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☼MASTERWORK☼ DF - 1.9 - Succession Fort

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Phones:
I'll give it a shot I suppose.

Meph:
Ok, new version is out:

>>> NEW DOWNLOAD V 1.9 <<<
 - Win, Mac and Linux Support
 - Updated to 34.08
 - Spiked and bladed minecarts
 - NO dfhack
 - Two new super-metals: Volcanic and Bifrost
 - Create volcanic items in the great magma forge
 - Work bifrost bars from dead frost giants
 - Gemworkshop splitted into Gemcutter and Gemforge
 - New grass, Evil and Good region design. Hope you like it.

Spoiler: Full Changelog (click to show/hide)##################################
######    PATCH 1.9         ######
##################################

 - Updated to DF 34.08
 
 - Modded grass, evil grass and good grass for more flavor.
 - Doubled/quadrupled amount of gunpowder made in the ammo mint.
 - Archeologist need 5 stones, instead of 10 for excavation.
 - Arc Furnace now makes 4 bars from one bag of ore-powder.
 - Brick Oven now makes 4 bricks from 1 boulder, or 4 ornamental bricks from 2 boulders.
 - Crucible can now "cold hammer" metals with 1 ore for 2 bars. 50% as effecient as the smelter reaction with fuel.
 - 6 new reactions for the Arc Furnace: Cold hammer" metals. 1 ore for 2 bars. 50% as effecient as the normal reaction.
 - Blast furnace now makes batches of 12 bars, instead of 6, using 3 ore for it.
 - All fuel/coke producing reactions are untouched, because of logic. If everything makes 4 times as much bars, then you need 4 times less coal to make the same amount of bars. And since coal drops only 25% of the times now, this is balanced automatically.
 - Removed "research magic tomes" from tech lab and splitted it into two.
 - Added 3 new reactions to tech lab: Recreate dwarven rune/grimoire of death/tome of life. 9% sucess chance.
 - Thatchery now makes 4 blocks instead of 1.
 - Changed "distill tears of armok" to "extract water from a tear of armok" which fills a bucket with water, but preserves the tear of armok.
 - 6 new reactions for the transmutation chamber. Transmute the adv. metals.
   - 2 wolfram for titanium and back, 2 mithril to slade and back, 2 cobalt to chrome and back.
 - Rebalanced Craftsdwarf, Stonecutter and Rockforge. You need either less boulders, or get more products.
 - Boneyard now makes 4 blocks from 1 stack of bones.
 - Added [HEATDAM_POINT:NONE] to magmamancer. They were fireimmune_super, but just to make sure...
 - Edited the Automaton entity... hopefully they bring weapons next time.
 - Fixed all the 255 tiled creatures that were invisible in ASCII mode.
 - Updated the Manual
 - Removed the buildings section from the manual, and instead linked to the building guides, they are better then text.
 - All buildings guides updated.
 - Upped layer permit of plate greaves
 - Fixed Parchement/Parchment naming error
 - Updated Mouse Fortress and Dwarf Therapist to df 34.08
 - Added speared and bladed minecarts
 - Sorted the entity_default into catergories. Much nicer to read.
 - Added [DO_NOT_CLEAN_GLOB] to slade and copper, so that turret ammo is certainly not collected anymore.
 - Added new building: Great Magma Forge
    - Makes Obsidian and Slade
    - Creates Weapons and Armor from volcanic. A new material, composed of steel, obsidian and slade.
    - Volcanic is half as good as adamantine and makes triple damage against Frost Giants.
 - Frost Giants now drop a "bifrost" boulder upon death. This can be made into a bifrost bar in the Creature Research Lab.
 - Bifrost is almost (80%) as good as adamantine.
 - Slade Metal is now (20%) as good as adamantine.
 - Iridium is now (60%) as good as adamantine
 - Splitted gemworkshop into gemcutter and gemforge.
 - Gemcutter needs 3 cut gems to be build and makes furniture and tools.
 - Gemforge needs 3 large gems to be build and makes weapons/armors/decorations.
Special Thanks
Zenerbufen for his fast linux and mac updates. And the idea of the html-based manual. :)

I give zenerbufen the leading hand then, lets see what this will result in :)

zenerbufen:
I'm going to wait untill Masterwork 1.9.1 is released in a few days to officially start this. So before this starts, now is the time for input! Where would you like to see this fort go? Do you have any splendid ideas we can incorporate to make this the most !Fun! fort ever? Post here! Subscribe to this thread, because when the game starts I'll post a link here in this thread.

Meph: PM sent,
Everyone else: reply to this thread to be added to the overseer list.

edit:

THE FORT IS HERE

Meph:
I always like big surface constructions, especially clever ones.  A castle with lockable (lever controlled) turrets would be awesome. Look the turret in a 1x1 room with fortification to the outside, blocked by floodgates. Pull one lever, all the floodgates go down, turrets fire.

And a murderhole above the main entry. Complete with hatches and a landmine stockpile nearby. Invaders walk in, get trapped in murderhole, dwarf starts dumping landmines on them.

In general I would like to see clever use of the mod features of course. How do armored animals fare, golems, mages, glorious battle. No traps, at least not the normal ones. I want to see a forest full of treants and spitting orchids, a crazy guy burning down the 3th cavern to get rid of facehuggers, and would really, really like to see a curious underground structure. Actually... lets make this a necessary feature. I want one of those structures, to test all the adv. combat stuff on. Because these structures have about 2000-3000 units in there in the mod. I hope the FPS can handle that though. Just test this before the fortress starts ^^

Or completely ignore me, since you lead this, not me ;)

Panopticon:
signing on as an overseer, I support the curious underground structure plan.

As for other aspects of the embark, I see little reason to make it too hard on ourselves, there will be enough zaniness happening with the built in features that I don't think we need to worry about a terrifying embark or somesuch, but I would be happy with whatever.

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