Download (V. 0.4, where I left off)
Download (v. 0.35, last should-be-perfectly-fine version)
Play as the savage ogres! They were mostly like goblins, except bigger, with more primitive weaponry and such. Now, however, they have a neat religious system. Their ethics generally lead to them trying to be better than the goblins who enslaved them, but they slip up sometimes.
Ogres are big. Have them use their shovils and axes to build a fortress that your home can be proud of! Currently working on how all it's different from a dwarven fortress, aside from the big Os.
Features:
*The [ENTITY:HUNGRY] civilization, composed of ogres. It has unique ethics, unique weapons, and thieves that stick baby dwarves in their pockets.
*A few special weapons, and more to be added later.
*Ogres have a religious system, with which they can be richly rewarded.
*Some extraneous creatures have been removed.
*A wide variety of tweaks!
Future Plans:
As of today, 4/29/2012, Savages' Stronghold is no longer updating. Please enjoy the old versions. If anyone else wants to pick up where I left off, let me know.
*More special weapons (eventually replacing all of the little-person weapons they have currently), and maybe special trap components.
*Something to make ogre fortresses different than dwarven ones. Aside from not having steel, of course.
*Some fiddling around with the ogre raws.
*Making goblins more ranged-ey, to make goblin and ogre ambushes different from each other.
*Assorted fiddling around.
Changelog:
v. 0.1: Hungry Fortress released!
v. 0.11: Renamed to Savages' Stronghold. Ogres have animals, make soap and mead, potter, and a few other little things. Goblins shrink, cementing their role as "puny." Fixed an ethics token.
v. 0.12: Ogres ages were fiddled with. They can also eat plants, speak, and some other stuff. For one thing, they're slower than dwarves and most other races, which should make them less overpowered. Ogres can farm. The bug I mentioned about your "expedition leader" also being simultaneously appointed to all levels of territory now that they aren't being appointed by imaginary monarchs. Readme added.
v. 0.2: A basic religion system (described in readme_religion) has been created, albeit with soapmaker-workshop-shaped altars; and a bunch of extra critters have been removed. Oh, and ogre bows use a new kind of arrow, AND ogres have a couple new weapons.
v. 0.21: Goblins tinkered with. Religion tinkered with. Shovils removed, except via mood. Added the Blood Hulk, an iron monster filled with towic blood, as a megabeast; you can also make your own out of iron bars and sacrificed ogres. Minotaurs, a race mightier than the trolls to oppose your ogres, added.
v. 0.211: Removed a massive bunch of errorlog crap that I had previously missed.
v. 0.3: Added harpies, jotunar, nagas, dark stranglers, war elephants, and beak wolves from Fortress Defense. They were tweaked and some made to siege earlier. Added a few adventure-mode crafting reactions.
Old versions:
I've got the start of a concept hammered out, but need two things. One, I need ideas. Two, I need playtesters. I want people to figure out where the bugs are and how I can fix them. If you are reading this, and are good at getting fortresses set up and running well quickly, please play this mod and tell me about all of the buggy stuff that happens.