(http://blog.devduweb.com/files/sd.png)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2950544248)
Classic version (http://dffd.bay12games.com/file.php?id=7492)
0.47 Old Windows build, unpack and enjoy (http://dffd.bay12games.com/file.php?id=8000)
Succubus Dungeon is a mod for vanilla Dwarf Fortress featuring a new evil race.
Features
- Lead greedy, lazy, prideful, anger prone, envious, depraved demons to world domination.
- Heavy female to male ratio lead to little birth, no config file manipulation needed
- Generate slade and build an authentic spire
- Fast and creative citizens
- Poor armor choice and absence of steel making
- Summon pets out of thin air (disabled till dfhack is ready)
- Corrupt citizens from other civilizations! (disabled till dfhack is ready)
FAQ
* How to I chose my civ?
Press the Civilzation button on the embark screen.
* I get messages about pets being kidnapped after trading!
It's a bug related to baby snatchers. This have no consequences to you and you can safely ignore this message.
* I have 'smoke' or other weird boulders.
You have temperature disabled. This is required by the mod. If you have a configuration tool for your game, you can try enabling it with it, otherwise you can edit your d_init.txt file. Here's how to do it (http://www.bay12forums.com/smf/index.php?topic=124135.msg4290160#msg4290160).
* There is a bug, what do I do?
Report bugs and general problem in this thread. If you have a github account, you can also post issues there (https://github.com/Devduweb/DF-succubus/issues). Uploading a save to dffd is also helpful.
Credits
This mod has been developed thanks to many contributions from the Bay12Games community.
Assets
- Szadi art. (https://szadiart.itch.io/)
- Creature Graphics Extended (https://steamcommunity.com/sharedfiles/filedetails/?id=2903486617) by Jacko, Licensed under CC-BY-SA 4.0
It has been assembled with the help of many contributions from the bay12 community:
* Obsidian tileset and color palette
* Phoebus color palette and creature sprite set
* dfhack maintained by Peterix and contributors
* K33N elves
* Falconne's UI improvements (mousequery, hotkeys and dwarfmonitor)
* Warmist's spawnunit script
* Teleport by Putnam
* Bits of Masterwork DF by Meph
* Dwarf chocolate by SethCreiyd
* Roses scripts and spells
* Scripts by IndigoFenix
* The demon mod by Naryar
* Chiptune arrangements by Smoip
* PeridexisErrant's cutting-edge pack
* And of course, Dwarf Fortress by Tarn and Zach Adams
Special thanks for proof reading:
* jwoodward48df
* Meph
* chaosfiend
License
Graphics in this mod are based on and referenced from the vanilla premium tileset, which belong to Bay 12 Games & Kitfox Games.
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
Enjoy!
It broke again! >:( Fixed, thanks GIT! Here are the raws.
I have 2 creatures : SOUL_WISP and TENTACLE_MONSTER, their tokens does not matter much.
reaction :
[REACTION:SUMMON_HELLHOUND]
[NAME:summon hellhounds]
[BUILDING:SUMMONING_CIRCLE:CUSTOM_H]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SUMMONING_HELLHOUND_MALE]
[SKILL:ALCHEMY]
inorganic :
[INORGANIC:SUMMONING_HELLHOUND]
[SPECIAL]
[STATE_COLOR:GAS:WHITE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME_ADJ:ALL_SOLID:dust]
[STATE_NAME_ADJ:LIQUID:sweat]
[STATE_NAME_ADJ:GAS:sweat]
[DISPLAY_COLOR:6:0:1][TILE:'*']
[MELTING_POINT:9000]
[BOILING_POINT:8999]
[SOLID_DENSITY:20000000]
[SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:\WORKER_ONLY]
[SYN_AFFECTED_CREATURE:FOOCCUBUS:ALL]
[CE_CAN_DO_INTERACTION:START:0:END:200]
[CDI:INTERACTION:SUMMON_HELLHOUND_MALE]
[CDI:ADV_NAME:summon a male hellhound]
[CDI:TARGET_RANGE:A:10]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:WAIT_PERIOD:5]
[CDI:FREE_ACTION]
[CE_CAN_DO_INTERACTION:START:0:END:200]
[CDI:INTERACTION:SUMMON_HELLHOUND_FEMALE]
[CDI:ADV_NAME:summon a female hellhound]
[CDI:TARGET_RANGE:A:10]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:WAIT_PERIOD:5]
[CDI:FREE_ACTION]
interaction :
[INTERACTION:SUMMON_HELLHOUND_MALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:SOUL_WISP:ALL]
[IT_MANUAL_INPUT:soul wisp]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:OPPOSED_TO_LIFE:NO_THOUGHT_CENTER_FOR_MOVEMENT:NOT_LIVING:START:0:END:10]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:SUMMONED_SOUL:GENERIC]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:HELLHOUND]
[SYN_CLASS:MALE]
[CDI:VERB:concentrate:concentrates:NA]
[CDI:TARGET_VERB:explode in a burst of energy]
[INTERACTION:SUMMON_HELLHOUND_FEMALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:SOUL_WISP:ALL]
[IT_MANUAL_INPUT:soul wisp]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:OPPOSED_TO_LIFE:NO_THOUGHT_CENTER_FOR_MOVEMENT:NOT_LIVING:START:0:END:10]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:SUMMONED_SOUL:GENERIC]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:HELLHOUND]
[SYN_CLASS:FEMALE]
[CDI:VERB:concentrate:concentrates:NA]
[CDI:TARGET_VERB:explode in a burst of energy]
Accelerated modest mod seem to prevent access to iron too but by pasting a couple of lines, everything goes back to normal.
To fix that, open the entity_fooccubus.txt file in your raw/object folder and paste this at the end :
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
After creating a new world, you'll have clothes and steel anvils to play with.
I've never had any trouble using non-magma safe materials for anvils before, I can see the sense in that but unless dwarves hammer the metal inside the forge it shouldn't be an issue. Of course I've never used a flammable thing, just not magma-safe... interesting.
Aside:
Historically bronze was used as a material in anvils, and stone before that, but these both did deform over time and didn't channel the kinetic energy as well as those of iron or steel. Of course bronze and stone anvils were not typically used during the technological time frame that Fortress Mode takes place.
Good point on the editing of default raws, especially since you want to avoid conflicts. You could always have a summoned creature that when butchered drops an ore of some material with the [ITEMS_ANVIL] tag allowing people to lessen the blow of the parent civ no having access to anvils. Making the summoned creature unable to have children and possible inflicting a baleful, toxic syndrome on the summoner should keep the "free" material abuse to a minimum. Having all the rituals not be completely safe does tend to make things a bit interesting.
Did you know your succubis don't have tongues? Their [BODY:stuff] lacks either FORKED_TONGUE or TONGUE.
Also I've been fiddling with their kissings after my fort died to some crash I couldn't figure out.
So I humbly suggest these values:
[SECRETION:LOCAL_CREATURE_MAT:VENOM:LIQUID:BY_CATEGORY:LIP:SKIN]
[SECRETION:LOCAL_CREATURE_MAT:VENOM:LIQUID:BY_TOKEN:TONGUE:SKIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:LIP]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:kiss:kisses]
[ATTACK_CONTACT_PERC:6000]
[ATTACK_PRIORITY:MAIN]
[ATTACK:LICK:BODYPART:BY_CATEGORY:TONGUE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:lick:licks]
[ATTACK_CONTACT_PERC:6600]
[ATTACK_PRIORITY:MAIN]
They still tend to lick adversary's brain into parts from time to time, but mostly they pass from exhaustion while liking if it's the only attack available.
Also, that SECRETION bit on the top does the trick for poisoning. Not 100% guaranteed but still extremely likely to affect.
And lastly, I think syndrome like this better qualifies as paralysing kiss. [CE_PARALYSIS:SEV:200:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
[CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
It makes human partially paralysed and, unlike the current one, kicks in before the target is already dead.
As for [CE_SPEED_CHANGE:SPEED_PERC:75:START:0:END:300], I'm not sure I've noticed any effect in arena.
edit: Okay, secretion may be not the best solution to the problem. When you play fortress mode you'll get fortress slobbered since they tend to drool into every pool of water, the rain also doesn't make things better. Guess it must be done with interactions.
Untaming a selection of summoned creatures will give work to animal trainers. Such creature still belong to the fort, they can be put in pasture and cages and perhaps be milked and sheared. I'll raise the animal training rate to compensate for the lost labor.
However they'll need to be tamed if you want to do war/hunt training. This is intended to give a way to have creatures patrolling the fort (as they follow their trainers) and make bodyguards harder to provide.
I thought I had skills working but it turns out it is a complicated then an array of values. I need to create an object from scratch, or find a way to 'train' the skill before having my way with it, back to the drawing board I guess.
Here is where I'm at for now. (https://gist.github.com/Devduweb/6193187)
For testing, I use this rb script to catch an unit ID first :
# get the unit id
unit = df.unit_find
raise "No unit selected" if not unit
puts unit.id
Ok, now that I know there is such a convenient thing as an errorlog.txt I should be able to clean some of these up.
Here is the whole thing anyway.
*** Error(s) found in the file "raw/objects/entity_fooccubus_deep.txt"
Unrecognized Sphere Token: nightmare2S
Unrecognized Sphere Token: nightmare2S
*** Error(s) finalizing the translation FOOCCUBUS
Unrecognized word token: nightmare2
WARPSTONE_SOLID: Environment Spec Stone Not Found, Token - WARPSTONE_UNSTABLE
*** Error(s) finalizing the entity DECADENCE
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_2H
Unrecognized entity helm token: ITEM_HELM_VEIL_FACE
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS
Unrecognized entity toy token: ITEM_TOY_PUZZLEBOX
Unrecognized entity instrument token: ITEM_INSTRUMENT_FLUTE
Unrecognized entity instrument token: ITEM_INSTRUMENT_TRUMPET
Unrecognized entity instrument token: ITEM_INSTRUMENT_HARP
Unrecognized entity instrument token: ITEM_INSTRUMENT_PICCOLO
*** Error(s) finalizing the entity CULT
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_2H
Unrecognized entity helm token: ITEM_HELM_VEIL_FACE
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS
Unrecognized entity toy token: ITEM_TOY_PUZZLEBOX
Unrecognized entity instrument token: ITEM_INSTRUMENT_FLUTE
Unrecognized entity instrument token: ITEM_INSTRUMENT_PICCOLO
Duplicate Object: inorganic WEATHER_RAIN
Duplicate Object: creature BASILISK
Duplicate Object: item ITEM_WEAPON_PITCHFORK
Duplicate Object: item ITEM_INSTRUMENT_VIOLIN
Duplicate Object: item ITEM_INSTRUMENT_GUITAR
Duplicate Object: shape FLAME
Duplicate Object: shape HEART
Duplicate Object: shape PENTAGRAM
Duplicate Object: reaction WEATHER_RAIN
*** Error(s) found in the file "data/save/region1/raw/objects/entity_fooccubus_deep.txt"
Unrecognized Sphere Token: nightmare2S
Unrecognized Sphere Token: nightmare2S
*** Error(s) finalizing the translation FOOCCUBUS
Unrecognized word token: nightmare2
WARPSTONE_SOLID: Environment Spec Stone Not Found, Token - WARPSTONE_UNSTABLE
*** Error(s) finalizing the entity DECADENCE
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_2H
Unrecognized entity helm token: ITEM_HELM_VEIL_FACE
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS
Unrecognized entity toy token: ITEM_TOY_PUZZLEBOX
Unrecognized entity instrument token: ITEM_INSTRUMENT_FLUTE
Unrecognized entity instrument token: ITEM_INSTRUMENT_TRUMPET
Unrecognized entity instrument token: ITEM_INSTRUMENT_HARP
Unrecognized entity instrument token: ITEM_INSTRUMENT_PICCOLO
*** Error(s) finalizing the entity CULT
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_2H
Unrecognized entity helm token: ITEM_HELM_VEIL_FACE
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS
Unrecognized entity toy token: ITEM_TOY_PUZZLEBOX
Unrecognized entity instrument token: ITEM_INSTRUMENT_FLUTE
Unrecognized entity instrument token: ITEM_INSTRUMENT_PICCOLO
Unit has misaligned bp modifiers. Adjusting.
Unit has misaligned bp modifiers. Adjusting.
Unit has misaligned bp modifiers. Adjusting.
As for the error in DFhack, it is literally just this block repeating about once every 1/3 of a second at any time the game is not paused.
...erworkDF 4b\Dwarf Fortress\hack\scripts/itemsyndrome.lua:59: attempt to index
local 'material' (a boolean value)
stack traceback:
...erworkDF 4b\Dwarf Fortress\hack\scripts/itemsyndrome.lua:59: in funct
ion 'getMaterial'
...erworkDF 4b\Dwarf Fortress\hack\scripts/itemsyndrome.lua:285: in func
tion 'applySyndromesBasedOnItems'
...erworkDF 4b\Dwarf Fortress\hack\scripts/itemsyndrome.lua:348: in func
tion <...erworkDF 4b\Dwarf Fortress\hack\scripts/itemsyndrome.lua:347>
Update 5.3
This update does not requires a world gen. You can update your save by dropping the raws in it.
More infos about generating world and updating mods. (http://www.bay12forums.com/smf/index.php?topic=29157.0)
WARNING! I recommend making a backup of your saved game before proceeding with this update.
Make sure you update the hack/script folder with the new provided scripts (otherwise you can copy your save over a new prebuilt version).
This update is a major change to summoning. Soul wisps are no longer involved!
Creatures are instead summoned one at a time once the reagents are collected.
Summonings now require less reagents and should be done faster, except for shothoth spawns who got more powerful instead.
To make the soul wisps useful, the gas they release when killed can now stun its killer. More effects will be given to those pets later on.
Other creatures effects has been modified as you can see in the spoiler tag.
There is an issue with the freshly summoned creature not always appearing on the animals screen, saving and reloading fix this but I am aware of this trouble and am looking for a way to correct this.
Changes :
+ Summoning no longer require soul wisps near the summoning circle.
+ Summoning now spawn one creature at a time.
+ Most summoning jobs now require less or cheaper materials.
+ Tentacle slime paralysis has been replaced by a short term stun and fever.
+ Shothoth spawn slime now cause a severe necrosis.
+ Madness caused by shothoth spawn will be displayed with a blinking '!'
+ Nahashes and tentacle monsters are now immune from shothoth slime effects.
+ Basilisk breath is now a vapor flow and will leave spatters.
+ All summoned creatures are now immune to the basilisk's breath.
+ The gas released upon a soul wisp or shothoth spawn's death now have a stun effect.
I also assembled a masterwork patch. I can't garantee that the succubi will react to the many features found there but at least I could generate a world without duplicates.
I renamed the orichalcum there, 'hellish orichalcum' is the one that basilisks should provide. Please tell me if there is any issues there.
Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Mac build (https://drive.google.com/file/d/0B8QFWS9tHkaaUW1yN0tUQUg5SkU/edit?usp=sharing)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaNTVpQjE1YnRFX1U/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaNkk5RXp2a0Y5VFU/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Update 5.4
Warning ! You must update to dfhack r4. I added it to the premade builds except the mac one. I needed to migrate the summon script so creatures can use fireball and breaths again.
Make sure you also update the hack/script folder with the new provided scripts.
Otherwise there is nothing world breaking. It seems that updating dfhack caused my save to crash as soon as I unpause. Not a dignified end for my fort that spanked so many marksdwarves. Make a backup before attempting to update, or simply wait for your fort to crumble.
With this update I finished the sprite set for the royalist succubi. I added a lot of adventurer mode stuff, including positions in other civs that they have a decent chance to receive considering the wars they get in during world gen. Now I can start the sprites for the deep succubi.
Also there is an attempt to allow the succubi to be naked. Bad thoughts will be erased once a week. If that's not enough I will use more aggressive settings but I am afraid that it would hurt the fps.
I also gave access to the ore processor in MW. This is temporary until I create something that belong to the theme.
That said, if someone managed to compile dfhack for mac, I am interested. My attempts hit a brick wall because of LibXSLT despite the instructions on github.
Here's the changelog :
+ Scripts and premade builds has been updated to dfhack r4.
+ Summonning a creature no longer cause transformations.
+ An announcement has been added when a creature is summonned.
+ Summoned creature will now use their interaction again, that includes fireballs and breath.
+ Succubi and deep succubi will regulary forget bad thoughts related to the lack of clothing.
+ The royalist succubi now have access to the altar of nightmare, without the Provoke siege job.
+ Added a job in the altar of nightmares to allow the acquisition of the appraisal skill, allowing deep succubi to display their fort's production.
+ Added a job in the altar of nightmares to call a rain on the field.
+ Removed the smoke from the stygian bronze bar production.
+ Fixed the 'script not found' error on loading.
+ Basilisks are now immune to tentacle slime
+ Sprite update : Added priestess, cultist, tyrant, shop keeper, diplomat, priest, high priest, druid, ranger captain, acolyte, prowler, overlord, admninistrator.
+ Sprite update : Updated warlord, comissionner, jewelers.
Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaYnZMdUdOUXpWWFE/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaZkYtVzVHU1FkYVk/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
Update 5.5
That is a minor update, I fixed the warlord and overlord sprites being inverted and added sprites for adventurers, plus a couple of script and raw fixes.
I noticed that the succubi builds a lot of forts near the human settlements, and so you can go and recruit your squad there. Reporting success to the lady enable you to get more quests from soldiers and so you can somewhat play for your side as an adventurer already. I cannot wait for the next version to see how a dark fortress will look like.
That said, this should finish this version. Next step will involve magic, temples, and berserk invaders exploding in a geyser of dragonfire.
Changelog :
+ Inverted the warlord and overlord sprites.
+ Sprites : Added adventurers.
+ The summoned creature now have their natural skills set.
+ Removed the debug spam about clothing thoughts.
+ Added the missing tissue to the NSFW bits.
Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaeFlIUk5UQkxwS1k/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaNmpyaDBNVEJqVDQ/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
Couldn't get goblins convert.
They've became listed as tame citizens but succubi shot them down. No loyality cascade. They've been sitting in built cages.
(http://s14.postimg.org/oymsheg69/image.png) (http://postimage.org/)
Edit: neither chained, nor stocpiled goblin thieves become full and valid citizens, their preferences can be viewed but no labour assignments can be done. Also, they seem to require coffins after death.
Evenmoreedit: Nah, undeep succubi thiefs can't be corrupted either. Nor do standard goblins from ambushes.
Update 5.6
This update should fix the issue with the prisoners not converting to succubi or getting struck down. I may not have covered all the edge cases so if it still fail to work in your work, I am interested in seeing your save.
The important part is the included dfhack.init. If you wish to use yours, make sure the following lines are there :
enable autoSyndrome
syndromeTrigger enable
Otherwise there is no changes to the raws this time besides one sprite.
Oh, and the osx version is back. :)
Here's the changelog :
+ Fixed the warlord and overlord sprites, again.
+ Fixed the lack of transformation in the 'Corrupt prisoners' job.
+ Converting invaders to your civ should work again.
+ Restored rendermax and falconne's ui plugins on the windows build.
+ A dfhack.init file is now included in the patch version, it is required for the mod to work properly.
Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Mac build (https://drive.google.com/file/d/0B8QFWS9tHkaaV2lLYVlLdXpiSzg/edit?usp=sharing)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaadXRPYU1aLW1fZ2c/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaacnFYV3BGVlJQMHM/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
I finished the new workshops and added two new summons. Lovercraft readers will recognize the first one.
As for the second summoning job...
(http://blog.devduweb.com/files/summon_clown.jpg)
I also imported the soul system from MW's warlock tower. Of course you will not get souls from butchering the vanilla creatures, but a reaction will enable you to extract it from corpses.
Update 6.0 - Powerful imps
This update requires a new world gen. It introduces new interactions and effects that can affect an entire site. Adventurers may even encounter new secrets on their travels.
Both the succubus civilization can now build temples related to their domains of influence :
- The deep succubi can build the Esoteric order, the Abyssal temple and the Altar of Nightmares
- The succubi can build the temple of sin and the temple of fire.
Here is the list of reactions :
+ Temple of sin (royalist)
- Provides various effects tied to a sphere.
- Depending on the sphere, the succubus personality will be affected and side effects might occur.
- Gluttony : Increases fat, hunger and thirst. Also trains brewing and cooking.
- Wrath and Envy: Increases bad thoughts generating personality facets.
- Pride: May cause a siege from an old enemy, the effects also depends of the worker's number of acquaintances.
- Other spheres: Only affect the personality.
- [LUST] Reinforce wings: Provide flying abilities, does not stack with fire immunity.
- [LUST] Learn martial excitation: Improves abilities in combat depending on happiness. If the succubus is ecstatic...
- [LUST] Learn the secret of lust: Becomes a concubine, and receive there combat interaction. Strange effects will occur at regular interval.
- [WRATH] Learn berserk rage: Improves abilities in combat depending on unhappiness. If the succubus is miserable...
- [PRIDE] Forget death: Attempt to fight tantrum spirals by removing thoughts about dead relatives.
- [GREED] Conjure slade: Summon a boulder of slade, to satisfy the worst mandates.
- [GREED] Conjure slade anvil: Summon a good heavy anvil for your forges.
- [SLOTH] Protective tentacles: Provides tentacle monsters with a friendly defensive buff.
- [GLUTTONY] Devour soul: Eats a soul to increase strength and stamina. This is permanent and will not stack if done multiple times.
- [ENVY] Sow discord: Causes invaders to attack each other.
- [ENVY] Lure invaders inside: Causes siegers to stop loitering at their camp and rush inside your fort.
+ Temple of fire (royalist)
- Provides upgrades and attacks based on fire.
- Grant fire immunity: Becomes into a fireborn succubus, and is immune to fire, lava, and cold. This does not stack with the ability to fly.
- Learn Gehenna fire: Becomes a pyromancer and gain the ablity to throw fireballs, breath flames, and raise cloud of ashes.
- Learn torrid kiss: Provides a close range fire attack.
- Conjure fire storm: Summon fire balls to strike the outside area twice.
+ Altar of nightmares (deep)
- New reactions has been added to increase skills.
- The succubi performing theses actions will fall asleep for a while.
+ Esoteric order (deep)
- Provides new interactions for the deep succubi.
- Mind theft: Render an enemy crazy.
- Necrosis chant: Causes the enemy to melt.
- Abyssal gaze: Drain an enemy mental stats and cause it to fall unconscious after a while.
+ Abyssal temple (deep)
- Provides reactions that affect the whole site.
- Affect weather (rain): Starts raining.
- Sow discord: Causes invaders to attack each other.
- Dimension pull: Pulls the invaders insides, causing them to fall or explode.
- Put death to undeath: Corpses on the map starts to rise as zombies.
- Restore natural death: Put down undeaths on the map.
Getting souls
- Many new jobs requires souls.
- Souls are harvested at the well of soul.
- Deep succubi get souls from totems.
- Succubi must construct the well in the middle of a refuse stockpile and get souls from nearby corpses.
- Deep succubi in masterwork can not get soul from totem but can instead butcher creatures for it.
- Souls do wither away but those can be trapped into cut gem to prevent that.
Special weapons
- You can build stygian lances (succubi) or forbidden bracelet (deep succubi) at the soul forge.
- Both are ranged weapon that fire shards, stygian lances also serve as a melee weapon.
- Shard by themselves do little damage.
- However it is possible to build special shards at the soul forge. Those shard will cause powerful syndromes or cave ins.
- Make sure that ammo usage for those are correctly set. By default DF will assign arrows to these weapons users.
- Do not train with the special shards!
New summons
- Soul wisps - Good civilian pets that will raise the mental attribute of nearby succubi.
- Rat thing - A vermin hunting rat that can teleport to their enemies from a medium distance.
- Horrible Fell Spirit - Yes. Those things.
Other major stuff
- Renamed the positions, non-deep succubi record keeping and job management has been merged into the librarian.
- Orichalcum has been renamed basiliskine. It is otherwise the same metal.
- Added illumination for use with rendermax.
- Added a magma furnace that allows the mass produce glass blocks and windows (inspired by the modern glass industry).
- Added a couple of world gen and embark profiles.
There is also various bug fixes. The issue that caused converted prisoners to remain hostile is now fixed. The summoning system has been made simpler and will use much less reagents. You will also find various fixes to animal behaviours, nightmares will stop running away, hellhound will enrage and several error messages are gone.
Also the masterwork DF version is fixed, as the warlock civ introduced a lot of duplicates. After the round of bugfixes that will follow, I will make the usual thread on the mdf subforum.
Changelog
+ New temples
- The temples are new workshops that provides upgrades and spells.
- Upgrades does not require a particular skills.
- Spells uses the Alchemy job.
- Using the workshop profile (shift + P) allows to chose who will get the upgrade.
- More effects will be added in the future.
+ Temple of sin (royalist)
- Provides various effects tied to a sphere.
- Depending on the sphere, the succubus personality will be affected and side effects might occur.
- Gluttony : Increases fat, hunger and thirst. Also trains brewing and cooking.
- Wrath and Envy: Increases bad thoughts generating personality facets.
- Pride: May cause a siege from an old enemy, the effects also depends of the worker's number of acquaintances.
- Other spheres: Only affect the personality.
- [LUST] Reinforce wings: Provide flying abilities, does not stack with fire immunity.
- [LUST] Learn martial excitation: Improves abilities in combat depending on happiness. If the succubus is ecstatic...
- [LUST] Learn the secret of lust: Becomes a concubine, and receive there combat interaction. Strange effects will occur at regular interval.
- [WRATH] Learn berserk rage: Improves abilities in combat depending on unhappiness. If the succubus is miserable...
- [PRIDE] Forget death: Attempt to fight tantrum spirals by removing thoughts about dead relatives.
- [GREED] Conjure slade: Summon a boulder of slade, to satisfy the worst mandates.
- [GREED] Conjure slade anvil: Summon a good heavy anvil for your forges.
- [SLOTH] Protective tentacles: Provides tentacle monsters with a friendly defensive buff.
- [GLUTTONY] Devour soul: Eats a soul to increase strength and stamina. This is permanent and will not stack if done multiple times.
- [ENVY] Sow discord: Causes invaders to attack each other.
- [ENVY] Lure invaders inside: Causes siegers to stop loitering at their camp and rush inside your fort.
+ Temple of fire (royalist)
- Provides upgrades and attacks based on fire.
- Grant fire immunity: Becomes into a fireborn succubus, and is immune to fire, lava, and cold. This does not stack with the ability to fly.
- Learn Gehenna fire: Becomes a pyromancer and gain the ablity to throw fireballs, breath flames, and raise cloud of ashes.
- Learn torrid kiss: Provides a close range fire attack.
- Conjure fire storm: Summon fire balls to strike the outside area twice.
+ Altar of nightmares (deep)
- New reactions has been added to increase skills.
- The succubi performing theses actions will fall asleep for a while.
+ Esoteric order (deep)
- Provides new interactions for the deep succubi.
- Mind theft: Render an enemy crazy.
- Necrosis chant: Causes the enemy to melt.
- Abyssal gaze: Drain an enemy mental stats and cause it to fall unconscious after a while.
+ Abyssal temple (deep)
- Provides reactions that affect the whole site.
- Affect weather (rain): Starts raining.
- Sow discord: Causes invaders to attack each other.
- Dimension pull: Pulls the invaders insides, causing them to fall or explode.
- Put death to undeath: Corpses on the map starts to rise as zombies.
- Restore natural death: Put down undeaths on the map.
+ Harvesting souls
- Many new jobs requires souls.
- Souls are harvested at the Soul Well
- The deep succubi extract the souls from totems (unavailable in MDF).
- The royalist must build the well inside a refuse stockpile, to extract the soul from corpses in the vicinity.
- Souls do wither after a few weeks.
- To prevent withering, a soul can be trapped into a cut gem or glass.
- In Masterwork DF, souls are found by butchering creatures.
+ Special ammunition
- New weapons are available: pain lances and forbidden bracelets.
- Those weapons are built at the Soul Forge.
- Those weapons fire shards and do little damage by themselves.
- Pain lances also act as a pitchfork in melee.
- It is possible to make ammunitions with special effects at the soul forge.
- Blight shards causes severe necrosis.
- Pain shards inflict pain and might cause enemies to fall unconscious.
- Force shards causes a localized cave in.
- The succubi have an immunity to these effects but excessive friendly fire will hurt them.
- Do make sure that ammo usage for combat and training are properly set in the military screen!
+ Premade versions changes
- Imported a few world gen profiles from MDF.
- Added a couple of embark profiles.
- Updated announcements to prevent annoying pauses.
+ Other changes
- Moved scripts into a succubus subfolder to avoid confusion.
- Fixed a major bug that caused converted prisoners to remain hostile.
- All the summoned creatures should now act faster.
- Both civs spheres has been adjusted to better match its secrets.
- Removed obsolete stuff from the raws.
- Deep succubi are now competent swimmers.
- Added an execution position to the deep succubi.
- Both civs whippers will meet workers for complains, they will ask for a meager office.
- Adjusted the body descriptors of the succubi, culled the tongue lengths.
- Armor will is now guaranteed to be available.
- Summoning has been made simpler, using less different reagents.
- Made nightmares more aggressive.
- Soul wisps are more likely to flee.
- Hellhounds will enrage in combat.
- Pain elemental explosions now push away its victims causing slamming damage.
- Tentacle monsters may start cleaning nearby succubi now.
- Removed the 'too wounded' message when a worker transforms into an unholy ritual.
- Charming and corrupting no longer require a weapon. The weapon is now used for the building construction.
- Bad thoughts about clothing will no longer be removed if you play a non succubus civ.
- Bloodworms should appear in evil caverns.
- Added beneficial syndromes for succubi drinking bloodworm and black rose wines.
- Other creatures, besides dwarves, who drink wines from the evil plants will experience issues.
- Sprite update : Fixed consort sprites.
- Added illumination, those are found in the furnace choices and will provide light if you use rendermax.
- Added floating glass furnaces for both civ, this magma furnace allows a mass production of glass blocks and windows.
- Renamed the royalist succubi's positions, bookkeeper and manager are merged into Librarian.
- New summon for the deep succubi: Rat things. Those large rats will hunt vermin and can teleport towards enemies.
- New summon for both civs: Horrible Fell Spirit. This ritual will be a gamble on your ressources.
- Royalists cannot build the altar of nightmares anymore.
- The summoning circle has been redesigned.
- Added the gem workshop from Masterwork DF, this allows to build various objects with cut gems.
- Orichalcum has been renamed to Basiliskine, to prevent confusion in MW.
Downloads
Windows (http://dffd.wimbli.com/file.php?id=8000)
Linux (https://drive.google.com/file/d/0B8QFWS9tHkaaWXlBYWZ2TU92X2c/edit?usp=sharing)
OSX (https://drive.google.com/file/d/0B8QFWS9tHkaadEphOS1kMFEtNUk/edit?usp=sharing) - Dfhack seem to crash on maverick, sorry. I am looking for a new build of r4.
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaRXg1cVRQUWFINzA/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Update 6.1 - Powerful imps
This update does not require a new worldgen, this mainly fixes the prisoner conversion and provides a proper name to the bloodworm spawns.
It also fixes a lot of issues in the Masterwork patch.
Enjoy!
Changelog :
6.1
- The prisoner corruption should work again.
- Added the Altar of Nightmares back to the deep succubi.
- Bloodworm spawns are now named properly.
- Removed most reagents from prisoner conversions.
Downloads
Windows (http://dffd.wimbli.com/file.php?id=8000)
Linux (https://drive.google.com/file/d/0B8QFWS9tHkaaZTQ0aTNzVFVmeUE/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
After such a long absence...
Update 11.0 - Corruption
Finally, the signature feature is back with a simpler backend. The mechanics are the same: Build a den of iniquity, put prisoners around it, run the reaction, enjoy your new friends. This is still experimental however as it's tedious to get sieges to test against so tell me if there is any issues.
Corruption also works on traders but you'll have to scuttle their wagons because it seems that caravans are actually led by donkeys and not the way around.
About summoning
Summoning is also included but disabled... If you feel lucky, open the enitity_slaver_succubus.txt file in the raw and, at the bottom, add a '[' to the line mentioning a summoning portal. Be warned however that summoned beast goes hostile when you reload your save. I am still working on this bug before considering this ready for a release.
There is also a few other changes: new castes for masterwork df races, and a doubled ratio of incubi. There is now 20% of males in the race now.
11.0
+ Den of iniquity
- Corruption is back with the same method as before.
- The den of iniquity is compatible with vanilla, masterwork and fortress defense races.
- Masterwork: Added new castes for gnomes and orcs to transform into.
- Removed old references to removed creatures
+ Creature changes
- Adjusted the personality of the creatures.
- Increased the male birth ratio to 20%.
- Succubi will have a low change to enrage while seeing enemies, this varies according to the caste.
- Raised the discipline learning rate.
- Removed the old masterwork job names.
- Corrupted creatures should now have different attributes than pure succubi.
+ Other changes
- Magma workshops are immediately unlocked upon playing a succubus fort.
- Adjusted minor settings to summoned creatures like hostily and smells.
- Skill help should now display in custom workshops.
- Changed entity values so not all succubi dream of ruling the world.
Download on dffd (http://dffd.bay12games.com/file.php?id=7492)
Update 11.0 - Corruption
This is mostly a technical update, there is no need to update your save for this version if you got your fort running. If it just crumbled however, it would be a good time to fetch this version.
The mod now requires dfhack r2 (included in the lazy newb packs) and new worlds created will now have the scripts included in the save. That should make forts easier to share. With this work done, we can move on adding new stuff and hopefully fix the hostile summoning bug.
In other news, the windows build is back, it is loaded with the Phoebus pack but sadly without twbt.
11.1
- This mod now requires dfhack for 0.40.24 r2
- Moved spawunit into a normal script
- Added the new argument handler to spawnunit
- Updated summon-hook to use script_environment
- Moved multi spawn into summon-hook
- Moved FOV inso scripts/modtools
- Moved all the scripts into the raw folder for easier save sharing
- Reduced succubi size a bit
Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
* Patch (github mirror) (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-11.1/succubus-11.1.7z)
Update 11.2
Corruption got easier. Now invaders leave their cages by themselves and traders abandon the depot once their transformation is complete. You can now run the ritual and not worry about levers and wagons anymore. In addition, a few help messages have been added to make the civ easier to handle.
The broker position have been added back and many names have been changed to give them more weight in from of terrific ones like 'Keeper of secrets'.
Unfortunately, you will have to generate a new world for this patch.
11.2
- Magma powered buildings are now always unlocked, even before reaching magma.
- Upon save load, a welcome message now hint about the usage of magma wells.
- Slight reduction in physical and mental attributes across the castes to reduce their world gen conquests.
- The corrupted Gnomes have been renamed to Korrigans.
- Removed soul gems who served no purpose (this is temporary).
- Armor pieces are now garanteed to be available on all world gens.
- Heating the forge now causes dizziness to the operator.
+ Corruption changes
- Corrupted merchants now give up trading immediatly.
- Pack animals also join your fort.
- Wagon drivers now scuttle their rides.
- Pull and traded animals remains in depot until it's time to leave.
- A message will instruct your to deconstruct the depot in order to seize the trade goods.
- Corrupted prisoners should now leave their cages by themselves, levers are no longer required.
+ Edited several positions, most notably :
- Added broker back, named Allure of wealth
- Chief medical succubus is now Wound weaver
- Leaders are prefixed with Dungeon / Spire
- It should be harder to met their living standards
Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
Update 12.0 - Summoning
Finally, summoning is back and it got even better. As before you can call monsters on your side using a couple of items. Those monsters will act either like an animal or a foreign citizen depending on their intelligence. Otherwise, most of them grew stronger with better attacks and even wrestling moves.
Please note that not all monsters will appear on the animals page.
Summoning now uses the animal training skill instead of alchemy.
Available monsters :
- Nahash: A vermin hunting snake, female lays eggs, summoned by batches of 5.
- Orthus: Vicious two headed dogs, can be trained for hunting or war.
- Nightmare: The mount and pack animal of the civilization. Cannot tire and throw a strong kick.
- Fire imp: Throw fireballs at your foes.
- Pain elemental: Suicidal spirit that will explode upon attack.
- Tentacle monster: Can throw multiple attacks thanks to their appendage, lays slime that weaken enemies. The slime can be collected to replace oil.
- Frog demon: A strong fighter for the front lines, sometimes used as a pack mule by merchants.
- Fire spirit: Powerful demons that can burn entire squads of invaders.
- Decay brutes: Huge, invisible monsters with a necrosis secretion.
Other additions includes the gem cutter shop from Masterwork, allowing you to make furniture out of gems (and not cut rocks anymore, sorry), as well as the red and blue portals for more strategic transportation, using a worker with the architect skill enabled.
Have fun.
12.0
+ Summoning!
- You can now summon creatures at the summoning portal.
- This uses the animal training skill
- As before this requires various reagents acquired through trade of the related industry.
- The summoned monsters are tame and will be ready to be used as pets or from training.
+ Available demons
- Nahash: A vermin hunting snake, female lays eggs, summoned by batches of 5.
- Orthus: Vicious two headed dogs, can be trained for hunting or war.
- Nightmares: The mount and pack animal of the civilization. Cannot tire and throw a strong kick.
- Fire imp: Throw fireballs at your foes.
- Pain elemental: Suicidal spirit that will explode upon attack.
- Tentacle monster: Can throw multi attacks easily, lays slime that weaken enemies. The slime can be collected to replace oil.
- Frog demon: A strong fighter for the front lines.
- Fire spirit: Powerful demons that can burn entire squads.
- Decay brutes: Huge, invisible monsters with a necrosis secretion.
+ New buildings
- The gem cutter's shop: create furniture out of gems.
- The red and blue portals: offering transportation to individual workers or sqauds of warriors.
- Masterwork: The archaeologist: identify relics and excavate stone.
+ Other changes
- The common domestic pets are no longer available.
- The magma well now uses the Pump Operator labor.
- You can now grind stone to sand.
- The tanner shop can now produce dry stomachs, leather ropes and horn daggers.
- The craft shop now offer the option to make rock rings, scepters, etc.
- You can now extract strands of gold, silver and (in masterwork) orichalcum.
- Masterwork: The civ will respect the bodyguard and AI settings.
- Masterwork: You can now press peat and anthracite.
- Optional files have been removed, and are included directly in the mod for easier installation.
Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
Update 12.1 - Bugfixes, hooray!
This is a boring bugfix release. Solves a few issues with pets, makes summoning less prone to failure on windows and perhaps mac os too, and the gemcutter should now accept rough (freshly mined, not cut) gems.
Have fun.
12.1
- Summoning has been made more reliable on windows.
- Unfortunately, trying to summon a demon on worlds where none have been generated will no longer preserve reagents.
- It is now possible to make cauldrons, this is required for several buildings.
- Caravans will no longer bring Spirits of fire or pain elemental, causing random fires.
- Orthi, nahashes and frog demons are no longer born adults.
- Succubi and their creatures should no longer be affected by frog demon oil.
- Vanilla: The Gemcutter workshop will properly accept rough (non cut) gems.
- Masterwork: It is now possible to build the metallurgist's smelter.
Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
Because 0.42 is a full of features that are just perfect for the succubi.
Update 13.0
The mod is updated to the latest version of DF so you can build slade tavern spire and temples, fill them with masterful instruments and have the succubi sing their masterful songs and mesmerize goblin bards. The sprite for the new jobs are also included and well as a new ones for the manager and keeper of secrets.
This also introduces their many needs. The succubi will become bored and stress each other without a proper place to socialize and play music in. They can ever trigger berserk when arguing, I have not observed a casualty out of this but be careful.
It is important to note that there is no dfhack for this version of DF yet. So the more esoteric workshops like the summoning circle or the den of iniquity are disabled for now. What remains are the sources of construction materials (slade and glass) and you can still heat up the forges to compensate for the lack of magma.
And last but not least, the evil pets now live properly in their evil biomes so your adventurers can die to tentacle monsters or other niceties.
+ Updated into DF 0.42.03
- The mod is now compatible with the knowledge system, taverns, etc.
- Forts can be visited, mostly by goblins and humans.
- The succubi cannot make books, too flammable.
- New stringed and wind instruments are created at world gen.
- The entity has received a set of subjects to write scrolls about.
+ Modified pet behaviors
- Most evil pets are now found roaming the surface in the appropriate biomes.
- Adventurers can be ambushed by these creatures in evil places.
- Nightmares, nahashes and orthi are available for both the succubi and goblins.
- Other pets will be available in the future.
+ Adjusted personalities and values
- Most citizens need to socialize, romance, admire art, etc.
- Without a proper place to relax, they get distracted and start stressing each other.
- The succubi no longer care about nudity.
+ New sprites
- Gelder
- Artists and socializers: tavern keeper, performer, poet, dancer, bard.
- Scholars: Sage, scholar, philosopher, mathematician, astronomer, naturalist, chemist, geographer
- Scribe
- Modified sprites for bookkeeper, animal trainer, alchemist/witch and manager.
+ Other changes
- Custom reactions now display ingame instructions.
- Reduced strength to human levels.
- Replaced shields by bucklers.
- Deactivated the summoning portal and den of iniquity due to the absence of dfhack.
Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 14.0
So I have been playing with the premade build. Starting from PeridexisErrant's cutting edge pack (http://dffd.bay12games.com/file.php?id=11309) I added a 24px version of the Phoebus tileset, also with higher res sprite, all done in waifu2x. Thanks to twbt, you get a clean and small text areas, along with a closer look on the field, and you can zoom out if you want to. It really looks good, and you can still move it back into curses if you wish a classic experience.
As a bonus, I added Smoip's (https://soundcloud.com/smoip) rendition of the music. I have been dying to do this from a long time as the chiptune remake of the ingame music fits the theme well with it's energy and complex instruments.
I'd like to include a 24px obsidian too, but the workshop look weird as they keep displaying Phoebus tiles, I need to fine a way to update the ground in either way.
Anyway, dfhack alpha is also included. A it will remind you ingame, it is unstable so by default seasonal saves with backup are active, along with initial save. I did not experience corruption myself but you are never too safe.
With dfhack, everything else came back. Summoning is working again, same with teleportation, magma spawning and brewing. Corruption seems to work too, but I cannot guarantee what will happen if you corrupt bards of mercenaries, the game will probably collapse on itself.
Anyway as it is, it is back to its 0.40 state, but with all the new features of DF. Yay!
Edit: I'll update to df 42.06 asap.
+ Updated into DF 0.42.05 with Dfhack alpha
- The magma well is back.
- The teleportation portails are back.
- Brewing magma at the still had been reactivated.
- Summoning is back.
- Corrupting prisoners is back.
+ Windows build change
- Added dfhack alpha.
- Because dfhack is not stable, seasonal saves with backups are active.
- Upscaled the tilesets to 24px.
- Added TWBT tileset.
- Updates TWBT override to display weapons properly.
- Added music remix by Smoip.
+ Other
- Added an impassable tile to brick ovens to help with designation.
- Descriptions has been added to the various reactions.
- Reverted the succubi tile to 'i' for tileset compatibility.
- Stopped the orthi from getting bored.
Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 14.1
The windows build is updated to 0.42.06. I did get a crash or two, but no save corruption. As a cautionary measure, I activated initial save, seasonal save and backups.
For this reason the game will look terrible when you first embark, but do not worry. The game is simply writing the initial save. TWBT will sort the graphics as soon as it's done.
Otherwise, it fixes the export values bug and this is a big deal.
+ Updated into DF 0.42.06 with Dfhack alpha
- No other changes
Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 14.2
If you are getting crashes, this update should solve it. DFhack has been updated to the stable version and two new metals has been introduced.
- Stygium aka Stygian Bronze: Very lightweight bronze
- Afelsteel: Very heavy steel.
You can't make these metal yet, but those are only available through embark and trading. It will ensure that you can buy an anvil even if the succubus did not find iron through bad luck. In a future update, you will be able to transmute bronze and looted steel into those new metals.
Also I made dwarves unplayable out of the box, so you no longer have to fiddle with the embark screen to verify what race you selected.
14.2
- Updated dfhack into 0.42.06-stable
+ Added two new metals
- Stygium (formely stygian bronze), very light and suitable for armors.
- Afelsteel, very heavy and suitable for weapons.
- Those two metals ensure that anvils are available at embark.
- You can not produce these metals yet, but you can purchause some from the caravans.
+ Other changes
- Dwarves are no longer playable in fort mode to prevent confusion on the embark screen.
- Fire imps now have cost 101 points at embark.
Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 14.3
This update features a few import from masterwork, allowing to make weapons and armor out of glass or gems. You can also make carpets or start fires, or make tablets and slips for your librairies.
Frog demons are now fully intelligent. They can join the military if they are led by a succubus, dig, chop down trees and maybe perform other labors. Out of a freak accident, one even because the leader of the fort. While they learn military skill at a normal rate, they'll rarely go beyond novice in any other skills so they cannot fully replace your succubi.
+ New workshops
- Grave forge, gem forge and glass forge have been added.
- These forges produce military items out of glass, bone or gem.
- Campfires added with the ability to burn the surroundings.
+ Decorations
- You can now add carpets to your sites.
- Carpets can be restyled into different angles (requires TWBT).
- Display cases added to feature your important items.
+ Other changes
- Succubi are now mortals with an extreme longevity, this should fix issues with secrets.
- Fixed a possible crash with the summoning portal.
- You can make metals beds now.
- Frog demons are now intelligent and can perform labors or serve in the military.
- Natural frog demons skills has been reduced, with the exception of military skills.
- You can also play a frog demon in adventurer mode.
- Renamed a few professions for more colorful ones.
- The succubi will bring some FUN friends when they attack another civilization.
- Brewing magma now properly check for liquids under the still.
- You can now produce tablets and slips at the craftman's workshop.
- The succubi use tablets and slip for writing.
Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 15.0
Finally, this update includes all the work that has been done on Masterwork and an upgrade on the windows build towards DF 43.03. I am working on updating to DF 43.05 now for some 64 bits fun.
Biggest change, besides the upgrade of the job manager includes a new magma well that create magma "aquifers" instead of flooding the fort and two new workshops to outfit your succubi with.
Enjoy!
15.0
+ Updated DF to 43.03
+ New workshops
- Fire shaper, produces weapons and clothing out of pure fire.
- Glass shaper, make obsidian armor and weapons using magma and water.
+ Misc
- Purchased or migrating frog demons will now be able to work or join the military withing 1-3 days of game time.
- Frog demons can open doors.
- Black roses can be brewed and will drop seeds.
- Summoning frog demons and HFS is now possible.
- Jobs spawning clouds of smoke no longer destroy buildings.
- Summoning decay brutes has been made easier.
- The floating glass furnace now accept sand and other glass component instead of raw glass.
- You can now make crystal glass blocks and windows out of lead.
- Glass jobs now use sand and other materials directly.
- Spirits of fire cannot fly anymore.
- Fixed a few summoning crash sources.
- The den of iniquity can now use soap bars that have been used for bathing.
- The glass forge has been removed.
- Removed immortality from succubi as it prevented forming couples, it can be reversed in the raws (MAXAGE token).
Downloads
Windows build, unpack and enjoy (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Update 15.1
A simple update towards 43.05 before I port the mod to 44.x and beyond. Not much has changed but the excellent maintenance job from Amostubal has been integrated.
+ Updated DF to 43.05
+ Integrated changes by Amostubal in Modified Masterwork DF
+ Changed a couple of positions names and fixed typos
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Initial testing with 44.02 with the dfhack alpha is yelding good results. If this continues, I should have some goodies ready by the time dfhack is ready for release.
Update 16.0
Finally, an update! This bring the mod to DF 44.05 so you can properly burninate your neighbors. Speaking of burninate, the Altar of Sin is back! It only offer 2 major and 2 minor powers but more will be added soon. Each succubi can only acquire one of each power so you will have to figure out the best combos.
The major powers are:
- Hellfire: throw fireballs everywhere. A pyromaniac can also breath dragonfire if she stand in magma.
- Lust: distract enemies, paralyze them or push them into hitting each other. In gameplay terms it's a crowd controlling power.
The minor powers are:
- Group phasing: Teleport yourself and allies towards an enemies, allow movement through windows or fortifications.
- Facemelter: what it says on the tin with added terror and bleeding.
Now for the less fun stuff... A few workshops has been removed because their products are either buggy or did not contribute much. So I removed the gemforge, glassforge, boneforge, bonecarver and gemcutter. Obsidian armor is also gone as well as liquid fire weapons (turns out it was not on fire at all because I forgot to add temperature). The two special metals are gone too because it's weird to have it pop up in trade with no way to produce it at home.
The fire weapons has been replaced by a reaction that cover a weapon of your choice with fire, this is much more effective. As for stygium and afelsteel, those will be back once I get some new resources sorted out.
16.0
+ Updated DF to 44.05
- The standalone patch also include tilesets for Meph 32x, Spacefox, Taffer and a link for Rally Ho!
+ Magic powers!
- Build the Altar of Sin and give powers to your succubi.
- Each succubi can learn one major and one minor power.
- Major powers: hellfire (pyromania), lust (crowd control)
- Minor powers: phasing (teleporation), face melter (mass damage)
- More powers will be added soon
+ Removed several workshops and reactions for balance and clarity
- Gemforge, glassforge and boneforge
- Bonecarver, gemcutter
- Specific work item (now done through job details)
- Extra leathers for vanilla, those remain in Masterwork
- Obsidian armor
- Fire weapons (replaced by spatters)
- Afelsteel and stygium, those will come back later on
+ Misc
- Ensured that iron is available on all embarks
- Added vanilla book and paper reactions
- Added vanilla and metal display cases
- You can set the details of the Forge metal bed job to chose the material
- Summoned creatures now spawn with a name
- You can now cover weapons with fire at the fire shaper
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Update 16.1
A minor update to bring the mod towards the version 0.44.09. The tiles are a little more explicit in ASCII mode and two new powers were added to the Altar of Sin.
The secrets of depravity (major): a support oriented power that empower allies at the cost of the user's own abilities. The user becomes a debauchee and lose 20% of its attributes permanently in exchange of paralysis, pain, nausea and fever immunity plus the following:
- Release pheromones: Emit a cloud of pheromones that render nearby succubi immune to pain while stunning and paralyzing enemies (same as the secrets of lust).
- Loving Caress: Touch the target and increase their attributes. The buff is contagious, meaning that the target can spread the buff to someone else for a short time and is indicated by a blinking question mark.
- Healing Kiss: Touch the target to heal it entirely. This interaction is also contagious, meaning that the target can in turn kiss other succubi to heal them.
- Resurrect a succubus: Target a succubus corpse to bring it back to life and fully healed.
At the same time, I converted the readme into html, that should be more convenient to use now.
Abyssal Gravity (minor): Slam the target to the ground, causing wounds, stuns and sometimes death.
+ Updated to DF 44.09
+ New power: Depravity
- A support mod that drop the user's attributes to provide contagious buffs to your succubi!
- Drepravity masters can also call back the soul of the dead succubi into their old body, resurrecting them.
+ Misc
- Converted the Readme and changelog in html forms for easier reading.
- Fixed tiles for an easier without the graphic set.
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Update 16.2
A small update to bring the mod to the latest version of Dwarf Fortress. Everything should work properly but if you have issues, don't hesitate to send me a save.
+ Updated to DF 0.44.12
- Removed obsolete scripts
- Generated better html readmes (https://stackedit.io)
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Update 16.3
This is not a very fun update because I removed a lot of old content to make way to better stuff.
Here I have removed all the old decorations, their scripts and their TWBT override. The good news however is that the mod is now fully compatible with the Meph tileset. Simply go to the Github page linked below and grab the df-succubus-meph package and unzip it into the DF folder. It will use decorations and goodies from the tileset out of the box.
A few workshops from the tilesets has been added back into the vanilla version. The bone shaper and ice cutter shops are available to make more varied stuff out of remains or glaciers. They look a bit weird right now but their graphic override will be ported as well in a future release.
The underworld drill also received a bunch of masonry jobs allowing your succubi to enjoy slade beds and there is also a fix for the summoning portal not working, it should now pop monsters as intended. As always I'm always looking for saves with invasions in progress, this will help me ensure that there is no weirdness with the corruption system.
Thank you for enjoying this mod!
## 16.3
+ Fixed the summoning portal.
+ Removed training weapons.
+ Removed the old decoration workshop and their TWBT entries.
+ Imported the new brick oven from Meph's, with all their colors.
+ Imported the bone cutter from Meph's.
+ If installed on the Meph tileset, the following decorations and workshops will be added.
- Carpets, garden, statues, objects, etc.
- Icecutter
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Bugfixes !
Update 16.4
Not a lot of exciting stuff going on there, except everything made to work with the latest dfhack and that pesky performance issue being fixed.
Corruption and summoning should work okay but if you have trouble, send me your save as usual and I'll fix that asap.
+ Added graphics child and undead frog demons sprites.
+ Fixed stuttering for sites with many underground creatures.
+ Added a succubus-to-dwarf positions info to the readme.
+ Updated the magma well flow script to Rose's latest version.
+ Fixed errors and crashes related to the den of iniquity.
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Update 17.0
The mod is updated to DF 0.47.04. There is a couple of standing issue, most notably that the world gen crash for Dark Fort civs is back and i have to switch the gears into mountainhomes again.
Otherwise, like every time I come back after a hiatus I removed a few items that no one seemed to ever find. Such as the "heat up the forge" action buried in the smelter, or stone slips that were to replace books. The "water drawing" effect have been removed from the glass maker too, so it work like any magma workshop.
Enjoy !
+ Updated to DF 0.47.04
+ The brick oven has been removed if you do not use Meph's tileset
+ Added a missing definition file for the Taffer tileset
+ Simplified the mod a bit
- Removed "Heat up the forges".
- Replaced the water drawing effect from the glass shaper with potash.
- Removed stone slips.
+ Known issues
- The summoning portal cause the screen to blink. If it stays dark, tab tab a few times.
- The civ temporarly use Dwarven style forts because dark forts crash the game in world gen.
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Update 17.1
There is a new creature to summon, Pain Elementals! The existing pain elementals have been renamed to Tormented Souls. If you played Doom, you know what ot expect of them.
In addition there is an attempt to make magma well initialization more reliable against the LNP or other packs that bring their own initialization scripts. If your well is borken, you can always type base/roses-init in dfhack to fix that.
+ Simplified civ values a bit and added variations
+ The civ is now more likely to generate guilds
+ Made the magma well initialization more reliable.
+ Abyssal Gravity users now propel enemies away, in a strong single and weaker multi target versions.
+ New creature to summon: Lost Souls and Pain elementals! Inspired by Doom.
- Old Pain Elementals has been renamed tormented souls.
- Lost Soul fly at good speed and bite the enemy.
- Pain elementals are slow and bulky. They can spit both types of souls for more chaos.
Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
I took a break from dwarf fortress and decided to come back to it to see the new villain update! Of course, one of the first mods I add was succubus dungeon (and then Meph's tileset). I'm getting an error while I play though in dfhack. It's not stopping the game, but I'm wondering if it'll cause some bugs later down the road. I keep getting this each time I start my game back up:
Succubus Initialization complete. Turn up the heat!
Rose init
...4_linux/data/save/region1/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
[C]: in metamethod '__index'
...4_linux/data/save/region1/raw/scripts/AddMinionToCiv.lua:39: in field 'insertPet'
...linux/data/save/region1/raw/scripts/succubus/hfspets.lua:15: in upvalue 'insertAllCastes'
...linux/data/save/region1/raw/scripts/succubus/hfspets.lua:25: in local 'addHfsToMinions'
...linux/data/save/region1/raw/scripts/succubus/hfspets.lua:54: in local 'script_code'
./hack/lua/dfhack.lua:680: in function 'dfhack.run_script_with_env'
(...tail calls...)
Edit: Game keeps crashing when the first merchant caravan comes. Not sure what's going on. Gonna try without playing with the mod to see if the crashes still occur.
Edit2: Yeah, it's not crashing at all when the merchant caravan comes when I play as dwarves without the mod.
Hello, do you get the same error in another generated world? Maybe the game made a creature that the mod believe should belong to the civ but end up crashing when it appears in a caravan.
Otherwise you can delete raw/scripts/AddMinionToCiv.lua. It will lead to script not found errors and no frog demons. I'll take it out next patch anyway because DF now provides better control on your minions.
Yeah, I get the same error when I generate another world. I tried removing the AddMinionToCiv.lua and I'm still getting crashes. I'm gonna try and remove all of the addtociv.luas to see if that helps. Also, I seem to be getting another error whenever I try to export legends for this mod, and only with this mod for some reason. Works fine when Succubus Dungeon is not installed. Here's the error.
[DFHack]# exportlegends info
Exporting: World map/gen info
Exporting: Legends xml
Exporting: Extra legends_plus xml
event 0/58334 (0%)
...rfFortress/df_47_04_linux/hack/scripts/exportlegends.lua:760: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
[C]: in metamethod '__index'
...rfFortress/df_47_04_linux/hack/scripts/exportlegends.lua:760: in global 'export_more_legends_xml'
...rfFortress/df_47_04_linux/hack/scripts/exportlegends.lua:982: in global 'export_legends_info'
...rfFortress/df_47_04_linux/hack/scripts/exportlegends.lua:1035: in local 'script_code'
./hack/lua/dfhack.lua:680: in function 'dfhack.run_script_with_env'
(...tail calls...)
Edit: Hmmm... the game still crashes when the caravan comes even when the scripts are removed.
Boltgun, I tried an adventurer in a world with succubus and Meph's tileset. While Travelling, I saw magma waterfalls seemingly out of nothing. Just pouring from above. Some were farther than I could see, in the middle of the forest. I planed to make an bird-animal-person to see further up, but just found some that end around four levels above ground (somewhat anticlimatic).
.
I went on and read how to post images just to show this, it is amusing.
Casually strolling, trying not to die of thirst.
(https://i.imgur.com/vvWpVVc.png)
(https://i.imgur.com/FTBKWm9.png)
(https://i.imgur.com/RQafO9C.png)
It just keeps pouring!
Here's an update ! -> https://dffd.bay12games.com/file.php?id=16387
This is an alpha release with placeholder graphics. The point is to let you give it a try and give me feedback. I'm looking for typos, pain points (were you lost figuring out how to play?) and also if interactions with other civs are working (Are goblin caravans moving in ? Are dwarves/humans/elves laying sieges? If playing as dwarves, how did the succubi interact with you?).
All the non Dfhack features as been updated to the latest version and should behave as expected. Dfhack buildings (Summoning, Corruption, Powers) need some more attention.
Some old content has been cut off to keep things simple, I don't remember why fire demons are supposed to cut ice blocks anyway and I got doubts on the effectiveness of obsidian armor or putting fire spatters on weapons.
Enjoy !
+ Updated to DF 0.50.05
+ The civ build Dark Fortresses again.
+ Removed fire shaper, glass shaper, ice cutter and redundant decorations
+ Moved the military goals responsibility to the Matron/Matriarch to preserve the ability to send expeditions
+ Simplified creature and item descriptions
+ Added more variations in civ clothing
+ Made toad demons amphibious
+ Reintroduced slips and metal, wood and bone on top of stone versions