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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on December 13, 2022, 10:48:49 pm

Title: [Steam Release] New Genesis - Volume II
Post by: Deon on December 13, 2022, 10:48:49 pm


New Genesis - Volume I

(https://steamuserimages-a.akamaihd.net/ugc/2021584341833599695/237469CA714B221924FA31E0FA8A4E51CE9944DB/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)(https://steamuserimages-a.akamaihd.net/ugc/2021584341833600188/2A7BC9A99F8C85B3DF18D99FA315F508B474E03E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)(https://steamuserimages-a.akamaihd.net/ugc/2021584341833620475/5A31010992AB8E50069C2B3E548AC1856E56A5CD/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

>>> Steam Workshop page <<< (https://steamcommunity.com/sharedfiles/filedetails/?id=2901564943)




(https://i.imgur.com/M1kik43.png)

There's still a lot to port to the Steam version of Dwarf Fortress, and more to develop later for me, so I would like to see where the interest lies.

>>> DEVELOPMENT POLL <<< (https://strawpoll.com/polls/NMnQB4aGBg6)

Please vote what feature should make it into Volume II. I will consider the winning option first.

(https://i.imgur.com/R4GtvHi.png)

This is the beginning of my adaptation of my old Genesis dwarf fortress mode, maintained through the years by TomiTapio on forums.

- The Olde mod thread: http://www.bay12forums.com/smf/index.php?topic=52988.0
- The most recent Classic version supported: http://www.bay12forums.com/smf/index.php?topic=156059.420

Due to the fact that everything needs graphics now, I will be adding content in big volumes. This is the Volume I.

(https://i.imgur.com/NHy5HQ1.png)

When creating a new world, click "Mods" icon.
Disable (move to the left) ALL vanilla modules, then load New Genesis, as shown in the picture:
(https://i.imgur.com/fZhl8iq.png)

(https://i.imgur.com/NyqSM6a.png)

[ Dwarves ]
Worldgen:
- Expanded biome selection for settlement placement.
Items:
- Added more weapons from rebalanced CORE items to dwarven civ - great axe, halberd, dagger, morningstar, training dagger, training hammer, bow.
- Dwarves can wear new chain mittens.
- Forced the most important clothing pieces, so you don't end up as a civ without helmets or breastplates.
- Made coins progress in 1-10-100 value instead of 1-5-10.
Positions:
- Some entity positions can participate in espionage and partrolling (General, militia commander).
- Sheriffs and captains of the guard are chat-worthy and can be targets of kill quests.
- Expedition leader needs an office, a bedroom and a dining room.
- Mayor doesn't receive complaints (that goes to psychiatrist/shaman), needs no armor racks/weapon stands and a bit less flashy rooms.
- New positions - thoughtbearer/shaman/spirittalker, can be assigned to any dwarf to listen to complaints while mayor works.
- Minor nobles need basic offices too.
- Bookkeper becomes treasurer, grand treasurer and hoardmaster as the fortress population grows.
 
[ Humans - Dalesmen ]
- Latin words and names.
- Former "keepers" in Old Genesis
- Innate skill and trait adjustments.
- Grow up to full size at 17 instead of 12.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Hair and beards can be styled.
Items:
- Longbows.
- Halberds replace whip skill.
Positions:
- Custom medieval-style nobility including monarch.
- Dalesmen know how to forge wrought iron.
 
[ Humans - Nords ]
- Danish words and names.
- New human type "nord".
- They settle in cold and inhospitable regions.
- Round shields, dane axes, seaxes and bearded axes.
- Horned and masked helmets.
 
[ Elves - Sylvan ]
Creature:
- Renamed to Sylvan elf in expectations of other elf types being converted.
- Innate skill and trait adjustments.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Elves do not style their hair.
Items:
- Longbows.
- Limited armor selection, lighter dressed warriors.
 
[ Goblins and kobolds ]
- New crude weapons with worse balance: crude knives, clubs, crude spears, cleavers.
 
[ Elves - Dusk ]
- Ocean-dwellers with moon silver armor and weapons.
- Mostly use glaives and skimitars.

[ Serpentfolk ]
- Stonegazers, salamanders and nagas.
- Nagas have 4 arms.
- Stonegazer can release paralyzing breath.
- Salamanders can breathe fire.
- They use weak tribal equipment but natural attacks make them dangerous.

[ Materials ]
- Seeds can be cooked.
- Less sharp wood and stone.
- A bit tougher common skin to avoid bleeding during normal strangling.
- Cheese doesn't rot.
- Proper names for boiling/luqified materials of any kind.
- Multiple smaller Property and cost tweaks to existing materials.
- Multiple different tiers of leather: suede, fur, leather, hide, mythiskin, metalhide.
- Also added barkstrips as a leather type material to be processed from trees.
- Tannable chitin and scale.
- Three types of alcohol material: lousy, standard, fine, with various effects (worse to better). <- TODO to implement in PLANTS update
- Different types and qualities of wood.  <- TODO to implement in PLANTS update
- BREAD and CANDY materials  <- TODO to implement in PLANTS and COOKING update
- Mead has less negative effects.
 
[ Crafting ]
- Alchemy workshop that replaces soap maker's. it can be used to transmute metals and create artificial gems.
- Stoneworker can create a lot of rock items, weapons and furniture, including beds. Also adds Rocktip ammo, a cheap version that is better than wooden ammo.
- Glassmaker in the kiln can create a lot of glass furniture. Furniture like beds also needs cloth.


... and much more, too much to fit in this post, available here: PASTEBIN.COM (https://pastebin.com/V2nE46q0)


Title: Re: [Steam Release] New Genesis - Volume I
Post by: trees on December 14, 2022, 12:05:08 am
Deeply stoked... thanks for the years of adventure, Deon!
Title: Re: [Steam Release] New Genesis - Volume I
Post by: Putnam on December 14, 2022, 12:46:34 am
Woah!

You really shouldn't need to uninstall all vanilla modules, I think?? If it works despite that, that's good, but it shouldn't generally be necessary.
Title: Re: [Steam Release] New Genesis - Volume I
Post by: Rato on December 14, 2022, 01:11:30 am
You all working fast, Can we get a link for Itch users?
Title: Re: [Steam Release] New Genesis - Volume I
Post by: Deon on December 14, 2022, 03:41:45 am
Woah!

You really shouldn't need to uninstall all vanilla modules, I think?? If it works despite that, that's good, but it shouldn't generally be necessary.

Sadly only a few things can be cut/replaced. Material templates, buildings etc cannot.

Also I do tweak a lot of graphics, and since steam release doesn't let us ADD to existing layered creatures, this is the only useful way.

I could sit down and make some modules to unload SOME of the original files, but then again imagine how many people would do something wrong :D. I am a preacher of simplicity, and Genesis was always a total raw replacement, so there's nothing new there.
Title: Re: [Steam Release] New Genesis - Volume I
Post by: Deon on December 14, 2022, 08:08:53 am
1.01 update is out
- Removed farming attempts from extreme-dwelling civilizations so they dont try to farm in ice and delay world generation (rejections). Now the world generates fast again.
- Corrected missing handheld sprite definitions for crude weapons.
Title: Re: [Steam Release] New Genesis - Volume II
Post by: Deon on December 16, 2022, 11:40:05 pm
Volume II is out, with Serpentfolk, Dusk elves, stonecrafting and alchemy.
Title: Re: [Steam Release] New Genesis - Volume II
Post by: jolibee on December 18, 2022, 01:10:50 am
This mod is awesome. Thank you for your hard work!
Title: Re: [Steam Release] New Genesis - Volume II
Post by: Megaman_zx on December 19, 2022, 05:00:38 pm
Very Excited for this. Hopefully this mod will be compatible with the new adventure mode after it launches
Title: Re: [Steam Release] New Genesis - Volume II
Post by: Deon on December 20, 2022, 12:34:59 pm
That was one of the big things of original Genesis mod: adventure mode crafting, spells and transformation into other creatures.

I will be sure to support that.
Title: Re: [Steam Release] New Genesis - Volume II
Post by: sum1won on December 26, 2022, 01:22:55 pm
Thanks!

It's been a long time since I played Genesis. Can I assume that some of the elf changes are intended to make their invasions a little less rubbish?
Title: Re: [Steam Release] New Genesis - Volume II
Post by: Deon on January 02, 2023, 04:37:59 pm
Indeed, although I am yet to port all the materials. But the elves will use Spellwood which is a metal-grade material.

Volume III should be out soon if you want to start a new fort. I was delayed by celebrating and staying away for PC during Christmas vacation, but soon I am back to work == back to PC craziness and allnighters :D.
Title: Re: [Steam Release] New Genesis - Volume II
Post by: sum1won on January 03, 2023, 10:33:21 am
Thanks!

Do you know where I could dig up documentation on some of the balance changes and new weapons+armor?  (If it's just in the raws, I can figure them out from there, especially if you have somewhere I can pull them manually instead of the workshop)
Title: Re: [Steam Release] New Genesis - Volume II
Post by: rabiid on February 22, 2023, 04:19:56 pm
I had a dwarf spawn with green skin at embark and i was wondering if this was a caste of dwarf and intended or a bug?

Been following your mod since way before steam release and never got to try it, im excited to get started mate, great work. Thanks