronger version
of a bow. They know how to craft special metals with the Arcane Forge using nature that surrounds them.

-Goblins:
Still the same pretty much! But... thanks to the demons below... they know how to make more standard iron.. stronger..

-Orks:
These creatures are alot like goblins, but more buffed, stronger, and alot more ruthless, even though they tend to ally with goblins,
they still see them as weak, just like every other race. They only want to cause havoc and rule the world. They are also
purposely spelled as "Ork" instead of "Orc" incase someone else uses a Orc mod combined with this, to help show the difference.
Best way to envision how these Orks look is something similar to WoW's Orcs.

-Saedra:
The Saedra are basically the Elfs who grew tired of the Hippy ways and went out and north and pretty much became Snow Elfs.
They are similar to normal humans but they have the ability to forge "Quicksilver". They do not care for trees or animals
like the Elfs, but they are still familiar with the animals. The name is derived from the S in snow Elfs, and the "Daedra" from Skyrim.
The Saedra basically have the same look as normal Elfs, but whiter skin. The Saedra are often seen as a quiet and secure race,
with very little violence. They mostly believe in being calm and living with the harsh elements will make them stronger.

-Kreemara:
The Kreemara are a winged humanoid creature with heads resembling owls. They are 1 of the 3 Races that are able to fly(*).
They mainly live in trees but they are not offended like the Elfs. They know how to properly forge metal as well.
The Kreemara enjoy they're life by protecting everything innocent, they basically see themselves as Protectors, or those
who bring justice. The name Kreemara came from "Kree-Arra" A boss from a MMORPG called Runescape, which his race is
basically a humanoid bird race. They know how to forge Steel into something stronger.

-Kytsuni:
The Kytsuni are a fox humanoid race with long tails and ears. The culture is based of eastern style, they use unique blades
for swords to defeat their enemies. They are also faster in speed than the normal human. They have the ability to forge
Sunfire Gold. They are see as cunning creatures who are smart and loyal, but also can be mischievous as well. The name Kytsuni
is a mix of the Japanese words: Kyuubi and Kitsune, which both mean Fox.

-Nagorian:
The Nagorians are a Naga like race, with no legs, but with tails used as movement. They also have the ability to swim very
well and breath underwater. They also know how to forge Scalion Metal, which is a strong blunt metal. In most cases the Naga race is usually seen as the typical enemy, but
this race is very neutral due to their low population rate.

-Roflorian:
The Roflorians are a plant-like humanoid race that was formed in the deepest parts of the forest through a special deity magic.
They are very similar to the Elfs, as in they are basically hippies as well. They hate seeing wood being used or animals being harmed.
The Roflorians took the form of a human in a similar manner, but with petals coming out of the back of the neck and green skin, with
the hair of the race depending on the gender. The name was derived from Rose + Flower. They know how to craft special metals
with the Arcane Forge using nature that surrounds them. They also only need water to survive.

-Etharlu:
The Etharlu are basically taller gnomes, about a few inches taller than a dwarf, but alot skinnier.
They have high intelligents, and are very skilled in engineering. They are seen as the cousins to dwarfs, even when
they have civil arguments between one another. They also have the knowledge to forge a rare metal called Mythrillium.

-Draconei:
The Draconei are a humanoid dragon race, although they cannot breathe fire, they are very resistant to all forms of heat.
This race prefers seclusion from everyone else, but they enjoy trading with those whom are allied. They are a strong race
with tough skin. Its best not to upset this race, because they are surprisingly powerful. Despite being a dragon like race,
they do not have the ability to fly. They know the secret to enhance steel and forge it into Dragon Steel.

-Jorh:
The Jorh are a peaceful and spiritual race, who are humanoid creatures almost resembling elk's in a way, with large antlers.
Even though they live in the woods and in trees, they are not offended by chopping trees or harming animals. They are neutral
in most cases, but will fight back if angered. The name derives from the race "Jahara" from Final Fantasy 12, who were a
similar race, best to envision them for appearance. Thanks to their ancestral knowledge, they know how to refine bronze into stronger metal.

-Morealian:
The Morealians are another peaceful, yet protectful race, similar to the style of monks in most cases, they try to
keep peace while spreading the knowledge. Despite being peaceful, they can be a bit more dangerous as enemies. This race
is similar to the humans, but with different facial features, etc. They have the ability to craft Astrillium in their own Arcane Forges.

-Itchlari:
The Itchlari are a insectoid race, similar to grasshoppers, but more or less in a human-upright position when standing.
The chitin on the bodies of the Itchlari are stronger than most chitin, allowing them to be more durable. They also
have the ability to fly as well(*). Regaurdless of their tough chitin and the ability to fly, they are low on weight, and
struggle using alot of weapons, so their choice of weapons are very small. This race also believes they are the "prime" or
"best" race out there, wanting to destroy everyone they see as "weak" to them. With their wide knowledge on things, they have perfected the
ability to make titanium much stronger, and more fancier.

-Zhaahara:
The Zhaahara are a strange inorganic race, from the depths of the world, mostly coated in strange rock like scales.
The existence of these creatures are unknown, but they do possess similar organs like other mammals. They have
strong enough scales to resist most fire damage, but not dragon fire. The name Zhaahara came from a mix of the "Sahara" desert,
as well as a bit of reference to the "Tz-haar" race from runescape. They also know how to forge Orichalcum.

-Crobold:
The Crobold are a more evolved race of Kobolds. They are taller and stronger in size, allowing them to do alot more.
Buuut... they still act the same.

-Aerian:
The Aerian race was formed on a lost island full of people, who then set out to discover the world on their own. While the
race is based of a amazonian like tribe with only women, the Aerian's body sculpture is slightly different to humans, and
their looks look almost always feminine regaurdless of gender. The Aerians live amoung the world seeing themselves as
brave warriors who value loyalty and honour very highly. The gods they worship have granted them the knowledge to forge
a special type of silver metal.

-Tulmanian:
The Tulmanian are also similar to the humans, but with many different facial and body features. The Tulmanians are the ones
who you see as "pirates" they ride the seas and mostly make towns on the sea edges. They are seen as rebels in most cases,
and have the highest bandit rate out of all the races. While they are known as fighters, those who wanted more sparkle have
developed a way to enhance brass into a sharp Augmented form.

-Faexari:
The Faexari are a evolved form of the average fairy, over time they used magic to increase their height and stature to
more human levels, but as of now they are only as tall as Dwarfs. While these creatures live mostly in the trees, they too
are not offended by chopped wood or animals, in fact, they know how to harvest the special Echanoriat tree found only in
Good biomes, and combine its magical properties with Arcanium to create a stronger metal. This is also the last of the 3
races that are able to fly(*).

-Vargeon:
The Vargeon race are made of humanoids (wether it be Human, Aerian, Tulmanian, ect.) Who have been brought back to life
by the power of the demon who is controlling everyones life force. This race is small, you would only see 1 or 2 Fortresses
throughout time, but they do not go down easily. Their bodies may look like they are decaying, but they are still
fit and strong to fight. The name is in reference to a streamer.

-Yjorel:
The Yjoreal are a Cheetah-like humanoid with tails, ears, etc... but the only difference is they have a high love for both
alcohol and jewelry. The speed of the Yjorel is much higher than the Kitsuni. With alcohol being mentioned, they are also like
Dwarfs, to where they need alcohol to survive! Due to their love of gems.. they have figured out how to use the Arcane Forge to make
beautiful and dangerous metals out of Iron and Steel.

-Urhorken:
The Urhorken are a strange gray skinned race who were originally dwelling underground, but have rose to the surface after
meeting with the Dwarfs. Since then the Urhorken and the Dwarfs have helped one another. Did I also mention the Urhorken
have 4 arms instead of just 2? They are also alcohol dependent thanks to the Dwarfs! They know how to craft Emraldyte gems
and turn them into weapons.

-Gindrae:
The Gindrae, just like the Vargeon race, are made of up humanoids but those who were born as half demons, and over time with
each breed and birth, they formed a small civilization. Despite them being half demons, they are not completely evil, unless
you invoke the wrath of them, but likewise, they would much rather be left alone, since most who come across them quickly
shun them just for being half demon, which is why they rather be left alone. They also know how to correctly smelt Adamantine.

(*) = The races that have wings that SHOULD be able to fly, have been currently been disabled due to poor Pathing issues with
FLIER creatures in Fortress mode, once this has been fixed in future DF releases, this will be changed back!


============================
DIFFICULTY:
============================
This is to tell how difficult it is to play the race (Fortress or Adventure mode)
[Easy,Novice, Medium,Hard,Expert] Dwarfs being seen as "normal mode" at most.


Dwarfs        ++
Humans      +++
Elfs             +++++
Goblins        ++++
Orks            +++
Saedra         +++
Kreemara     +++
Kytsuni        +++
Nagorian      +++
Roflorian      ++++
Etharlu        ++
Draconei      +
Johr             ++++
Morealian     +++
Itchlari         ++++
Zhaahara     +++
Crobold        ++++
Aerian          +++
Tulmanian    +++
Faexari        +++
Vargeon       ++++
Yjorel           ++
Urhorken      ++
Gindrae        +


 ====================================
Title: Re: [44.10] The Aeramore Expansion Mod V1.2
Post by: Fatace on June 05, 2018, 08:34:34 pm
Those of you who enjoy the mod, feel free to leave suggestions!  :D
Title: Re: [44.10] The Aeramore Expansion Mod V2.0
Post by: scourge728 on June 11, 2018, 10:27:05 am
ptw
Title: Re: [44.10] The Aeramore Expansion Mod V2.0
Post by: Fatace on June 11, 2018, 10:22:02 pm
ptw


ptw?

Edit: Nvm just found the answer lol
Title: Re: [44.10] The Aeramore Expansion Mod V2.2
Post by: scourge728 on June 11, 2018, 10:52:52 pm
Post to WAAAAAAH
(I couldn't find the image I was going to use, so have these, which I don't know if they will work
Spoiler (click to show/hide)

EDIT: They don't work as [img], also I googled Waluigi to find an image, and now I ship waluigixrosalina....
Title: Re: [44.12] The Aeramore Expansion Mod V2.5
Post by: Fatace on July 09, 2018, 04:26:21 pm
Future Plans:
As of right now, none. I will be waiting for a decent sized update, (probly the myth update) before making V3.0. Till then it will only be tiny updates or various fixes for each further patch.

^
Further explaination for this issue is because as of now, some of the things I want to add are limited on how they would currently work. I have plans for other secrets, but will not be released till much later. Once more possibilities in modding has been added to the game there will be more to come. Till then I hope you enjoy!
Title: Re: [44.12] The Aeramore Expansion Mod V2.7
Post by: Fatace on August 24, 2018, 03:26:43 am
As a bit of an update on this mod, (as well as a shameless bump..) I am still currently doing a extremely-long-play through of the game to find any bugs/mess ups, while I have found quite a few things I need to fix or change, I will most likely find more in my world. Also note that, The next update will have fixes, but if I have not finished my testplay by 44.13, The update will be delayed quite a bit, and I will most likely fix the bugs, as well as start on V3.0.

But Once TAE Mod has entered V3.0 There won't be V4, only fixes after V3 release, I have plans on a complete overhaul mod using Final Fantasy for an idea :)

Title: Re: [44.12] The Aeramore Expansion Mod V3.0 (Now with "Never!" ending FUN.)
Post by: Fatace on October 30, 2018, 04:05:06 pm
A bit of a bump with this post, but as of now I will continue on with my longplays to find anymore bugs I need to squish, as well as wait on 44.13! Looks like there will be more fun to add with that update, but also looks like we have plenty of time before the update, Cheers!
Title: Re: [44.12] The Aeramore Expansion Mod V3.0 (Now with "Never!" ending FUN.)
Post by: scourge728 on October 31, 2018, 06:24:19 am
Hype
Title: Re: [44.12] The Aeramore Expansion Mod V3.0 (Now with "Never!" ending FUN.)
Post by: wasara on November 04, 2018, 09:41:29 pm
Nice mod!
Noticed Tulmanians can make muskets but not musket balls, is this intended?

Also, how do we get arcanium crystals? I can't find any that naturally occur. Ive only found them in caravans so far.
Title: Re: [44.12] The Aeramore Expansion Mod V3.0 (Now with "Never!" ending FUN.)
Post by: Fatace on November 05, 2018, 01:37:09 pm
Gah, seems like I missed both musket balls and cannon balls for Tulmanians, didn't notice this >.<, thank you! Will put up a fix after a few minutes of this post.

As for arcanium, its a bit rare, but appears in all layers of stone for the most part as veins, and pink!
Title: Re: [44.12] The Aeramore Expansion Mod V3.1 (Now with "Never!" ending FUN.)
Post by: Fatace on November 21, 2018, 10:00:46 pm
To be honest, the only depressing/sad part about doing long testplays of worlds for any bugs, is that when I find a big breaking one, its sad to know that the story is about to end :C
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Deebs on November 25, 2018, 08:18:15 am
Just found this mod and it looks pretty great. Haven't gotten into the meat of it yet, looking forward to the crafting and magic. One thing that bugs me though is the appearance descriptions for some of the races. The Kreemara, for instance, have noses, hair and ears even though you describe them as having owl faces. Draconei too, though its a bit less clear if they actually have dragon heads or if they're more human in appearance. I do really like the mod so far though despite that.

BTW would it be possible for the Kreemara to have feet talons? If it doesn't unbalance anything I think it would make sense and be pretty badass too, with kicks tearing baddies apart.
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Fatace on November 25, 2018, 12:29:56 pm
============
Main Post Continued~~~~~~~~~~~~~~~~~~~~
============



============
~~~~~~~`Known Bug Issues`~~~~~ (as of 47.X)+
============
- Due to the way DF is set up, using DIVINE_1, ect in reactions do not work properly. So for Adventure mode, I just went with
a category that allows the player to make the divine armor/weapons, but it lets you choose any item... You can use this the intended way.. (and use only the divine metals to make what you want), or you can abuse this and cheat by switching out to any other metals... its up to you. Till this issue is resolved in the future, it will be like this. You can also use this to make Lead, Zinc, ect. armor and weapons out of this method if you wish.


============
Advanced Parameter Templates:
============
This is the Parameters that I used to maximize the most out of my Mod, its not needed though. If you wanna give feedback on these as well, you can! Just copy/paste these into your world_gen file. (If you are unsure where this is located, go to your DF folder, data->init-> and theres ur file, use notepad or notepad++ to open and edit these in at the bottom. You can change them to your liking if needed. The embark points is quite high (used for getting items in quickly, ect for testing purposes)

Spoiler: Parameters (click to show/hide)



============
Patch Notes:
============

Version: 7.30
- All of TAE's "Items" have been slightly altered within the raws to help seperate from other mods that may use the same named weapons/tools.
- Changed 5 Summoned creatures to avoid a opposed to life issue.
- All AMMO can be made by all civs, reguardless if they can make said type of weapon.
- Elves, Roflorians, Jorha and Kreemare can now grow wood at the Farmer Workshop, using stones to grind into mud, which allows them to "grow" wood. (may be subject to change in future)
- 3 New Alpha Werebeasts: Werecrundle, Wereskylion and Werewarg.
 - Fixed an issue with the Weresasquatch
 - Fixed issues with textures not properly showing for alpha werebeasts.
- NEW CREATURES+PLANT/DRINK (all found within HFS)
 - Hellwolf
 - Hellfox
 - Flahgero
 - Firentilla
 - Dreflor
 - Hellfire Elemental
 - Abyssal Bat
 - Void Beast
 - Abyssal Skull
 - Void Slime
 - NOT NEW: Hellferion now spawns within HFS.
   - Flahgero and Firentilla now drop Scora seeds, which can be used to grow Scora Berries, in which produce fruit, which then produce a new... stronger drink. Scora Berry DOES NOT grow naturally. (when the day comes for when we can customize HFS, it will)
- Temporary reactions added: (when compatibility becomes a thing, this reaction recipes will be removed)
  - Burn corpses, vermin and body parts in the wood furnace.
  - Dump water from leftover buckets.

Version: 7.20
- Arcanium Crystals have been changed to Arcanium Ore, to help differentiate it from Crystals.
 - 4 New Crystals
  - Moskalyte
  - Solkryte
  - Lunvanyte
  - Leylyte
 ~~ Crystals now have new uses (not all of them do though,*yet*):
 - Aqualious: Another source of creating water.
 - Naturare: Turn 1 log into 6.
 - Firaline: Creates 5 charcoal.
 - Holtriime: Creates 10 Crystal Glass.
 - Scalionite: Turn 1 leather into 4.
 - Emralyke: Turn 1 plant(food) into 10.
 - Astralyte: Gamble at the altar for gems.
 - Azlamyte: Turn 1 Large gem into 3.
 - Moskalyte: Turn 1 stone boulder into 5.
 - Leylyte: Create 200 Leylyte Arrows/Bolts/Shard Shots.
- All Crystals can be used to craft Crystal Blocks.

- Arcane Forge now mentions requiring a magma source.

- It seems that my version of scale/chitin tanning into wearable gear was broken since 50.x release, I have just decided to completely remove this, as there are mods that implement this in the proper way.

- Changes to quiet a few Logs to make them stronger.
 - Tier 1 (normal stats, vanilla logs, aka, nothing changed for them)
 - Tier 2
    - Bloodthorn
    - Highwood
    - Elderil
    - Terrafel
    - Neifera
    - Nether Cap
    - Jarlbane
    - Tuskberry
    - Firecherry
 - Tier 3
    - Echanoriat
    - Frost Hurobi
    - Crystal Tree
    - Dragonfruit
- NEW TREE: Crystal Tree, with Crystal Berries
- 3 New Curses:
 - "Alpha Werebeasts", which are similar to normal werebeasts, but can also naturally transform without the moon.
  - Werehellhound
  - Weredragon
  - Wereyeti
     - more to come in the future.
- All Civs can now make Wooden armor and generic weapons.
- All civs can now make Catalycium metal.
- Living Rock fiends, Trolls, Lograiths, and Gobrans have been added to the pool of subterrean civs.
- Itchlari now require water and sleep.
- Vargeons now require water and food.
- The Saedra can now properly make Plaster powder and Potash.
- The Elves have been given more weapons to make.
- Trap components can now be made with Crystal.
- Fixed Texture Issue with the Gindrae.
- Elves and Roflorians now also have wagons.
- Human Values have been changed to match how every other civ works with values.
- Forest Retreat and Evil Fortress Civs can now gain monarchy (aka King/Queen ship) Within their fortresses.
- Slade's weight has been reduced to normal stone due to stupid mechanic that causes them to take forever with them.
- New Textures:
 - From Hese:
  - Itchlari textures.
  - Saedra Armor textures.
 - From Deathsear
  - Yjorel textures.
 - TAE trees now have unique textures, although Jarlbane has a weird bug that I cant seem to figure out how to properly fix.
- Anhgla Trees should now once again spawn.


Spoiler: Older Patch Notes (click to show/hide)

Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Deebs on November 26, 2018, 07:18:19 pm
Good ideas! Its something ive thought about as well, since this is my first mod im still learning the basics of things, even with all that I've done, but some races like draconei and kreemara I do need to adjust for their appearance, as well as describe them a bit better, and possibly a few others. As for Kreemara with talons, I will look into! But currently Im doing a very long playthrough of the mod in both adventure and fortress to check for anybugs, or anything missing,  so V3.3 wont be out till I've checked each in game location, and every Civ for at least 5+ years in Fortress mode time.

Cool to hear, looking forward to the mod's growth :). Another question though, you say that theres a lot more added to actions you can take in Adventure Mode. It sounds like metalcrafting and smithing are part of that which sounds awesome, if you have the time could you put together a list of actions you can do now? Especially anything related to healing and healthcare. Seriously, the fact you cant bandage yourself in vanilla is infuriating.
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Fatace on November 28, 2018, 12:46:11 pm
Updated the post to show more detail on what we are able to do in Adventure Mode. As for healing related things... Im honestly not sure on how I would go at that, besides the holymancer ability to increase healing abilities, I've never really explored other healing options, nor seen any, but I will look into it!
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: kazzum on December 09, 2018, 10:00:25 am
Hey I was playing version 3.2 however the game crashed when a caravan arrived. I assume this means they are carrying an item that the game doesn't know what to do with or the race that showed up is a walking error. I have a current save file in a zip format ready to be sent off that crashes moments later. I was using Iron hand graphics applied by the starter pack launcher. I don't think I did anything else specific than changing TWBT print mode to TWBT instead of 2D.
The Error log is full of token and tissue errors.
I didn't see a place to submit bugs specifically so let me know how I can help.

DF V0.44.12
Aeramore Mod V3.2
Starter Pack V0.44.12-R04
Stone-sense Active
DFhack Active
TWBT Active

Graphics - Ironhand 18x

Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Fatace on December 10, 2018, 12:28:28 pm
Can you tell me which Race you were playing as, and if possible, what race the caravan was? I have not experienced this issue yet, nor do I believe it would have anything to do with TWBT or graphic packs since what I built the mod around was basically vanilla. If you wanna link me the world I can look at it.

Also, how long was your fortress running for? Curious on if the caravan showed up before and the next year it brought something broken.
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: kazzum on December 11, 2018, 12:14:49 am
well the problem seems to happen when caravan wagons get involved I think it was the.. johr? but I was playing as the dwarves. I love the idea of their being more races but I kind of just want to play dwarves. to each their own yeah?

I even created a new world, removed pretty much every initialization error except for the ones involving races which I sent to you in a PM. what I couldn't fix I just removed from the raws entirely but still the world crashed 2nd year as soon as a caravan arrives. the last error is one about an infinite path loop. I think I can avoid the issue if I just never build a trade depot. 
Title: Re: [44.12] The Aeramore Expansion Mod V3.2 (Now with "Never!" ending FUN.)
Post by: Fatace on December 11, 2018, 01:32:24 am
Check your private messages, will move the conversation over there since I started typing there before I noticed this message lol
Title: Re: [44.12] The Aeramore Expansion Mod V3.3b (Now with "Never!" ending FUN.)
Post by: Blackworth on December 31, 2018, 07:31:27 pm
Trying out the mod, if i have any big issues i will let you know.
Title: Re: [44.12] The Aeramore Expansion Mod V3.3b (Now with "Never!" ending FUN.)
Post by: Fatace on January 24, 2019, 03:21:06 am
Besides a few spelling errors or grammar mistakes, and maybe a few missing reaction ideas... everything seems to be going well for my long testrun so far. Other than the casual vanilla DF bugs, I have not ran across any game breakers yet! Looking very forward to the next DF update and expecting quite a lot to change with it.
Title: Re: [44.12] The Aeramore Expansion Mod V3.3b (Now with "Never!" ending FUN.)
Post by: Fatace on March 07, 2019, 02:43:59 pm
Currently unsure when the next vanilla update will be out, but as it stands, if the update is not out by April 1st, I will release the update on this mod here. Currently still doing a longplay test, and only found 1 minor issue I need to fix, but other than that, everything seems gold.
Title: Re: [44.12] The Aeramore Expansion Mod V3.3b (Now with "Never!" ending FUN.)
Post by: scourge728 on March 07, 2019, 04:08:59 pm
Currently unsure when the next vanilla update will be out, but as it stands, if the update is not out by April 1st, I will release the update on this mod here. Currently still doing a longplay test, and only found 1 minor issue I need to fix, but other than that, everything seems gold.
beware of april fools joke
Title: Re: [44.12] The Aeramore Expansion Mod V3.3b (Now with "Never!" ending FUN.)
Post by: Fatace on March 11, 2019, 03:04:25 pm
Haha yeah I know lol, sadly when I wrote that I forgot about what april 1st was.
Title: Re: [44.12] The Aeramore Expansion Mod VPreR4.0 (Now with "Never!" ending FUN.)
Post by: Fatace on April 02, 2019, 02:10:22 am
Enjoy the latest version, as usually I will continue playing in Fortress/Adventure Mode to look for any issues I may have missed.
As for all of you, have Fun and create stories that you will never forget!
Title: Re: [44.12] The Aeramore Expansion Mod VPreR4.0 (Now with "Never!" ending FUN.)
Post by: Fatace on June 17, 2019, 12:22:38 pm
Currently from all the testing, I have not ran into a issue yet thankfully... I have also updated the download and changed the file to ZIP instead of RAR.

As for future updates to this mod (besides waiting on the next update lol), the only thing I have written down is possible civ profession name changes for certain things.
Title: Re: [44.12] The Aeramore Expansion Mod VPreR4.0 (Now with "Never!" ending FUN.)
Post by: Fatace on August 20, 2019, 01:32:14 pm
Hello everyone, just a quick update and a bit of a shameless bump, I have added a few changes that I will be making to the list, and more will eventually show up, but do note that when the next big DF update hits, from the looks of things I will be making a lot of changes to.. well a lot of things lol. More or less likely I will be having a lot of fun once the update comes out, fixing a lot of things for each civ which will more or less likely take a long while. Until then, I have more adventuring to do in my current world to see if theres any current things that need to be changed or fix!
Title: Re: [44.12] The Aeramore Expansion Mod VPreR4.0 (Now with "Never!" ending FUN.)
Post by: Fatace on October 27, 2019, 11:06:55 am
Bump, as well as a important notice to those waiting for some form of an update to this mod;

As of now; 10/27/2019, Version 4.1 has started to be worked on, and instead, V5 will be after the next major Vanilla update. 4.1 will just be a bunch of fixes, and noble ranking changes, ect. Time it will take is unknown, but I would say 2-4 weeks at most, depending on my schedule.
Title: Re: [44.12] The Aeramore Expansion Mod V4.1 (Now with "Never!" ending FUN.)
Post by: Fatace on November 05, 2019, 10:15:41 pm
Just a little bump and a little bit of future info on my plans:

Currently Necromancy, Pyromancy, Electromancy, Geomancy, Arcamancy, Holymancy, Toximancy, Shadowmancy, Chaosmancy, Beastiamancy, Dragomancy, Hemomancy, Hydromancy and Demonology are currently in the game as secrets. With the next Vanilla update I will be upgrading a few of these and tweaking them. As well as adding a lot more... none will be Tower required. These will also be changed and respectively aligned with the spheres: DEATH FIRE WATER LIGHTNING EARTH WISDOM HEALING BLIGHT DARKNESS CHAOS ANIMALS NIGHTMARES VALOR LONGEVITY and OCEANS

Plans for new secrets are as follows:
Summoner, Duskmancy, Dawnmancy, Twilimancy, Huntromancy, Gemramancy, Palamancy, Metamancy, Giamancy, Virtumancy, Sacrimancy, Abhormancy, Aeromancy, Sirenmancy, Feromancy.
Spheres for each:
CREATION DUSK DAWN TWILIGHT HUNTING JEWELS JUSTICE METALS NATURE RAINBOWS SACRIFICE REVENGE WIND SONG and STRENGHT.

What will be the point of these?
Currently with DF, when you have learned at least 3 Secrets, you can use all without an issue, but soon after you learn a 4th or more, a bug pops up, stopping others from appearing in your abilities section. More secrets will be to fill in a few "hybrid" like sections for players, as well as give players a strange way of playing in certain parts of the world, such as Palamancy, it will be related to the powers that a Paladin would have. or a Feromancy would have abilities similar to a barbarian. For the most part, most of the new ones will be buff/debuff related, but as of now for the next update, we don't know the full extent on what will be added with Interactions.. and I know Im not the only one looking forward to it :)
Title: Re: [44.12] The Aeramore Expansion Mod V4.1 (Now with "Never!" ending FUN.)
Post by: Bidyhackier on November 08, 2019, 02:40:50 pm
Well, i found a pretty significant bug. it involves the arcane magic.

i was trying to collect all the spells, and then i came to a tower, and could hear combat from the outside, very weird. when i got inside, i noticed the Arcamancers where fighting their own creations. i let them do their thing for a while, then got inside and found out the battle was bigger than i expected, lots of corpses from both sides. then i took my slabs and went home, screw them.

when i tried to ressurect a corpse as an arcane fiend, same thing happened, attacked by my own undead. luckily they are weak
Title: Re: [44.12] The Aeramore Expansion Mod V4.1 (Now with "Never!" ending FUN.)
Post by: Fatace on November 10, 2019, 02:24:24 am
Yeah, its something im aware but I've only seen it happen 1/10 times per tower. Just really unsure why this would happen When the tags are basically the same between arcamancer and the other 4 for Interactions and same for the creature itself >.<. It is something planned for me to continue looking at for the next update tho when I rework a lot of the secrets.


One of the possibilities that I believe might be causing this is that with DF, only 3 secrets can be learned without it bugging out, 4 and beyond is when some secrets disappear for your ability list and it might be happening to those who learn arcamancy and 3 other things... cuz I have seen this issue in a geomancer tower before lol.
Title: Re: [44.12] The Aeramore Expansion Mod V4.2 (Now with "Never!" ending FUN.)
Post by: Luckyowl on February 07, 2020, 09:31:30 pm
Honestly just want to BUMP this up, really like this mod setting
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 05, 2020, 11:34:24 pm
Bump, as well as enjoy the update! Now time for me to go crash into bed.
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Lidku on March 11, 2020, 01:22:07 am
What a wonderful mod! I'd like to know if any of these new civs are playable in Fort Mode though, I'm starting up a new game with this mod and the Mortal Kombat mod
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 11, 2020, 02:39:23 pm
What a wonderful mod! I'd like to know if any of these new civs are playable in Fort Mode though, I'm starting up a new game with this mod and the Mortal Kombat mod

All are playable in Fortress Mode! Although with the recent 47.x update, playing as a Dark Fortress civ is limited due to positions being restricted, so if you do chose to play as one of them, you wont have a mayor, any militia, ect.
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 26, 2020, 01:18:27 am
As a request, Version Pre-Release V4.0b for 44.12 Has been added for download.
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Rappers on May 04, 2020, 08:03:28 am
I think adventure mode may be broken with this new release, upon selecting a race, starting location and profession I am unable to proceed to the next tabs such as skills and appearance, I have tried all the keyboard options and had no success so far so it's impossible to finish creating  an adventurer.
Update: Okay I had to change some custom key bindings I made, all sorted now!
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Zenoth on May 08, 2020, 01:37:19 am
Hi. I really like the mod. But I have two problems: I am playing with the Crobolds, and first I have realized that there are no nobles. In other words, since there is no broker, the commercial matter becomes almost impossible to give an example. And second when I open the Military menu I don't have the option to create squads, so I can't make troops either.
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: bben2032 on May 08, 2020, 09:42:38 am
I'm really new I just got this modpack but I got the thing that says "The secrets of summoning creatures from the void" How do I obtain these powers?
Title: Re: [47.04] The Aeramore Expansion Mod V5 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on May 08, 2020, 01:12:35 pm
If you put points into the Reading skill, you are able to read that to gain Summoner's secret abilities, Unless if your on Fortressmode, you just gotta wait for someone to read it. But if its not a Slab, that book may not contain the secrets, and only be talking about it the powers, but not teaching you how to use it. In which, if it does give you the powers, you only need to go to your abilities tab to use them.
Title: Re: [47.04] The Aeramore Expansion Mod V5.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on May 15, 2020, 06:18:52 pm
Updated to V5.1. Mainly for Typos, ect, but also added in abilities for the Finalbeasts.
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on June 18, 2020, 03:20:42 pm
Bump.

As of now with my Fortress/Adventure Playthroughs, I have not encountered anything very broken yet, (disregarding the fireimmune issue that was mentioned in future plans). The only game breaking/crashy issues I've ran into were those that are from Vanilla gameplay.
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Yakefa on June 18, 2020, 04:13:46 pm
Wow that looks pretty good, great work!
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: donoya on July 06, 2020, 12:18:05 am
Hey. Are there any differences with the workshops available for the other races? I used to play masterwork DF back in the day and am looking for something comparable in terms of content.
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on July 06, 2020, 12:58:52 am
Hey. Are there any differences with the workshops available for the other races? I used to play masterwork DF back in the day and am looking for something comparable in terms of content.


Most things are available for everyone, even the new workshops. All though every civ has its own unique ability to create a specified type of metal, as well as not all weapons can be made from one civ to another. Both elves and roflorians are the only ones who can create wood weapons/gear, and certain civs won't make bone weaponry. I think that's it for the most part... lol
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on August 17, 2020, 11:27:34 am
Hello everyone, and friendly bump!

A while ago my computer may have died.. though I am hoping the hardrive/files can still be saved. If not then at least there is a file on this site for me to continue from lol.d Only bad part is i dont remember what I wrote down for misc changes.. so.. the wait sadly continues.
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Necro991 on September 04, 2020, 02:02:48 pm
Are the Gindrae not supposed to have any nobles or positions? I've started a new fortress and I don't have an expedition leader, or the ability to set managers, clerks, chief doctor, etc. I also can't create squads as them.
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on September 07, 2020, 10:25:32 pm
Are the Gindrae not supposed to have any nobles or positions? I've started a new fortress and I don't have an expedition leader, or the ability to set managers, clerks, chief doctor, etc. I also can't create squads as them.


Due to the recent DF Update, all Dark Fortress related Civs positions are created during worldgen, and because of this, it causes crash/confliction issues with custom made positions. So till this issue is fixed, I just removed them temporarily  :/
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Necro991 on September 08, 2020, 01:43:38 pm
Are the Gindrae not supposed to have any nobles or positions? I've started a new fortress and I don't have an expedition leader, or the ability to set managers, clerks, chief doctor, etc. I also can't create squads as them.


Due to the recent DF Update, all Dark Fortress related Civs positions are created during worldgen, and because of this, it causes crash/confliction issues with custom made positions. So till this issue is fixed, I just removed them temporarily  :/

Ah, damn. Thanks for the response. I really enjoy playing this mod!
Title: Re: [47.04] The Aeramore Expansion Mod V5.4 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on November 12, 2020, 06:28:00 pm
Friend Bump, also, as for future updates.. I am not sure on what to add.. cuz the mod itself already feels quite alot, tho currently I have been on other games so I havnt had to much time to continue going thru the mod if anything else is needed, if anyone has any ideas, feel free to suggest :P
Title: Re: [47.04] The Aeramore Expansion Mod V5.4 (Races, Beasts, Secrets Oh My!!)
Post by: Banandlan on December 22, 2020, 01:31:36 pm
Hey there, been having a lot of fun with this mod/expansion!  Got a pretty funny bug report too, regarding the 'Make Cloth Doll' reaction at the clothesmaker's workshop.

Short version: Each reaction makes 10,000 cloth dolls.  I guess this is because each bolt of cloth has 10,000 'units' inside it for use at a hospital, so instead of using a whole bolt for a doll, it's using every subunit.

The anecdotal bit:  I was doing a silly Santa's Workshop kind of fort that trades toys, and when I saw the cloth dolls options, I figured that'd be an easy, renewable value source.  So I set the tailors at it and put it out of my mind to await the next caravan while I focused on other tasks.
Only ten minutes later, I realize why things are starting to slow down as we have hundreds of thousands of dolls exploding out of every door and window in the fortress, and my fortress value has soared past all the wealth limits for sieges and megabeast attacks.  At least we met the toy quota in record time this year!  And the next few decades.
Title: Re: [47.04] The Aeramore Expansion Mod V5.4 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on December 27, 2020, 09:46:25 am
Hey there, been having a lot of fun with this mod/expansion!  Got a pretty funny bug report too, regarding the 'Make Cloth Doll' reaction at the clothesmaker's workshop.

Short version: Each reaction makes 10,000 cloth dolls.  I guess this is because each bolt of cloth has 10,000 'units' inside it for use at a hospital, so instead of using a whole bolt for a doll, it's using every subunit.

The anecdotal bit:  I was doing a silly Santa's Workshop kind of fort that trades toys, and when I saw the cloth dolls options, I figured that'd be an easy, renewable value source.  So I set the tailors at it and put it out of my mind to await the next caravan while I focused on other tasks.
Only ten minutes later, I realize why things are starting to slow down as we have hundreds of thousands of dolls exploding out of every door and window in the fortress, and my fortress value has soared past all the wealth limits for sieges and megabeast attacks.  At least we met the toy quota in record time this year!  And the next few decades.

Thats actually kinda hilarious lol, but jokes aside, I will get on this and look into it! Not sure why I didn't notice this before...cuz i've made a few in a few of my worlds but never noticed, but never the less, will triple check and will be right back to this post in a bit.


Edit: well crap, it just happened for me.. Not sure what I did or change from the original test, but I will try to get a new version out to fix this issue within the next 12 hours!

Also, I had to abandon the newest fortress i made a while back and unretire the first one I had (in my test world), and the first message i get was "Horrifying screams come from the darkness below" lol. Never even opened up the underworld yet.. odd.

2nd Edit: Issue should now be fixed with V5.5!
Title: Re: [47.04] The Aeramore Expansion Mod V5.3 (Races, Beasts, Secrets Oh My!!)
Post by: Zalthor on January 29, 2021, 06:31:21 pm
Are the Gindrae not supposed to have any nobles or positions? I've started a new fortress and I don't have an expedition leader, or the ability to set managers, clerks, chief doctor, etc. I also can't create squads as them.


Due to the recent DF Update, all Dark Fortress related Civs positions are created during worldgen, and because of this, it causes crash/confliction issues with custom made positions. So till this issue is fixed, I just removed them temporarily  :/
Has the latest 0.47.05 update fixed this issue of yours?
Title: Re: [47.04] The Aeramore Expansion Mod V5.5 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on January 31, 2021, 02:21:18 am
I have not checked yet (actually right before i posted this, I asked in the Modding questions thread if the
"Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons" fix actually lets us make new positions lol) If i do end up getting a good response, I will probly release a update for the new version, but due to another project of mine hogging my time, I may not add them yet, cuz I was originally thinking of waiting to add the positions to it when I release the TAE update n what I had planned. Hopefully I begin work on this DF mod at the end of Feburary.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 10, 2021, 03:48:39 pm
Version 6.0 is now out! With multiple new additions!... and the best part is that we finally have Dark Fortress Positions back! YAY!

Now... if I continue this world and find something I missed that needs a fix.. I swear to Armok, I will open the spire and let my dwarves taste hell.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Naltharial on March 13, 2021, 10:05:43 pm
I'm not sure how to use the Civ Equipment armor. Playing the Kytsuni, making Sunite armor (Sunfire Gold) makes them just impossible to equip. Maybe it's a consequence of the extended coverage, but I wasn't able to equip them at all, even with Replace on and a basically naked person. I had to melt all of them and just make the ordinary versions.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 14, 2021, 07:22:05 pm
I got it to work just fine o_o

(https://cdn.discordapp.com/attachments/566255788071452673/820811155147849758/unknown.png)
^ was testing it with Iron

(https://cdn.discordapp.com/attachments/566255788071452673/820813847656398858/unknown.png)
^ then tested with sunfire gold

They equip them for me, are you sure you have your equipment set to wear that type of gear?
(https://cdn.discordapp.com/attachments/566255788071452673/820814090670571600/unknown.png)

Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Naltharial on March 15, 2021, 11:29:05 am
All I had to do is make a normal Sunfire Gold Breastplate and they put it on without a problem, but they wouldn't use any of the dozen Sunfire Gold Sunite Brestplates I had built, no matter what they were wearing previously. The gear type is just Metal Brestplate. Does that cover the Sunite type?
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 15, 2021, 02:18:25 pm
No that only covers the standard breastplate type
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Immortal-D on March 17, 2021, 05:33:59 pm
Query; Is there a way to cherry-pick the features here?  I've started looking around for a modern alternative to the old Fortress Defense mod, and although the assorted stuff here looks cool, I'd like to start with just races & gear.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on March 18, 2021, 01:31:46 am
You would have to go thru the civ raws and remove all the reactions, and so forth from each civ in order to do that
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Kyuuketsuki_23 on April 02, 2021, 05:35:42 am
Just pretend that this is deleted.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on June 25, 2021, 10:07:58 pm
Truth be told, not really sure on where to improve/add to this mod at this point. Mod seems stable without any issues that ive found so far. Honestly at this point I have been thinking about re-working on the mod Idea I had in the past (then lost when my computer died last year). Will probly start it back up this summer :)
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: kevinfragger2427 on July 13, 2021, 02:49:30 am
You're awesome, doing the Blood god's work my friend! I am one of the people that sees and appreciates your effort. Especially since most big mods require specific advanced world parameters (ew) to function properly without crashing! But yours works out of the box, friend!

EDIT: Okay, update. After playing Adventure Mode for a bit, I noticed a lot of the new races have their guts (heart/lung/liver) outside of their bodies. Such a funny unintended feature. You can tell which is which just by swimming in water, and then checking to see where the water is sticking to on your body. Up to you on whether or not you want to change that hahaha.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on July 19, 2021, 08:37:39 pm
EDIT: Okay, update. After playing Adventure Mode for a bit, I noticed a lot of the new races have their guts (heart/lung/liver) outside of their bodies. Such a funny unintended feature. You can tell which is which just by swimming in water, and then checking to see where the water is sticking to on your body. Up to you on whether or not you want to change that hahaha.


Thats... definitly not an intended feature lol, could you tell me which creatures were doing that by any chance?

Edit: Im on the Object testing arena at the moment, and checked most of the civ races to see if they did it (was  suspecting that maybe it was the Itchlarians doing this) but after dipping them in water and check, I dont see any water sticking to anything other than the standard external body parts o_o. Do you know what creature u were using and if anything else was added with TAE mod?
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: GlarnBoudin on July 22, 2021, 08:55:13 pm
Would it be okay to ask for a guide to the animals and plants in the mod?
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on July 26, 2021, 01:22:43 am
What type of guide are you looking for? Like what each animal is for and what plant/trees are used for which reaction type guide?
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: PlumpHelmetMan on August 02, 2021, 09:20:52 am
How has this mod existed for three years without my knowing about it? I've been waiting forever for a mod that's basically a moderately-downplayed version of Masterwork DF (as in a massive expansion of the vanilla DF concept that still manages to feel cohesive and not too overwhelming) and this one looks like it fits the bill perfectly. Generating a new world with it right now that I can't wait to play in! I love all these imaginative races especially, too few fantasy authors bother to create original races anymore IMO.

Also to weigh in on an above comment, I'd personally guess Glarn is looking for something like a brief descriptive paragraph below each of the listed animals and plants similar to what you've provided for the new civ species?

One thing I've noticed that bugs me a little bit though is that all the civ races seem to have standard humanoid facial features, even ones based off things like birds or reptiles. It feels a bit weird to view a kreemare's description and start reading about its ears, nose, and lips. :P
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on August 03, 2021, 12:25:16 am
How has this mod existed for three years without my knowing about it? I've been waiting forever for a mod that's basically a moderately-downplayed version of Masterwork DF (as in a massive expansion of the vanilla DF concept that still manages to feel cohesive and not too overwhelming) and this one looks like it fits the bill perfectly. Generating a new world with it right now that I can't wait to play in! I love all these imaginative races especially, too few fantasy authors bother to create original races anymore IMO.

Also to weigh in on an above comment, I'd personally guess Glarn is looking for something like a brief descriptive paragraph below each of the listed animals and plants similar to what you've provided for the new civ species?

One thing I've noticed that bugs me a little bit though is that all the civ races seem to have standard humanoid facial features, even ones based off things like birds or reptiles. It feels a bit weird to view a kreemare's description and start reading about its ears, nose, and lips. :P

For the most part, the facial structure idea I was pretty much just going for the generic DnD different species idea with facial structures, which usually its always the same, just slightly different skull structures. Tho with the Kreemare, when I was originally making them, I tried having a beak for them but it had a weird issue with it not properly working, so I eventually just gave up (tho this was back when i first started this mod).

As for a Description of the mods contents/mobs/etc. I can surely do! Give me a week and I can add it with the mod (sadly I wont be able to add it onto forums due to not enough room lol)
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: PlumpHelmetMan on August 03, 2021, 12:12:51 pm
Well I managed to find a few things which I subsequently edited for my own game. For one thing, the kreemare should have the [2EARS], [NOSE], and [TEETH] tokens removed from its body plan. Also the tokens [SET_BP_GROUP:BY_CATEGORY:LIP] as well as the corresponding ones for [NOSE], [EARS], and [TOOTH] and their respective descriptors should probably be removed. Hope that helps. ;)
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on August 08, 2021, 01:29:07 am
Alrightty, so... from the last post I made about making the Guide...

It will more or less likely being 2 weeks instead, cuz I honestly didn't think I would invest much time into, but I have been even while doing other things lol.


Secondly, (will post in the front page about this), I will be putting out another update for the mod in the future AFTER the guide, mainly due to spotting quiet a few things while working on the guide, as well as a few things noticed by others that I will change.


Edit:

Also RIP my test world's story/fortresses once I do the update, fresh world we go!

2nd Edit:

This may take a while to finish due to IRL and a few other things on my mind, but I promise I will have the guide and then the next update done eventually!


3rd Edit:

I have finished the Guide, but I think I am going to flush out the guide with the next update to this mod. Bare with me!
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: snipe5000 on August 19, 2021, 08:29:22 pm
Hello, i was playing the Draconei and it seems that they can't make pig iron. Is this intended?
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on August 20, 2021, 01:37:08 pm
Hello, i was playing the Draconei and it seems that they can't make pig iron. Is this intended?

Not sure what my original idea was, but as of recently I would consider it not intended. Funny enough this is something I have recently come across while working on the guide, which I do have plans on fixing  with a update within a week :)
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: snipe5000 on August 20, 2021, 06:05:10 pm
Hello, i was playing the Draconei and it seems that they can't make pig iron. Is this intended?

Not sure what my original idea was, but as of recently I would consider it not intended. Funny enough this is something I have recently come across while working on the guide, which I do have plans on fixing  with a update within a week :)

Will the update be compatible with older worlds? I assume probably not. I've been using dfhack to get around not having the recipe though so its not a big deal.
Title: Re: [47.05] The Aeramore Expansion Mod V6 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on August 23, 2021, 06:21:11 am
Yeah unfortunately not.
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Sanguis on November 01, 2021, 06:38:02 pm
I have a problem with world generation. The game just crashes completely randomly during it.
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on November 04, 2021, 06:21:52 am
Are you running any other mods or anything?
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Sanguis on November 04, 2021, 10:56:58 am
No and I even tried turning dfhack off but it still crashes
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on November 05, 2021, 06:58:32 am
Which version of DF and which version of the mod a are running?
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Sanguis on November 05, 2021, 08:33:30 am
47.05
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on November 06, 2021, 02:10:45 am
Do you have any other Utilities or DFhack programs being used along with the game?
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Sanguis on November 06, 2021, 07:36:34 am
no
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on November 06, 2021, 04:20:18 pm
Hmm.. Did you change tilesets after adding the mod, or making any modifications to any of the files? And/or are you using... i dont remember the name of it but someone else was having issues with it crashing because of them using something to create their own world generation map.

The only thing I can tell ya, if you are still having trouble is that you might have something missing or broken somewhere, in which i would say to flush it all and just restart witha  fresh set of files then try the mod, cuz Im still not having issues, and ive covered most of the issues that people have found at this point
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Atkana on November 07, 2021, 02:15:26 am
The current version of DF does sometimes just crash randomly during worldgen anyway (though not very frequently), so it could be unrelated to mods entirely.
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: rake2005 on June 05, 2022, 04:51:50 pm
Has anyone had the shryling curse actually come up in their game yet?
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on June 05, 2022, 06:14:07 pm
Has anyone had the shryling curse actually come up in their game yet?

Sadly it seems curses and blesses from a mod have a extremely rare chance of happening. Ive only had it happen once and that was from tipping over a statue.. after about 30something resets (from when i was testing it, altho at this point I am not sure what the conditions were of this happening, such as it being based on a specific type of god or anything). I havnt been playing DF much since the testing back in december since ive been busy with other things.
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: rake2005 on June 05, 2022, 11:07:53 pm
All good, sorry about the necro
Title: Re: [47.05] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on December 02, 2022, 12:34:20 pm
Apologies to the last month, was unaware my DFFD files/account was lost. Everything should be up and working now! Sorry to those who were using the 44.x version, that was sadly completely lost since I never bothered with redownloading it onto the new comp.

As of right now I am posting this for those who will continue to use 47.05 version, but I will updating you all on the Classic version when it comes out! :) Steam version will be on the workshop. Although I am unsure how long it will take me to make all the textures.
Title: Re: [47.05] The Aeramore Expansion Mod V6.1 (Races, Beasts, Secrets Oh My!!)
Post by: IncompetentFortressMaker on December 02, 2022, 09:52:25 pm
Sadly it seems curses and blesses from a mod have a extremely rare chance of happening. Ive only had it happen once and that was from tipping over a statue.. after about 30something resets (from when i was testing it, altho at this point I am not sure what the conditions were of this happening, such as it being based on a specific type of god or anything). I havnt been playing DF much since the testing back in december since ive been busy with other things.
This is because of the way vanilla curse interactions work. Each type of werebeast or vampire is its own interaction, and the game picks one at random AFAIK - in other words, if you have a world with 40 werebeast types and 40 vampire types, you will have a roughly 50/50 split between werebeasts and vampires. Someone getting were-cursed will take one of 40 possible forms, and multiple forms may end up with the same animal but different weaknesses and appearances. I believe all vampires are more or less the same right now so the only difference is frequency of occurrence.

Thanks to how this works, modded interactions become extremely rare unless you have a way to work around it. Potential workarounds include DFHackery or manually duplicating each type of curse interaction a number of times based on how many types of weres/vampires you want your end users to use. Types of each of those can be directly controlled in advanced worldgen; don't know the default values (for the normal worldgen screen etc.) off the top of my head.
If you go the duplication route, you'd essentially just be doing SHRYLING_1, SHRYLING_2, SHRYLING_3, ... (as an example) with no changes to the actual raws between each one: you're manually increasing the weight by having a bunch of copies of what amounts to the same thing.

Yeah I know this is a necro but whatever, at least I helped explain what's going on, right?
Title: Re: [47.05] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on December 02, 2022, 10:36:29 pm
Ah don't worry, its not really a necro, but yeah with the V7 update I did go down the duplicating route.
Title: Re: [47.05] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Rato on December 13, 2022, 01:12:01 pm
I see your mod was released on the Steam workshop, can you post a link for Premium Itch users?
Title: Re: [47.05] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on December 14, 2022, 11:09:56 am
Yup i can do that, give me a bit of time and it will be ready on the first post.


Edit: Added a link under the 47.x version! Enjoy.
Title: Re: [47.05] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Rato on December 14, 2022, 02:41:24 pm
Thank you very much, I'll be trying it out once I'm done with my current fort.
Title: Re: [47.05]/[50.03] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: DirtyHorcrux on January 04, 2023, 11:03:05 pm
playing a fort on the steam version as the Gindrae and noticed that the merchants from the mountain home arent bringing any goods, not sure if this was intentional or not. i thought i'd bring it up and see if anyone else was having a similar issue with it.


edit: im dumb and didnt read the very first post on the workshop page.
Title: Re: [47.05]/[50.03] The Aeramore Expansion Mod V7.0 (Races, Beasts, Secrets Oh My!!)
Post by: Fatace on January 05, 2023, 11:26:54 am
Yeh its a known issue, plan on putting up a fix within the next update, just waiting on a few things to finish before adding the update.
Title: Re: [47.05]/[50.05] The Aeramore Expansion Mod V7.04
Post by: BigD145 on January 21, 2023, 06:27:00 pm
Thanks for updating to 0.50. I'm running a fort right now with it.
Title: Re: [47.05]/[50.07] The Aeramore Expansion Mod V7.1
Post by: Viax on March 11, 2023, 12:38:04 pm
compatibility with dark ages?
Title: Re: [47.05]/[50.07] The Aeramore Expansion Mod V7.1
Post by: Fatace on March 12, 2023, 10:14:54 am
compatibility with dark ages?

Compatibility between mods isnt much of a thing if major/overhaul mods fully change/replace the main entities, ect. So until the devs implement a better compatibility check system for raws, major mods/overhauls wont ever be compatible, unless the player themselves goes thru the raws and makes them compatible themselves.
Title: Re: [47.05]/[50.07] The Aeramore Expansion Mod V7.1
Post by: Viax on July 13, 2023, 04:04:35 am
How do you play as vargeon? :D how are you supposed to? As they aren't eating or drinking, it looks like good race for fight. But those pets acting like a normal civ person (they can even be added to bedrooms) - what's about them?
Title: Re: [47.05]/[50.10] The Aeramore Expansion Mod V7.20
Post by: Fatace on September 29, 2023, 09:37:24 am
Ignore this.
Title: Re: [47.05]/[50.10] The Aeramore Expansion Mod V7.20
Post by: Fatace on September 29, 2023, 09:37:56 am
Ignore this.