WARRIORS OF CHAOS MODDownload here:
http://dffd.wimbli.com/file.php?id=3612It adds a playable race for Fortress mode: the Forces of Chaos (circa Warhammer).
Featuring grovelling Cultists, mighty Warriors, and even the rare chosen of Tzeentch, Nurgle, Slaanesh, and of course, Khorne. Appropriately sized weaponry included.
Balance testing and input is wanted. More features yet to come.
Very open to suggestions and improvement.
Cheers!
CONTENTS:
CASTES
-Chaos Human caste (Humans hailing from the Northlands. Twisted and cruel).
-Chaos Warrior caste (Hardy warriors from the northlands empowered by the dark gods to become deadly and skilled. Moody and quick to anger).
-Chaos Cultist caste (Scrawny and weak humans twisted by their dedication to the Chaos Gods and their higher servants). Good at Alchemy, which is the relevant skill at the Great Altar.
-Tzeentch Sorcerer caste (A Chaos warrior that has embraced the arcane masteries of Tzeentch, Lord of Change. Can devastate enemies with sorcery and in combat. Tempestuous and moody. Only half-mortal).
-Champion of Nurgle (A Chaos warrior that has embraced the gift of Grandfather Nurgle, creator of plague and rot. Large and incredibly tough. Passively rots nearby non-Chaos creatures. Tempestuous and moody. Only half-mortal).
-Champion of Slaanesh (A Chaos warrior that has succumbed to the temptations of Slaanesh, God of Desirings. Lightning fast and can inflict incredible agony on nearby enemies. Tempestuous and moody. Only half-mortal).
-Champion of Khorne (A Chaos warrior that lives for Khorne, god of Blood, Brass, Skulls, and Slaughter. Unsurpassed in strength and martial prowess. Tempestuous and moody. Only half-mortal).
PETS
-Juggernaut of Khorne (A gigantic, Khornate, demonic quadruped made of brass and blood iron. Has a deadly, axe-like horn along with mighty jaws. Nigh-unstoppable.)
-Pink Horrors (A man-sized, mischievous, Tzeentch-spawned, many-armed creature with razor-sharp teeth and a penchant for hurling arcane flames.)
-Blue Horrors (A large, Tzeentch-spawned, many-armed creature with razor-sharp teeth. Inferior cousin of the Pink Horror.)
-Plague Beast (A large, pestilent creature that spreads the rot of Nurgle.)
STANDARD WEAPONS
-Chaos warriors use two-handed swords like long swords, long swords like short swords, short swords like daggers, and daggers like toothpicks. They can only make two-handed swords out of the above.
-Chaos warriors can make larger counterparts of two-handed swords, great axes, flails, mauls, pikes, and whips. They can also wield massive throwing axes.
ICON WEAPONS
-Axe of Khorne (a huge two-handed axe). Made from an Essence of Khorne and a Blood Steel Chaos Great Axe.
-Staff of Tzeentch (a large staff that can blast foes with Bolts of Tzeentch from afar and pummel them up close). Made from an Essence of Tzeentch and a Blood Steel Brutalizer. Comes with many Bolts of Tzeentch, which ignite in flesh and never extinguish.
-Spike of Nurgle (a huge pike). Made from an Essence of Nurgle and a Blood Steel Chaos Pike.
-Lash of Slaanesh (a scourge that puts any whip to shame for its light-saber-esque tendencies). Made from an Essence of Slaanesh and a Blood Steel Chaos Whip
BUILDINGS
-Great Altar (a huge altar used in dark rituals). Can be used to practice Dark Rituals (trains Alchemy); Create Blood Iron (made from iron bars, has a stat line much like steel); Create Blood Rock (made from any stone and is a high-value rock that can be used as flux); and Create Essences of Khorne, Tzeentch, Slaanesh, and Nurgle. Any reactions here (except for the Practice Dark Rituals) have a high chance of causing death.
-Blood Foundry (a large structure used to refine Blood Iron). Can refine Blood Iron into Blood Steel (which is like very heavy adamantine).
-Charnel Furnace (a structure used to burn Flesh into charcoal). Can burn meat into charcoal.
GENERAL NOTES
-The mightier the man, the moodier they get. Champions are very powerful but exceptionally prone to violent tantruming if not managed well.
-Champions are very rare (although the game likes to embark you with them). Cultists, Warriors, and Humans are most common.
-Horrors are very interesting. Pink Horrors love to pick locks, open doors, hurl flames, and pull levers. Blue Horrors are less smart and less powerful.
-Juggernauts are insanely powerful. Enemies without steel or better will not be able to do much.
-Plague Beasts are sorta like horses but with claws, teeth, and a miasma that makes stuff rot.
-I run this mod with the amazing Fortress Defense mod for extra stuff to kill.
-In general, this race is very strong but extremely prone to revolt. Expect low populations of combat-effective troops, however (Cultists are frequent and incredibly weak). If playing against them, expect insane sieges--a Champion riding a Juggernaut is awesomely deadly (had one kill a whole squad of dwarves), and Tzeentch Sorcerers are entertaining (they kill a lot of stuff with their magic, but also tend to kill their pals with it too)!
To use, open the file and distribute the entries into the raws. It should extract itself.
CHANGELOG:
0.3b
-Fixed Female Khorne Champions being Legendary Potash makers
-Changed Pink Horrors to having CAN_SPEAK and CAN_LEARN and removed INTELLIGENT (they will no longer need to eat and drink)
-Removed CAN_LEARN from Juggernauts. They should now be trainable
-Added TRAINABLE to Plague Beasts. They should now be trainable
-Fixed the Plague Beast breath weapon. It should now function correctly
-Fixed Lash of Slaanesh reaction to use Alchemy
-Fixed a typo in the reaction raws
-Added Enormous Corkscrews to the entity file. You may now use screw pumps again.
-Added a new building, the Dark Shrine, where your people can pray for improved combat skills with a risk of divine punishment
-Added a new pet, the Nurgling, a trainable, savage little creature with a surprisingly strong bite and the capacity to spread the rot of Nurgle.
As an important sidenote, I am running a beefed-up Fortress Defense mod (great mod, I highly recommend it for the challenge). This race is sorta strange, in that it can be an unstoppable force on the battlefield (unless you are up against those damned do-gooder Nordic Giants!) provided you train and equip your few soldiers well, but at the same time, inner strife is commonplace. If you can't avoid deaths, meet mandates, and micromanage your doodz, shit falls apart really, really fast. Even if you do do well, I've had a Tzeentch Sorcerer flip out and kill 10 Warriors and cause total collapse for virtually no reason.
To sum this up, these guys will not be challenging for a good player in Vanilla DF, but are very unforgiving, so n00bz may lose. A lot. I highly recommend mods that make enemies more common and deadly (see Fortress Defense mod) so that you have stuff to kill (cause that is really fun) and to make it into a real fun experience. Also see below:
DAEMONS OF CHAOS MODDaemons of Chaos 0.1b is now out. Get that here:
http://dffd.wimbli.com/file.php?id=3799Right now, it is just an add-on designed for use with my Warriors of Chaos mod. This is the first release of this mod, so there are likely some kinks to work out!
Provides deadly late-game enemies in the form of Daemons from each major Chaos god. There are two types of entry for each force, a rank-and-file creature entry and Greater Daemon entry. The Greater Daemons are rare but powerful (and can also be encountered as wandering Megabeasts).
CONTENTS
Khorne:
-Bloodletters of Khorne: Large, deadly, highly skilled daemons that wield fearsome blades. A fearsome adversary.
-Bloodthirster of Khorne: A massive, winged Greater Daemon that can wield a Blood Drinker--a gigantic, lethal axe. Impossibly strong and skilled in combat.
Slaanesh:
-Daemonettes of Slaanesh: Lithe and agile four-armed daemons that can wield deadly lashes. Incredibly fast.
-Keeper of Secrets: A massive Greater Daemon that can wield a Lash of Pain--a giant whip. Very skilled and fast. Can send nearby enemies into incredible agony.
Nurgle:
-Plaguebearers of Nurgle: Large and tough daemons that slowly rot nearby enemies. Tough to bring down.
-Great Unclean One: A massive Greater Daemon that slowly rots nearby enemies. Can wield a Spike of Filth--a giant pike. Unbelievably tough.
Tzeentch:
-Pink Horrors of Tzeentch: Many-armed arcane daemons that hurl fire and pull levers. Can cause immense havoc but are less deadly in direct combat than other daemons.
-Lord of Change: A massive, winged Greater Daemon that can wield a Staff of Change--a deadly staff that can fire Bolts of Change (deadly bolts or pure energy that ignite in flesh). They can also blast nearby enemies with deadly magic.
CHANGELOG:Just added it. No changes yet!
I run this in addition to Fortress Defense mod, for even more terror. Although the Daemons neglect to wear armour (and all clothes for that matter), they wield deadly weaponry made of very strong metals, so they can hack through even the toughest armour if given the chance!