Dwarf Fortress > DF Modding

Difficulty+ Plugin Races: Orcs, Beastmen, Ratmen & Gnolls

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1v0ry_k1ng:
PLUGIN RACES

These races are plugins: they are downloaded independently, and installation overwrites no files. They function standalone with vanilla dwarf fortress, just drop it into your /raws folder. They can be used together for added challenge. These races are designed to provide more 'evil' civs to siege players, but are also carefully balanced so as not to be overpowered or thematically questionable: they are intended to add civs that diverge from the vision of the original game as little as possible.
They are not intended to be player fortress races.
Compatible with 0.34 and above.

For those seeking Fun, all four civs can be downloaded together here.


ORCS           
Difficulty Increase: Moderate


Orcs are large, muscular green-skinned humanoids that exist in a state of perpetual war. They are creatures of brutality and blood-lust.



ABOUT
Spoiler (click to show/hide)What is it?

A Standalone plugin that adds one new civilization - Orcs - based upon an updated version of the the Orc difficulty mod for 40d. The physical properties of Orcs have changed somewhat, and they have been balanced more in line with existing creatures.
Compatible with 0.34 and above.

So these Orcs...

Orc attributes are drawn primarily from Warhammer:

* They stand slightly shorter but much broader than humans.
* They are muscular, tough and quick to heal, but clumsy, stupid and slow.
* They have stubby little horns & claws, very thick skulls and small brains.
* their hearts are proportionally much larger than those of other humanoids (awww!)
* They have terrible tempers and frequently become enraged in battle.
* approximately 10% of the population are born as Black Orcs, a bigger, stronger leadership caste.
* Black Orcs can enter Martial Trances.
* Orcs learn martial skills at 125% speed of other races.
* Orcs are fearless in battle, and do not retreat.
* They have their own language and their own character graphics.
* Orcs attack forts earlier than goblins do.
* Orcs live in human style cities (for now), but do not build roads.
* Orcs have an interesting selection of Nobles, many of which are eligible to lead armies.
* Orcs now have skin 25% thicker than other humanoids, and have 50% more muscle mass.
* 1 in 5 orcs has the ability to destroy buildings & doors
In practice, Orcs function like more proffesional Goblins. They are larger than dwarves and very broad and muscular,
swinging bigger weapons and resisting damage better. They possess higher pain thresholds and thick skulls. They come well equipped in iron gear, with full armor and equipment improvements on their leaders. They are considerably more resistant to traps than goblins. They turn up slightly earlier. They send thieves, but not snatchers.

Worldgen is not kind to them, and they usually only have a few secluded civilisations, but starting near one in fort mode can be unexpectedly Fun!

I take no credit for the original Orc raws, the Orc language or the concept - this is just intended as an update for people who liked the original mod and are seeking an added challenge rather than a total conversion.

CLICK HERE TO DOWNLOAD


BEASTMEN
Difficulty Increase: Low


A savage humanoid with the coarse fur, horned head and hooved feet of a ram. It lives for the slaughter.



ABOUT
Spoiler (click to show/hide)What is it?

A Standalone plugin that adds one new civilization - Beastmen - based upon a heavily modified version of the Warhammer mod Beastmen.
Compatible with 0.34 and above.

So Beastmen...

Beastmen attributes are drawn primarily from Warhammer:

* They usually stand as tall as humans but vary greatly in height, with the tallest reaching almost 9ft.
* Beastmen are very tough! They have an abnormally thick animal hide lined with fur, as well as thick insulating body-fat and bulging muscles.
* This partially compensates for their otherwise barbaric armor: loincloths, wooden breastplates and caps. They use large wooden tower shields to protect them from ranged attacks.
* They have the curling horns and hooved feet of a ram, with very thick skulls and small brains.
* They have very few pain receptors in their skin or bones compared to other humanoids
* They have terrible tempers and frequently become enraged in battle.
* Beastmen have considerable natural fighting skills, easily able to wrestle and gore dwarves into submission.
* Beastmen saliva carries a pathogen comparable to rabies, which transferred via bite, has a number of minor symptoms and a 10% chance of sending the victim into a crazed state for a period.
* Beastmen learn martial skills at 125% speed of other races.
* Beastmen speak unintelligible gibberish.
* Beastmen attack forts very early, but do not send thieves or snatchers, nor do they use ranged weaponry.
* Beastmen live in human style cities (for now), but do not build roads.
* Beastmen have an interesting selection of Nobles, many of which can train exotic beasts.
* Beastmen now have skin 50% thicker than other humanoids, as well as 50% more muscle mass and 50% more body fat.
* 1 in 5 Beastmen have the ability to destroy buildings & doors.
* Now with character graphics!
In practice, Beastmen are a looming threat in the early game, arriving unseasonably early and without telegraphing their approach via thieves. To embark near Beastmen is to make sure you have a militia or defenses - layered defenses, since Beastmen can break through doors eventually - by the end of the first year. They are little more than unarmored barbarians, and represent little threat to properly armored and trained military of comparable numbers, but their intrinsic toughness and strength makes them a serious threat to a fortress without an established military - and as their numbers grow, their sheer resilience allows them to penetrate traps and survive crossbow bolts much more credibly than goblins.

Worldgen is not kind to them, and they usually only have a few secluded civilisations, but starting near one in fort mode can be unexpectedly Fun!
CLICK HERE TO DOWNLOAD


RATMEN
Difficulty Increase: Very Low


A humanoid with the features of a rat and a prehensile tail. Vicious and cunning, Ratmen multiply in the darkness of the caverns and plot the downfall of the surface races.



ABOUT
Spoiler (click to show/hide)What is it?

A Standalone plugin that adds one new civilization - Ratmen - based upon a heavily modified version of the Warhammer mod Skaven.
Original character graphics by me, feel free to appropriate and use.
Compatible with 0.34 and above.

So Ratmen...

Ratmen attributes are drawn from a mix of Ratmen fable, Warhammer Skaven and Kobolds.

* They stand slightly shorter than dwarves, but have a prehensile tail that functions like a third grasping limb.
* Ratmen are very quick, and run about 40% faster than an unarmored dwarf.
* Ratmen don’t wear any significant armour except for caps. They compensate with underhand tactics and a much higher speed, which gives them the initiative in a fight.
* Ratmen are skulking cavern dwellers. They can be found in small groups in the caverns, but they will also send sneaking thieves and later, ambushes from the caverns.
* This makes them very good at infiltrating forts from unexpected angles, and then wreaking havoc and stealing artefacts. Ratmen are [mischievous], so don’t go putting that doomsday lever anywhere too accessible.
* Ratmen are very agile, avoid traps, pick locked doors and are very proficient at dodging attacks.
* Ratmen saliva is full of germs and often causes necrosis to spread from Ratmen bite wounds.
* Ratmen are adept swimmers and fairly difficult to drown.
* Ratmen are very proficient thieves and learn knife use at 150% the speed of other races.
* Ratmen skulk in a similar fashion to kobolds, so their ambushes are relative to how much they manage to steal. They can only access forts via the caverns.
* Now with original character graphics!
In practice, Ratmen are a huge annoyance when breaching the caverns for the first time. Stumbling upon a group of them in the caverns can be very dangerous. Their thieves will enter your fortress via cavern entrances and wreak havoc, and are very skilled compared to their kobold equivalents. Ratmen ambushes are dangerous, but Ratmen are individually poor warriors and rely upon speed and stealth to be effective.

The greatest threat posed by Ratmen is their thieves tweaking leavers and opening doors and frightening civilians, potentially letting in another siege or disrupting your fortress at critical moments.
CLICK HERE TO DOWNLOAD


GNOLLS
Difficulty Increase: Low


An evil, hyena-headed humanoid that wanders in loose tribes. It is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. Beware its reeking blood.



ABOUT
Spoiler (click to show/hide)What is it?

A Standalone plugin that adds one new civilization - Gnolls - based upon the D&D 3rd edition Gnoll.
Original character graphics by me, feel free to appropriate and use.
Compatible with 0.34 and above.

So Gnolls...

Gnoll attributes are drawn from D&D.

* They stand slightly taller than humans, but have animal paws rather than feet, as well as a tail, protruding carnivore teeth and shaggy fur.
* Gnolls have a high natural bite skill, which along with their large teeth, makes them very capable unarmed fighters.
* Gnolls wear scalemail armor on their body and legs, but no gloves, no boots and most critically, no helms.
* However, Gnolls are ambushers and will creep around the map in a similar fashion to goblins.
* Gnoll blood carries a powerful stench that sickens and disorientates other humanoids. This makes engaging large groups of Gnolls in melee combat dangerous.
* 1 in 8 Gnolls can destroy buildings.
* Gnolls favour the Falcata, a crude, thick bladed sword that is used for hacking.
* Gnolls are fairly agile and apt at dodging.
* Gnolls send theives.
* Gnolls use bows.
* Gnolls begin attacking very early, much earlier than goblins. This makes starting a new fort in Gnoll territory quite challenging.
* Now with original character graphics!
In practice, Gnolls make the early years of a fort quite stressful. They arrive early, as ambushers. Their good combat skills and reeking blood make them effective melee opponents, and their bowmen are quite proficient at putting holes in your dwarves. They are poorly armoured, and less dangerous than goblins in a straight fight as a result, but they are much better at quickly savaging dwarves and escaping. Some Gnolls are strong enough to break down doors and floodgates, which makes these insufficient protection for a fledgling fort.

CLICK HERE TO DOWNLOAD


INSTALLATION:
Copy contents into /Raws folder

Stronghammer:
hey curious have you seen the Warhammer fantasy mod? I asked the group and dont know for sure yet, but would it be ok to port this over to the mod?
If not thx anyways, and i have to say nice to see some warhammer Waaaagh orks around.

Dragula:
2h-hammer? Wouldnt the maul just suffice?

Mr.Elendig:
YAY! I have missed this mod so much since the 40d days that I almost went ahead and ported/updated it myself, but then I got lazy and halfway forgot about it.
* Mr.Elendig runs off to sacrifice a fluffy wambler in honour of 1v0ry_k1ng

HraTaika:
Thank you!

Do you guys know anything about that giant mod that was going around?

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