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Topics - Taffer

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Mod Releases / Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: December 10, 2016, 01:44:23 pm »
This is my editor's pass over Dwarf Fortress. I want to make the game more pleasant to read and play, but I'm a minimalist at heart. I don't stray from the vanilla files unless it's worth it.

You'll need DF v47.04. If you have a saved world, delete it.

DOWNLOAD & REPOSITORY

This isn't an exhaustive list of changes, but it tries to be.

I've improved the writing wherever I can:
• Every creature has a new description. (Taffer & Toothspit)
• Generated creature descriptions are also improved. For example, minotaurs have hooves and penguin people have spotted fur. Relevant bugs have been fixed. (Taffer)
• Every humanoid has new baby and child names. (Taffer & Dirst)
• Helpful tooltips explain many reactions. (Button, Meph, & Taffer)
• The dictionary is much bigger than it used to be. This feature is optional. (GoblinCookie & Amostubal)
• Many more changes than mentioned above. For example, you smelt metal, you don't make it. Combat logs are more legible. (Taffer, Button, Dirst, Deon, & Igfig)

Your game might be more fun to play:
• You can use chitin to create bone armor and crafts. (Taffer)
• Your dwarves can brew oats into beer. (Button)
• Your dwarves can empty buckets of water. (Button)
• Furry creatures yield fur, not leather. (Taffer)
• Carve bone arrows and bolts in adventure mode. (Deon)
• You can carve more obsidian weapons. (Sver)
• Wooden maces and hammers can be crafted for training. (Sver & Warlord255)
• Feather tree eggs are edible. (Button)
• Most creatures make sounds. (Warlord255)
• More creatures will steal food, items, and alcohol. Beware monkeys. (Warlord255)
• Animal people have skills and talents that suit them. (Warlord255 & Taffer)
• Animal people have mannerisms. (Warlord255)
• Cat people clean themselves. (Warlord255)
• Some animal people have grasping tails. (Warlord255)
• Humanoids age if they didn't already.  (Taffer & Anonymous)
• Apart from golems, all humanoids now have a sex and reproduce. (Taffer)
• More creatures are geldable. (Taffer)
• Butchered megabeasts made of stone, metal, and wood yield that material. (Button & Igfig)
• Some of the grass in good-aligned biomes will heal grazers. (Warlord255)

Combat is a little better:
• Bodies aren't quite as fragile. Most organic tissue is tougher, for example, and ribs protect more. Most tissues heal now. Relevant bugs are fixed. (Sver, Grimlocke, Taffer, & Button)
• On the other hand, internal organs and eyeballs bleed more. (Sver, Grimlocke, & Taffer)
• Facial features are better positioned and can't be targeted or severed. Eyes are above noses and noses are above mouths, for example. (Sver & Taffer)
• Shoulders and hips now separate limbs from the body by one extra step. I adjusted armor and clothing to compensate. Necks and tails are now protected by default. (Taffer & Grimlocke)
• UBSTEP caps at 3 to prevent body armor from protecting toes due to a bug. (Taffer)
• Weapons are better differentiated from each other, and you can half-sword longswords. Whips aren't overpowered. (Jazzpirat!)
• Bird people have a combined talon scratch and kick attack. (Button)
• Many creatures with horns now head butt or gore with them. (Button)
• Compound eyes have a wider field of view. (Button)
• Giant predators eat dwarves, and many ambush prey. (Button)
• More spiders can trap with their webs. This includes some spider people. (Button)
• Giant insects bite. (Button)
• Plump helmet and sponge people now have knees and elbows. (Taffer)

Bugs have been squished:
• Animal training is less bug-free and more enjoyable. Giant creatures are always tameable, giant insects live long enough to tame, more creatures are mounts, and more. (Button, Igfig, & Taffer)
• Animal people and giant variations have questionable tokens removed.  For example, animal people with legs can always jump. They don't meander or lay eggs, which fixes several bugs. (Button)
• Animal people become adults at age 12 and live for 60-80 years total. (Button & LargeSnail)
• Animal people and giant animals that spawn in pools spawn in lakes instead. (Button)
• Mussels and oysters provide pearls, like they're supposed to. (Button)
• Anacondas and hungry heads are too small to eat dwarves. (Button)
• A few creatures had teeth but didn't bite with them. (Button)
• Snail people and cave fish people are legless. (Button)
• Animal people don't need to eat a specific food. (Button)
• Toads, lice, and frogs are carnivores. (Button)
• Many flying vermin hunters now dive hunt. (Button)
• More creatures eat vermin. (Warlord255)
• Some creatures shouldn't be considered benign. (Button)
• Guineafowl appear in savanna, shrubland, desert, and grassland. (Button)

I even have some "performance" improvements:
• Most organic materials rot. (Button, & Taffer)
• Unnatural fire sputters out on its own. (Sver)
• Useless fruit seeds don't exist. (Doom Onion, TheBeardyMan, & Wannabehero)
• Small creatures won't yield leather or usable chitin. Some large creatures don't either, such as blizzard men and grimelings. (Taffer)

There's plenty more that you probably wouldn't have noticed:
• Color schemes with a blue-tinted green won't have blue vomit. (Taffer)
• Mermaids can breathe air now. (Warlord255)
• Several creatures had their products listed several times. (Button)
• Magma crabs have crab bodies. (Button)
• Shoes, boots, and sandals can't be layered. (Sver)

Some notes on the comments:
Every change that Revised makes to the raws is commented. Curly braces {} were used because they only appear once in the vanilla raws. This way you can quickly find every change Revised makes just by searching for curly braces.

The original contents of the token are listed beside it.

Code: [Select]
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_NOYIELD_TEMPLATE]{:CHITIN_TEMPLATE}

{+} simply means that the token has been added.

Code: [Select]
[SKILL_LEARN_RATE:GRASP_STRIKE:150]{+}
[SKILL_LEARN_RATE:BITE:150]{+}

Sometimes I've felt it necessary to explain things.

Code: [Select]
[APPLY_CREATURE_VARIATION:RENAME_LEATHER_TO:FUR]{+  Revision: the leather is still furry after tanning.}
[CHILD:12]{:1  Revision: 1 is too young.}

Sometimes things are just 'commented out'.

Code: [Select]
[MEANDERER][NATURAL]{BENIGN}

I haven't added '{+}' to every line in cases where it seems obvious an entire section has been added.

Code: [Select]
[BODY:PEARL]{+  Revision: added pearls to fix bug 4108.}
[BP:PEARL:pearl:STP][CONTYPE:UPPERBODY][SMALL][INTERNAL][CATEGORY:PEARL]
[DEFAULT_RELSIZE:20]
[VERMIN_BUTCHER_ITEM]

There's a few edge cases where things are a little different, but this should get you 90% of the way there.

Editor's Note
I came out of “retirement” long enough to clarify that no permission is needed from me to use my work. If I wanted creative control over something I'd create my own game, not hitch a ride on someone else's.

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Polished tilesets and palettes for the ASCII faithful, featuring a stylish letter 'd' for dwarves. Optional keybindings are included: they allow diagonal movement without a number pad.



DOWNLOAD & REPOSITORY

Diagonal Walls

The diagonal walls tend to be fancier looking than my straight walls, and unlike most diagonal walls, square rooms still look pretty good with these tilesets. Blocks of solid wall look much nicer as well: this is best seen in Arena mode.

Three fonts are available with diagonal walls: sans-serif, cyrillic-inspired, and arabic-inspired.

Straight Walls

If you want straight walls, these are for you. For the more traditional and orthagonally minded among you. Only sans-serif is available with straight walls.




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DF General Discussion / Carts and tracks
« on: April 03, 2012, 09:30:22 pm »
Minecarts? Perhaps I haven't read the development page thoroughly enough, but this one caught me by surprise. He mentions an overhaul to mining, as well. Anybody else excited by this?

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