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Author Topic: ☼MASTERWORK-DF☼ - V.4j - Last Update: 27th March - Download and Changelogs  (Read 135021 times)

Meph

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Find the changelog for the current version here, always right below this post.
For Mac and Linux installs, please look around the MDF subforum. The community is working on them.
MDF is packed in 7zip - a free, open-source program that packs and unpacks files, like WinRar. You can get it here: http://www.7-zip.org/download.html.


Donations
If you like the content and want to help the developers, why not buy them a coffee?
Support Toady ::: Support Meph / MasterworkDF :::
Thank You!

::: Quickfort ::: Chromafort ::: Random Creature Generator ::: Isoworld ::: Perfect World ::: Utility Plugins :::

Screenshots
Spoiler: Colors (click to show/hide)
Spoiler: Manual (click to show/hide)
Spoiler: Cavern1 (click to show/hide)
Spoiler: Cavern2 (click to show/hide)
Spoiler: Cavern3 (click to show/hide)
Spoiler: New Font (click to show/hide)
Spoiler: 10 Tilesets (click to show/hide)
Spoiler: Armored Pets (click to show/hide)
Spoiler: Metal clothing (click to show/hide)
Spoiler:  Fire and Mines (click to show/hide)
Spoiler: Sprite Examples (click to show/hide)
Spoiler: Warpstone Mining (click to show/hide)
Spoiler: Pre Set World:Gaia (click to show/hide)
Spoiler: Better Combat Logs (click to show/hide)
Spoiler: Embark PDF Preview (click to show/hide)
Spoiler: Building Guide Example (click to show/hide)




What is Masterwork Dwarf Fortress ?
Short Summary

~25% higher FPS
Ascii, JollyBastion, Ironhand or Phoebus Tileset
A GUI to enable/disable 90% of the mod
35+ races
110+ new buildings
1100+ creatures
2000+ new reactions
1000+ plants and items
Temples, Guns, Mages and Slaves. Runes, Mithril, Automatons and Raptors
Countless new tactical possibilities


3 Playable Races (make that 5 with Warlocks and Gnomes)




Included Extras
Included are macros, additional hotkeys, mouse support, a selection of ingame tips, uniform templates, pre-set worlds and embark profiles, a new font, a program that alters 90% of the mod, several balancing features that make the game harder or easier, a new arena... a giant manual, building guides for each building, tables about new materials, wallpapers, 16 different tilesets and more. My Point ? Everyting I just noted is not even the ingame stuff added by Masterwork DF.

Fortress Mode
The main part of the mod are new fortress mode additions. A total of 1300+ creatures, 10000+ new reactions, 410+ new building, over 1000+ plants/items, up to 35+ races, cavern sieges and slaves, golems and landmines. Dwarven castes, farming trees, throwing weapons, weapon and armor upgrades, armored pets, alternate industries and food/booze sources, spies that infiltrate your fortress. Pray to armok for aid, defend yourself with turrets and mines, research firearms or magic, hunt kobolds for loot, while a disease ravages your fortress, or lock away your magic experiments gone wrong. A smelter catches fire, a miner dies of the black lung... Frost Giants, gem-tipped swords, Cults and the Mountainking...

Example Features
Some features require you to kill megabeasts, other need trading, blueprints and research, hunting in the caverns, defeating the HFS, exploratory mining or avoiding dangerous warpstone. You can find hidden fossils or gems that produce water. Fell crystal trees and fashion pikes out of them, hunt gem scarabs for diamonds. Trading is very important. Order unique items from allies, buy slaves or dragons, constructs and materials, foreign weapons and armor. More flavor and atmosphere with race-specific items, different looking caverns and custom professions.

Included GUI / Settings
With the included Masterwork Settings.exe you can enable and disable parts of the mod, just by pressing a button. No modding experience needed. With over 10000 possible combinations you will find one that suits you.

Higher FPS
Generic materials and reduced item count. Many rocks leave only dust, invaders leave less items, redundant clothing is not there... this will lead to higher FPS. Leather is only called leather. Not "creature-name" leather, but only leather. Same for silk, hair, milk, meat and blood, bones and wood. You wont have to scroll through 50 building materials in your list, but only 10. This will increase your FPS by about 25%. No joking here. This mod is about 3 times as big as normal DF and still manages to run faster.

For a full list of features please use the included manual and guides.

Graphics
Full graphic support, most creatures have a custom sprite included. Example Sprites:
Spoiler (click to show/hide)

Sound
If you dont like soundsense, you can add a 25min music track to replace the vanilla 3min background music.
<<<DOWNLOAD>>>


CREDITS
I used RAW-Parts, sprites, ideas or complete mods from:
Hugo_the_dwarf, deon, phoebus, narhiril, veok, warlord255, sackhead, insolor, splinterz, falconne, robertheinrich, rephikul, IT 000, NW_Kohaku, SethCreiyd, quietust, funk, darkflagrance, d_e, Ashnal, LucasUP, vherid, ironhand, zero, jack, arclance, xangi, Naryar, Lycaeon, Orkel, SanDiego, cc and some unknown authors. Thanks everyone. :)
Dwarf in the Logo by Eva Zimmermann

I also want to thank the awesome community in this forum, my fellow modders who have a lot more experience then me, everyone who gracefully allowed me to blatantly steal and copy their work and the Adams Brothers for creating Dwarf Fortress. You guys are awesome and the reason DF is more then just a little Ascii game.

If anyone would like to make a request, add ideas, see his work implimented, add content or simply help, you are more then welcome to. :)
Thank you for your attention,
Meph

PS: If you want to help to spread the word, paste this into your signature:
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[center][url=http://www.bay12forums.com/smf/index.php?topic=125633.0]¤MASTERWORK¤ Dwarf Fortress - V.4 - [/url]
 - A comprehensive mod pack with 25% higher FPS -
« Last Edit: March 27, 2014, 10:04:11 am by Meph »
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Centigrade

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Re: [MASTERWORK DF] - V.3 - Download and Changelogs
« Reply #1 on: April 30, 2013, 10:26:32 am »

You might update your signature.
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Meph

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Re: [MASTERWORK DF] - V.4i - Download and Changelogs
« Reply #2 on: April 30, 2013, 10:31:52 am »

Masterwork Dwarf Fortress V.4i

Notes: This update is full of bugfixes and rebalancing. I hope I caught everything that was reported. It also updates utilities like the DT and falconnes plugins, and adds a new tileset, Dawnfortress.


By far the biggest addition is the update for Gnome Fortress. While not completely finished, the Gnomes now have dozens of unique features and workshops. Everything from an automated drilling rig that can mine and pump liquids for you, conveyor belts that run on power, a tesla coil to zap invaders, wild animals that join your fort, birds that tell you of off-map events like caravans or armies that come towards you, automated factory workshops, time manipulation and more. Its still in the refining stages, but IndigoFenix has done an amazing job. Please give them a try, because the modder can't do much if the feedback is missing.

Graphics
 - New Tileset: DawnFortress.
 - New Color Scheme: DawnFortress.
 - New Color Scheme: Colorblind/Daltonized, a scheme optimized for people that are colorblind.

*all three by DragonDePlatino, many thanks for those.

GUI
 - Fixed Simple Gem Shape Button, which was broken for some people.
 - Toggling the Guildhall will automatically remove Guilds.
 - Toggling the Garrison will automatically remove Military Groups.
 - Toggling the Wizard School will automatically remove Mages.
 - Toggling the Monastery will automatically remove Priests.
 - Disease button also enabled/disables rabies now.
 - Added Setting for Macros on first tab.
 - Moved the Rendermax button to the first tab, to the other graphical settings.

*thanks, splinterz, once again for work well done.

Dfhack
 - Spawned units can now become nobles.
 - Spawned units can now join the military. (Townportal, Breeding Warrens, Skeletons/Ghouls)
 - Updated Falconnes Utility Plugins.
 - Custom Slab: Point your cursor somewhere and type "slab" into dfhack to get a wooden sign that you can write on. Great for succession forts.

*and thank you warmist, putnam and falconne. :)

Gnomes
 - Includes Gnome V.07, which adds following features:
 - Gnome graphics.
 - Talk with birds, which give info about off-map events.
 - Telegraph your home civ for caravans and migrants.
 - Excavate the rock to "see" veins and gems that are hidden.
 - Speed up, slow down or stop time. Highly experimental.
 - Automated factory lines.
 - Power generation from manual power, steam or electricity.
 - Shock invaders with tesla coils and shock pistols.
 - Wild animals will join your cause, if you treat them well.
 - Complete AND/OR/NOR boolean operators, for those that like complex machinery.
 - Powered Conveyor belts and loading/unloading stations.
 - Mechanical limbs for your Gnomes.

*all gnome-works done by IndigoFenix. I remember when people started saying that I am doing crazy, unique stuff in modding, but IndigoFenix tops it off. Even before he learned to write dfhack scripts, I thought that his Super Mario, Plump Helmet Men and Sphinx mods were amazing. Now that he can write scripts, he is going completely power mad. Which is a good thing. ;)

Warlocks
 - Added Archeologist Workshop. Different design, but same features as dwarven archeologist.
 - Added Siege Operator Training to the Inscriptor for your Skeletons.
 - Fixed slag reactions. They used up the produced items again to make more items, and in the wrong numbers no less.
 - Warlocks can now hunt and fish again. Dwarf Therapist enabled those labors anyway, I couldnt completely shut that down.
 - Ghouls have 100% learn rate on all hunting/fishing related labors.
 - Shambling undeads and restless walkers should attack wildlife/living beings again.
 - Souls of sentient beings can now be stored in Phylacteries.
 - Speed boost from devouring souls reduced from 10% to 3%.
 - Resurrecting a Warlock costs 3 souls now, instead of 10. The range/duration has been increased as well, hopefully that solves the issue with some people not being able to resurrect them.

*thanks to all people that reported bugs or suggested rebalancing. And to warmist again, because his spawnunit update allows skeletons and ghouls to finally become nobles and join the army directly.

Dwarves
 - Changed carpet tile in Monastery, Altar and Temple buildings to fit the carpet tile of the carpet decoration.
 - Herbalism research doesnt require a drink barrel. (dwarves were drinking from it while doing the reaction) Instead, you need an empty barrel and 5 plants.
 - Fixed water-boulder bug when training swimming in the Fountain. Now only creates a splash of water to raise XP.
 - Fixed elven biology announcements, which wrongly quoted goblins.
 - Fixed slade turret reagents. Now needs 5 rock boulders instead of actual slade from hell.
 - FB spawning in the Warpstone Pool is no longer automatic. This was an oversight and not intended.
 - Townportal can only summon Peasants now, but they arrive with a full set of silk clothing.
 - Removed Alarm Siren research, since the reaction moved to the Garrison a while ago.
 - Fixed the spawning of animated weapons.
 - Following additions to the Pet Merchant: Changelings, Waterlings, Magmalings. Iron/Steelclad Warbeasts: Badgerdogs, Mastiffs, Elephants, Unicorns, Raptors, Cragtooth Boars. Giant Blade Spiders and Giant Wold Spiders. Red Dragons.
 - Added War-Training to the mage familiars that were lacking it. You can now train all familiars.

*thanks again to all the people that reported issues, and especially zlurker for his work on the pet merchant.

Orcs
 - Prepated scalps and standards are no longer worth 99999999 dwarf-bucks.

General changes
 - Diseases only affect dwarves now. This means no dwarven invaders that bring the plague upon your orc forts. :)
 - Giant Hornets are no longer building destroyers, and therefore will no longer path directly into your forts.
 - Large Bone Pots are now made of inorganic:bone instead of actual bone, which couldnt be used to store food/drinks.
 - Animated warlock weapons like the scythe, scourge and so forth are no longer available for other races.

Utilities
 - Updated Dwarf Therapist (Changelog in the link)


Personal Note: This will be my last update for the next 4 months. I will be travelling again, this time without even a netbook. I will be online occasionally with kindle or smartphone, which means no modding, but I will do a bit of forum support for important questions. For more info on what I am doing and where I am going, please visit www.unlocked-achievements.com. Previously I always added a bit here on the DF board, but now that I have my own website, I dont need that. If you have travel-related questions/comments, you can find me on facebook for that.

I'm leaving the mod in the hands of Urist McTeellox, IndigoFenix and Splinterz. If you have issues with the mod itself, ask McTeellox, he will note them down and add them to his SWP release. Feedback for the Gnomes goes to IndigoFenix. GUI and utility-related questions are best to be adressed at Splinterz. If you have a problem with dfhack, go to the dfhack thread. Please don't message me, because I have honestly no idea how often I will be online. I will be back in July.

I added a poll that will run for the next 3 months or so, so please vote. It will determine the next dev cycle. I hope that both dfhack r5 and the next df update will be released in that time.

Have fun,
Meph


Masterwork Dwarf Fortress V.4h

 - New Playable Race: Warlocks. (Full release V.1.0)
 - New Playable Race: Gnomes. (Test release V.0.3)




Masterwork Dwarf Fortress V.4g

This update includes several fixes, new features and preparations for the next race, as well as updated scripts and utilities and a new manual addition. And a new graphics tile. More or less a bit of everything.

Manual
 - MDF Database, by Jodgap. A beautifully designed manual listing all the items, sorted by types. Works with MDF and vanilla items. Please have a look, it is amazing. Developement thread can be found here.

GUI
 - You can now add material classes to invaders. Weak, Normal or Strong. This way you can alter the difficulty a lot. Humans with iron armor? Goblins in welded mithril? Your choice.
 - You can now select single races for Adv-Mode. Play as who you like.

Tileset
 - Replaced the Mayday-style plant with a rose. Preparation for new decorations and workshops. Masterwork tileset only.

Utilities and Scripts
 - Updated Dwarf Therapist & Therapist manual.
 - Updated Rendermax to r4.
 - Updated Dwarf Manipolator to r4. Same hotkeys as before.

In case you somehow missed the release of Rendermax and dont know exactly what it is, here a screenshot:
Bugfixes & Balancing
 - Fixed several typos.
 - Fixed several minor bugs.
 - Fixed "Extract tar from smoothed wood" reaction.
 - Plywood making needs 3 times less glue.
 - Added many missing hotkeys to reactions.
 - Fixed many duplicate hotkeys in reactions. Special thanks to SageEthereal for this.
 - Fixed all the grasses for all the tilesets.
 - Fixed tattoos showing up in animal creature descriptions. (except one, as an easter egg)
 - Itemcorpses have been removed. No more never-rotten "mutilated corpse" in your tool stockpiles.

New Features
 - Bone Stack Mod by Wannabehero. Bones come in smaller stacks now. Example:  Instead of 1 stack with 24 bones, you get 12 stacks with 2 bones. This fixed the issue with bone stacks being used up to fast. Now you have more then enough stacks.

 - Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.

 - Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10% higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.

Ceremonial totems and statues have been removed. They are no longer needed as build materials.

There are 3 levels of priests now. All priests are sterile (celibacy), and level up by praying a long time in the Monastery. Apostle, Priest and High Priest. First one is the very same as before. Second one can identify possessed dwarves. Third one can identify possessed dwarves, gives no-fear to allies, blocks most interactions done by the Cult of the Carp God, and can identify the cult leader without starting combat.

The downside? All inner threats no longer show their hints. No more 'the baby paints a pentagram with blood'. No more 'checks out the refuse stockpile'. Instead a random dwarf might find a clue in the fort, but no one but the Priests or Wards of Armok can identify the possessed dwarves now. Good luck.

A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.



Donations
If you like the content and want to help the developers, why not buy them a coffee?
Support Toady ::: Support Meph / MasterworkDF :::
Thank You!







Masterwork Dwarf Fortress V.4f





Masterwork Dwarf Fortress V.4e

Splinterz was kind enough to have a look at the GUI and do a graphical overhaul of it. It also has a few new features now, for example the skill boost you can give the invaders can be added manually from 0-15. This means you can control the difficulty a lot better. On 0 the enemies are unlearned, on 15 all of them are legendary badasses. Your choice. The worldgen editor of the GUI can now alter single templates, so you can edit only Garden of Gaia, or only Large Islands, and so forth. Its much more useful now. The Color schemes can also be picked from a dropdown-menu, which should make it a lot easier to handle them. Opening a color scheme will automatically show a preview. Special thanks to the art director of EVE ONLINE, Borkur Eiriksson, who made that background image. He gave full permission to use it for MasterworkDF.

And because the diseases seemed a bit to overwhelming, I disabled the three that are both relatively often as well as virulent. The changelog for this update are entire 2 lines.

This update is save compatible. If you move your saves into this, you can use the new GUI, and if you update the creature_standard.txt with the one included in this download, you can update the diseases rebalance. I will do a proper rebalance and add both more diseases and more cures, once I am back modding.

Changelog:
 - Removed Influenca, Meningitis and Pneumonitis. (for now)
 - Updated the GUI to Splinterz (of Dwarf Therapist fame) version.






Masterwork Dwarf Fortress V.4d

I will be offline most of the time for the coming 4-6 weeks. In that time I will run a fundraiser for a new race. The details I posted in this thread. In short: I promise to work fulltime on MasterworkDF for a month, if 500+ USD in donations are raised. Initially I wanted to split 50/50 with ToadyOne, but he refused. Since he rather see it outsourced, I made a Facebook-page. If you want to help, please link to the Facebook page, not the forums. More info on https://www.facebook.com/MasterworkDF/info.

IMPORTANT: This is all done by me, not Tarn Adams. He is not involved in MDF in any way, and neither am I involved in the DF developement. He writes his game, I write my mod for his game. We are not a team, I'm just another modder. I have never done anything like this before, but the feedback was positive, so I'm going for it.  8)

Fundraiser starts today: https://www.facebook.com/MasterworkDF
It will be open till the 01.01.2014. All infos and updates will be posted on Facebook.


Now, to the actual mod update:


This update is not save-compatible. MDF is now packed in 7z, filesize is down over 15% because of that. This means your download is faster. :) If you never heard about it, dont worry. Its a free, open-source program that packs and unpacks files, like WinRar. You can get it here: http://www.7-zip.org/download.html. Dont forget about the IRC channel if you have questions: IRC:freenode #masterwork & webchat. I also got two more legacy versions of the mod, from V.1x for you:

Backups of older Versions:
V.1 - V.1.4.1 - V.1.9.3

This update mostly features bugfixes and balancing. I added the most requested things, for example I did remove Metalwraiths, I did reduce the amount of Firemage-migrants, and library training is better now. Changelings/Familiars work as planned, and Garden of Gaia, the worldgen, is back. This was an honest mistake, it got overwritten by PerfectWorld and I did not notice. New features for this version are the three in the titles: Animated Weapons. You can now buy magical axes, swords, spears and hammers that fight by themselves. At embark you can get iron version, and later on your Airmages can create steel and adamantine versions. Second feature are the Plump Helmet Men. A very, very cheap source of food and drinks... but they sabotage your fort if they outnumber your dwarves, and do all kinds of shenanigans to hurt you. More info below. Last new feature are the diseases. This is a massive update, and many real life diseases might appear, and your apothecary's study can create medicine. For simplicities sake, its only one medicine against all diseases, this reduces micromanagent, which is no fun.

A very special thanks to BillyJack, who did the leather-stockpiling fix, Urist McTeellox for his self-made bugfixes and github version, Splinterz, who is working on a nicer GUI (no pressure :P), BlackFyme for the Animated Weapons, IndigoFenix for the PlumpHelmetMen, Halfling for the Disease System and Roses for some scripts which have not yet been used. :P All in all this update has been patching and optimizing other peoples works and intigrating it, so thank them, not me.

Thanks to the redditor Rethnor, the manuals are now available online. They are still for 4c, but should be updated to 4d within a few days.
Online version of the Dwarf Manual / Orc Manual / Kobold Manual

Bugfixes & Balancing
 - Mage-familiars from Changelings should now work again.
 - Added Garden of Gaia worldgen back (went missing mysteriously due to Perfect World usage.. got overwritten, sorry)
 - Removed "Inconclusive Research" items and "Sift through inconclusive research" reaction, because it might cause confusion.
 - Library training is now 1 skill higher. All skills are now 4,5 or 6, instead of 3,4 or 5.
 - Removed Metalwraiths. (I can hear the collective cheer from the community already. :P )
 - Applied BillyJacks leather fixes. This should result in way easier stockpiling of all leather items.
 - Malachite (and with it copper) is now way less rare. I added [ENVIRONMENT:ALL_STONE:VEIN:80], so its just as abundant as before.
 - Firemage-Migrants are super-super rare. Lowest chance I could give them.
 - Female boulder crabs now lay dolomite, limestone and marble boulders. All flux.
 - Added [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_ARMOR] to volcanic. Can now be better equipped and stockpiled.
 - Fixed the Quickstart Guide link in the manuals.
 - Warlocks no longer refuse wooden/animal-mat items while trading.
 - All mage-migrants are now rarer, about 10 times.
 - Raptors and Xen are rarer and show up in smaller groups.
 - Fixed the price of copper bars in Bomreks Bargains.
 - Removed AUTOMATIC from "Polish log with oil".
 - Kobolds Camp Trapshop now correctly lists Tinkering as used skill.
 - The mail boots and caps from the Mail-Armorsets in the Greatforge are now the actual dwarven versions, not a foreign item. Helps equipping them.
 - Fountains now require a Tear of Armok to be build, but can refill buckets with water now.
 - Golem Combat training now trains the correct skill, HAMMER, not AXE. (Sword and Spear Golems were ok)
 - Orcs and Kobolds have a use for the Tear of Armok with this. Suggested and written by Urist McTeellox.
 - Added more varied attribute ranges to dwarves.
 - Fixed typo in announcements calling for a Batch Furnace, instead of the Blast Furnace.
 - Removed Vanadinite and Vanadium. (Leftovers from testing, I couldnt do the feature I wanted with it)
 - Fixed Ascii Sky-tile. from 29 to 178.
 - Added missing reaction to transmute Mithril to Tin (which is really bad, but closes the circle of transmutation)
 - Fixed products of "swim in fountain" reaction.
 - Added missing Mithril to Mithril Strands extraction to Craftsdwarf. you can now again make mithril cloth.
 - Blocks for the Stonecrafters Workshop can no longer be wooden blocks.
 - Stone blocks can now longer be used in the "make coke from wooden planks" reaction.
 - Dwarf bones are no longer super valuable.
 - Updated Dwarf Therapist
 - Updated Dwarf Therapist Manual.
 - Added animated weapons, axes, swords, spears and hammers.
 - You now get seeds if you make glue from bloated tubers.
 - Corrected some typos in creature files.
 - GUI now disabled the YESFOOD[OBJECT:ITEM] tag in item_food_masterwork.txt (Dont know exactly who asked why about this, but here you go. I think it was about some kind of script)
 - Added missing plants FEATHER_RESIN, GLUMPRONG_RESIN and LIQUID_SUN, needed for the three poisons that damage good, evil and underground creatures.
 - Removed all custom diseases for now. No more plagues and sick dwarves. (I want to write a better system in the future)
 - Added new diseases. Muhahah.

New feature: New Pets



New feature: Diseases and Medicine

You might get migrants with a disease or a dwarf might develope a disease naturally. Some can only arrive from the outside, others, like psychosis or dementia, can develope inside your fort. You can treat the diseases by making medicine in the Apothecary. 2 stacks of random plants are mixed together to make 10 medicine potions. Any dwarf that drinks from them will battle the disease much easier or be immune. For micromanagement reasons I only added this one medicine, which treats all diseases. Eating or drinking any food made of the elvish plant Cure-All will have the same effect. It can even be farmed in good biomes. Note that most of them are not deadly, and you can very well continue playing without treating them. If its too much, there is a GUI option to disable diseases.


Spoiler: Pro tips for players (click to show/hide)


Donations
If you like the content and want to help the developers, why not buy them a coffee?
Support Toady ::: Support Meph / MasterworkDF :::
Thank You!

« Last Edit: March 03, 2014, 10:17:46 pm by Meph »
Logged
::: ☼MASTERWORK☼ Dwarf Fortress - A comprehensive mod pack with 25% higher FPS :::
::: Accelerated DF - Get only the FPS boost of Masterwork with no other changes :::
::: www.unlocked-achievements.com - Follow my bike tours around the world :::
- Donate -

Meph

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Re: ☼MASTERWORK-DF☼ - V.3 - Download and Changelogs
« Reply #3 on: April 30, 2013, 05:06:18 pm »

Old Changelogs:

Spoiler: Version 2 (click to show/hide)

Spoiler:  Version 2a (click to show/hide)

Spoiler:  Version 2b (click to show/hide)

Spoiler:  Version 2c (click to show/hide)
« Last Edit: April 30, 2013, 05:54:10 pm by Meph »
Logged
::: ☼MASTERWORK☼ Dwarf Fortress - A comprehensive mod pack with 25% higher FPS :::
::: Accelerated DF - Get only the FPS boost of Masterwork with no other changes :::
::: www.unlocked-achievements.com - Follow my bike tours around the world :::
- Donate -

Meph

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Re: ☼MASTERWORK-DF☼ - V.3 - Download and Changelogs
« Reply #4 on: April 30, 2013, 05:54:34 pm »

Spoiler:  Version 2d (click to show/hide)

Spoiler:  Version 2e (click to show/hide)

Spoiler:  Version 2f (click to show/hide)

Spoiler:  Version 2g (click to show/hide)

« Last Edit: April 30, 2013, 06:10:35 pm by Meph »
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Re: ☼MASTERWORK-DF☼ - V.3 - Download and Changelogs
« Reply #5 on: April 30, 2013, 06:09:31 pm »

Spoiler:  Version 2h (click to show/hide)

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Re: ☼MASTERWORK-DF☼ - V.3a - Download and Changelogs
« Reply #6 on: June 14, 2013, 06:34:17 am »

Spoiler: Changelog V.3a (click to show/hide)
« Last Edit: June 14, 2013, 09:00:22 am by Meph »
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Re: ☼MASTERWORK-DF☼ - V.3a - Download and Changelogs
« Reply #7 on: June 14, 2013, 06:36:24 am »

Spoiler:  Changelog V.3b (click to show/hide)

Spoiler:  Changelog V.3c (click to show/hide)
« Last Edit: July 23, 2013, 09:37:21 am by Meph »
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Re: ☼MASTERWORK-DF☼ - V.3d - Download and Changelogs
« Reply #8 on: July 31, 2013, 12:37:24 pm »

Spoiler: V3d (click to show/hide)

Spoiler: V3e (click to show/hide)
« Last Edit: August 18, 2013, 07:15:56 am by Meph »
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Re: ☼MASTERWORK-DF☼ - V.3f - Download and Changelogs
« Reply #9 on: August 24, 2013, 03:52:45 pm »

Spoiler: Changelog V.3f (click to show/hide)


Spoiler: MasterworkDF V3g (click to show/hide)
« Last Edit: September 11, 2013, 12:25:28 pm by Meph »
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Spoiler: Version V.3h (click to show/hide)
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Spoiler: Changelog V.3i (click to show/hide)
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MasterworkDF v.4c

Notes: No raw changes. First time I say this about an update. But there are a few things I wanted to share before I start modding again, thats why I release them now, rather then later. I uploaded all versions from v2 till now to the Dffd, since that was requested a few times, as well as the GUI source code. The mod now has its own IRC channel, found on freenode #masterwork, or by using a webchat link: #masterwork. This update is save-compatible, so no need to scrap your old forts... the only new things are the MDF Therapist, a utility called Tilegenie, 2 "new" tilesets, and a fix in the Settings.exe. Have fun. The next update will be a regular one again, with actual modding involved. ;)

New Features
 - Toggling the Researchers Study now disables the buildmats as well. You if you dislike the system, disable the workshop and you no longer need the research items to build the higher-tech workshops.
 - Updated the manual a bit.

Backups of older Versions:
V.1 - If anyone has old files, please let me know. I dont think there is much interest for these very old versions, but you never know.
V.2 - 2 - 2a - 2b - 2c - 2d - 2e - 2f - 2g - 2h - 2i
V.3 - 3 - 3a - 3b - 3c - 3d - 3e - 3f - 3g - 3h - 3i
V.4 - 4 - 4a - 4b

GUI Source Code - V4c
Download it here - The Visual Basics Source Code for the Settings.exe. It was requested a few times, and maybe people can start improving on it as well. :)

Masterwork Dwarf Therapist
 - Forumthread, modification done by Splinterz and Jodgap. Includes custom labor grids and role grids, pre-installed. Can show Medical history, syndromes and more. This is now included in the mod by default, if you download V.4c you already have this.

Tilegenie
 - A simple utility to merge tilesets. You can take single tiles from one and put them in another. It is now included in the download and accessable from the GUI, bottom tab, like all the other utilities.
 - Forumthread, done by Brad Uffner.

2 new Tilesets (kinda)
 - Several people requested/mentioned the walls on the default tileset, which are based on Obsidian Souls tileset. I used Tilegenie to do two variations of the default tileset. You can now choose between Obsidian Soul walls, Phoebus walls or Ironhand walls, for the Masterwork Tileset.



3 new maps/worldgens
 - Using PerfectWorld I wrote 3 new worldgen settings. You get a new island world with a connected ring around it, a circular island with 8 opposing biomes, and a volcano-dotted world.

Mandelbrot - Volcanos, forests and rivers.


Gears of War - Separate Islands with ring.


Geomagic - Island with mixed biomes.





MasterworkDF - V4b

Notes: Not much, just some bugfixes, 1 new building: the townportal, I converted the colosseum to the new spawning system and a nicer way to install tilesets. :)

Updated Therapist to 20.6, with custom labor grids and roles, done by jodgap. You need to open the Therapist and import them, the files are in the DwarfTherapist folder.

Spoiler: New Therapist (click to show/hide)

New Feature: Townportal



 - The School of Wizardy can now research the Townportal, using orichalcum and platinum.
 - The Townportal allows you to request dwarves directly from the mountainhomes, e.g. it spawns new dwarves.
 - Requesting a dwarf costs gold.
 - You can choose between peasants, priests, military groups and lvl1 mages.


Overhaul: Colosseum
 - No more changelings needed, the creatures are spawned directly.
 - You now spawn groups of enemies with a specific theme, like glacier beasts or a wolf pack.
 - Enemies might leave rewards upon death.
 - Enemies are trapavoid and opposed to life, to avoid exploitation of the colosseum.
 - You no longer need a "book of summoning" to spawn a colossus. Simply a statue of the fitting metal is enough.


GUI



 - Fixed several buttons
 - Fixed all tooltips I could find. :P
 - Tilesets are now picked from a list.
 - Tilesets now automatically install their fitting color scheme. (This throws off the color scheme button a bit, it cant read the new ID. It still works like before and cycles through different color schemes, it simply cant display which one is active, if you changed it with the tileset button.)


Full list of changes
 - Fixed Scriptorium producing only 1 type of book.
 - Fixed Graphical Glitch in 3 tiles of Ore Processor
 - Added candelabra graphics to obsidian soul
 - Added fireplace graphics to phoebus and ironhand tilesets.
 - Kobold Dirt Digger building no longer needs shovels to be build.
 - Fixed magma-spawning from pottery in all tilesets (hopefully, I wont test this 12 times, but the raws look good)
 - Kobolds can wield picks now.
 - Kobolds can now clean sawdust, if they want to.
 - Fixed Warpstone errorlogs for non-default tilesets.
 - Weightbench only has one training mode now, which trains moderately fast, but needs no reagent. Less mixups and micromanagement this way.
 - Fixed skill help for Ore Processor. Lists Machine Operating now instead of mining.
 - Greatforges Mail-Armor set now makes mail-armor, instead of falsely making padded armor.
 - Disabled animated grass by default.
 - Fixed Coin Mint Research.
 - Fixed armory producing coal-plategauntlets in "Forge a platearmor set" reaction.
 - Fixed reagent in "Add bayonet to repeating javelin thrower" reaction.
 - Fixed some minor things in the manual. Skills, Reagents, and so on.
 - Crayfish shells should be ok for tanning in default tileset.
 - Kobolds can make ironbone in the boneyard agian.
 - Added skulking and item_thief to the kobold camp kobolds.
 - This means: Finally everyone should be hostile to you, except your own tribe. (HARD-MODE, so to speak)
 - Kobolds now have spring, summer and autumn as active seasons, so you get 3 caravans a year.
 - Kobold Arrows are now cheaper to make, use no wood/less wood.
 - Raptors, Xen Infectors and Lionman are much rarer.
 - Nith and Nymphs shouldnt be seen as benign anymore.
 - Replaced Archeology "Corrupted Bloodsteel" with iron. The system behind it wasnt quite finished.
 - Dwarves can now pray for glass, good for moods.
 - Dwarves can now pray for rain. 10% success chance, has 2 steps ("Pray for Rain" and the automatic "Start Rain") Good to stop surface fires.
 - Guardian of Armok has natural fighting skills now.
 - Fixed all the tooltips in the GUI
 - sawmill can now cut any specific wood into logs.
 - Research success chance changed from 80/20 (win/fail) to 90/10.
 - The Blast furnace can now melt batches of 10 weapons, greaves, armors, helms, boots, gloves or shields. Use stockpile feeding to select which ones.
 - Studies now require a journal, a abacus and a hourglass to be build. All crafts from simple materials, already in the game, but underused so far.
 - The Thatchery now makes 3.5 times more items. Animal traps, beds, hatch covers, statues...
 - Moved boozebelly rum from still to brewery.
 - Removed slade from volcanic making, its too heavy and slows dwarves down too much.
 - Removed "melt blocks into slade". If you want slade, mine it. You know where to find it.
 - Processing farmed saplings in the sawmill is now automatic. As soon as the plants finished growing, the job is queued.
 - Burning wooden logs in the smelter gives 3 coke now. Blast furnace makes 12 coke from 4 wooden logs.
 - Burning wooden planks in the smelter gives 1 coke now. Blast furnace makes 6 coke from 6 wooden planks.
 - Fixed BuildDimension Button in the GUI
 - Removed Hardersmelting Button in the GUI, this setting is obsolete with the addition of the Ore Processor.
 - Fixed SimpleTree button
 - Fixed display errors on some OS for the GUI/Worldgen
 - Added ListBox for Tilesets
 - Added Tileset Preview
 - Updated Therapist
 - You can now import roles and labors fitting for the mod in the Dwarf Therapist.
 - To do this, open the Therapist and "Import Grid" and "Import Roles". The files are in the Therapist folder.
 - Removed Gargoyle Statues from traders, since they are not used anymore.
 - Fixed a inventor reaction
 - Removed slag to concrete reaction. You can still make concrete from slag + lye or slag + ash.
 - Orcs and Kobolds have candles again.


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MDF4a => Minor bugfixes.

Notes:MDF4. It was a bit chaotic while in developement (homecoming and working on 3 different machines), but I got most things done I wanted to do. A big thanks to Expwnent for his diggingInvaders script, which allows titans, forgotten beasts and certain invaders to either raze walls or dig into your fort, another big thanks to Warmist for his Rendermax script which allows lighting, and to Putnam who is always quick to help with dfhack coding.

I cant sum this update up quickly, but I will try. 3 new tilesets, new GUI, lighting, AI-tweaks, 5 new buildings, all races playable in the same world, a worldgen editor... quite a lot. So excuse if this text gets a bit longer.

Workshops: The Chandler makes candles and torches for the lighting system. You can ignore it if you play without Rendermax, but it adds a lot of atmosphere if you enable it. You can either use the GUI button, or use dfhack directly: Type "rendermax light" to start it, or "rendermax disable" to stop it. There are several things to pay attention to.
 - Rendermax only works with PRINT_MODE:STANDARD. TTF doesnt work with this, so its one of the other.
 - Rendermax crashes the game, if you window it and go back to fullscreen. Again, one or the other, stay with one. You can always disable it, then change the resolution.
 - Rendermax takes a heavy hit on the GPS, the graphical frames per second.
 - Mind that the mod and the default tileset are optimised for TTF, so playing with Rendermax might look odd or cut words off. I would recommend to use Obsidian Soul with it, since its tileset letters are best to read. I used the Masterwork Tileset letters for vermin, and rely on TTF for text, so it will look odd if you play the default set without TTF. But have a look for yourself.

The Woodcrafter is a simple workshop that makes items from wooden planks, an addition to the Stonecrafter, Gemcutter and Bonecarver. The Petshop, a merchant stall like the others, needs a trade licence to be build and sells domestic pets.

A big change are the races, you can now have Dwarves, Orcs and Kobolds active on the same world. This means you can embark as Dwarves, dig a fort, abandon, then reclaim as Kobolds. All possible. Due to modding limitations this means that Kobolds can dig stone now... but they need a pick first, which is a late-game item for them. Kobold Camps will now start always on the surface, or in caves.

The Library System has been overhauled completely and is now both better and easier to use. More late-game and gives migrants a higher use. See below for more info.

There are some fixes and balances as always, most interesting is probably the addition of Forgotten Beast and Demon spawning. The Warpstone Pool can now spawn your own procedually generated beasts, and the Necrophagic Altar can summon Demons. These are the very same creatures that might attack you in the caverns or the HFS, just that they are tame or even civ-members. They dont do much by themselves, how you use them is up to you. There are probably some things I forgot, there is TheGazelles Announcement Filter, the upper right link in the GUI will lead you to dfterm3, a multiplayer utility in developement...

A last note: Since I havent installed Dreamweaver, the program I use to work on the manual, the manual updates are very basic as of yet.



Dhack
 - Updated flaconnes utilities.
 - Added new utility by falconne: hotkey list. press ctrl+h or ctrl+F1 to see a list of all active dfhack hotkeys.
 - Updated putnams modder scripts.
 - Added digginginvaders, by expwnent.
 - Added rendermax, by warmist.
 - Added librarytrain, by boltgun.


Graphics/Tilesets
 - Added Obsidian Soul Tileset
 - Added Spacefox Tileset
 - Added/Splitted Masterwork and Matrix Tileset
 - Switching tilesets now switches civ-creature sprites as well.
 - Fixed flux tiles and schist tile for Phoebus tileset.

Spoiler: Spacefox (click to show/hide)
Spoiler: Obsidian Soul (click to show/hide)


GUI
 - All new everything. New design, new links, buttons, tabs...
 - Added 48 building buttons, all buildings are yet again optional.
 - Switching harder mining off will still leave harmless warpstone, used for buildings and reactions.
 - Races can now be played in the same world. Play dwarves, abandon, reclaim fort with orcs? No problem.
 - If you disable the ore processor, all minerals work normally again
 - If you disable the reasearcher, no buildings needs any science anymore.
 - Added background music files back.


Spoiler: Screenshot (click to show/hide)

Worldgen
Meph's Worldgen Editor: A tiny worldgen inside the GUI, which is more complex then the standard worldgen, and less complex then the advanced worldgen. Includes tooltips on each topic, and makes it impossible to break the worldgen. I assume many people dont use the adv. worldgen, because they can cause cancellations. No longer possible with this worldgen. It does alter ALL the templates with whatever you feed it, so for just for safety I included a world-gen backup in data/init.

Spoiler: Screenshot (click to show/hide)

Bugfixes
 - Improved leather stockpiling, got rid of the long list of creature leathers. Thanks billyjack.
 - Fixed broken megabeast corpses.
 - Fixed typo in Therapist labors. Animal Caretaker is Animal Caretaker again.
 - Fixed all links in the manual, which linked to reaction_brewery instead of the fitting files.
 - Added missing zinc-to-lead reaction to alchemist.
 - Fixed spawned creatures dying of old age.
 - Fixed mage familiars, which use changelings now, instead of the non-existing sprites.
 - Converted megabeast spawning to script. No changelings needed for that anymore.
 - Removed pants_light from inventors workbench.
 - Errorlog is empty again.
 - Announcements no longer create boulders, which might damage buildmats and give free XP.
 - Fixed Guardian of Armok from Archeologist. Is now spawned automatically in the archoelogists study.
 - Fixed the pictures missing from the manual tables.
 - Fixed bow entries in manual, fixed Scarecrow entry in the manual.
 - Deleted old caste-guide link from manual.
 - Fixed sitestep/sidestep typo.
 - Fixed Pottery for the non-default tilesets.
 - Fixed spawn script, but its still beta.
 - Fixed typo in NAME:make pewter bars(trifle)(3)
 - Fixed Scarecroew corpses.
 - Fixed pottery in non-default tilesets.
 - Fixed some typos in the announcements.
 - Fixed processed sphalerite tile, was lacking a item_tile.
 - Fixed double seeds from making wicker. Now only 1 per plant.
 - Sorted Stonecutter and Gemcutter reactions alphabetically and added correct hotkeys.
 - Changed names of *-cutter workshops to skill names. Gemcutter, Stonecrafter, Bonecarver.
 - Fixed Magmaforging reactions in Greatforge. Are now in Magma Greatforge.
 - Fixed expedition system accepting any item as food, instead of just meat.


Balancing
 - Foreign civs have access to shirts and pants.*
 -*Two reasons: They need cloth to burn and die in fires, and adv mode looks odd with nudist everywhere. This slightly hurts FPs since invaders bring up to two items per unit more. But they die in surface fires again, so use your braziers well.
 - Moleweasels give birth to only half as many pubs.
 - All buildings are now build by the Architect Labor.
 - Finishing forge no longer requires any research and can be build early.
 - Finishing forge can only cold-hammer copper, tin and bronze.
 - Finishing forge can cold-forge copper and bronze armor and weapons.
 - Using a megabeast soul has changed slightly: Instead of legendary in one skill, the dwarf goes to skill 10 in all combat skills. Much more useful in the end.
 - Brewery can use barrels or pots.
 - Brick Oven now needs fuel. A magma version for now available as well.
 - Removed Alarm Siren. "Sound the alarm" is now part of the garrison.
 - Removed Printing Press. No longer needed with the new library system.
 - Speakers Podium reactions are now free. Dwarves hold speeches and improvise poems, instead of reading them.
 - Changed ore processor labor from mining to machine operating, to ease micromanagement.
 - Changed "make pearlash/plaster" to "Roast potash into pearlash" and "Roast gypsum into plaster powder".
 - Set all padded armor to layer:under.
 - Set all armor to layer:armor.
 - Set all mail armor to layer:over.
 - Set amorlevels and layer sizes and layer permits to accomodate all three.
 - In theory this means: You can wear padded leather armor under metal plate, covered in mail armor for max protection. But I dont envy you the micromanagement to pull that off.
 - The Tailor makes sets of padded armor. Takes 5 tanned-skins, you can select the material you want. Only leathers.
 - The Greatforge makes sets of mail armor. Takes 9 metal bars and 3 coke, you can select the material you want. Only metals.
 - The Kiln extracts tar from rough/smooth wood.
 - The Kiln extracts pitch from bituminous coal, lignite or oil shale.
 - The Warpstone Pool can now summon tame Forgotten Beasts. They are procedually generated, different in each world. You need 1 warpstone boulder to have the chance to create one. Its 20*5%, so on average you get 1 per reaction, but it might be that you get none, followed by 5. Its random.
 - The Necrophagic Altar can now summon tame demons. They are procedually generated, different in each world. You need 1 orichalcum bar to have the chance to summon one. Its 20*5%, so on average you get 1 per reaction, but it might be that you get none, followed by 5. Its random. You need to set the demon number in worldgen to at least 20 to get the full chance, if its less, the percentage is lower. If you have 0 demons, of course you cant summon them.


New Feature: Woodcrafter's Workshop



 - Can use 2 planks of smooth wood to make any wooden item, same system that the bonecarver, gemcutter and stonecrafter uses.
 - Since 1 log gives 4 planks, this means you can make 2 items per log.
 - Can make 5 parquet tiles from 1 plank. Can only be used for constructions. One tree will yield 20 tiles in total, after 6 worksteps.
 - Allows a greater selection than the carpenter and produces higher value items, since smooth wood is worth twice as much as rough wood.


New Feature: Lighting / Rendermax



 - You can build 5 different 1-tile buildings that produce light in different colors and amounts.
 - Braziers and Fireplaces give low amounts of light and only need one item (brazier or fireplace) to be build.
 - Candelabra: Build with stone/metal candelabra and 3 candles. Gives good amount of yellow light constantly.
 - Torchbearer Statue: Build with stone/metal statue and 1 torch. Gives good amount of orange light constantly.
 - Orb of Light: Magical Item. Gives large amount of white light constantly



New Feature: Digging Invaders
 - Orcs and Frost Giants might try to raze down your walls.
 - Antmen might try to tunnel up into your fort.
 - Titans have a small chance to be able to raze down walls.
 - Forgotten Beasts have a small chance to be able to tunnel up into your fort.
 - This is optional, under "misc features". Enabled by default, so take care.

New Feature: Chandler



 - Makes torches from wood + cloth + tar/pitch.
 - Tar/Pitch is made in the Kiln from bituminous coal, lignite, oil shale or wood.
 - Makes candle-wicks from thread and candles from wicks + tallow/wax/oil.
 - These are needed to light up the Illumination-Buildings, if you play with Rendermax enabled.
 - Also makes wax statues and crafts.


New Feature: Pet Merchant: Ineri's Pet Shop



 - A fifth merchant stall, requires gold and a trade licence just like the rest.
 - Buy any domestic pet, male or female, from this merchant.
 - Creatures cannot be used in jobs, so there are no selling reactions.


New Library System



 - All new, a lot simpler.
 - You write books at the scriptorium, same as before.
 - Once you got 10 books for one topic, you can build 1 library.
 - There are 6 libraries. Crafting, Farming, Warfare, Smithin&Mechanics, Mind&Body, Philosophy.
 - Each library trains a skill instantly to level 3,4 or 5, depending on skill, but never higher then that.
 - Training a skill only needs a journal, a simple craft from the craftsdwarf. Stone, Bone, Wood, as you like.
 - This means: After a large investement of books to build a library, you can give your dwarves basic knowledge in all skills. See the manual for more info.


Kobold Camp
 - Shovels are no more.
 - Kobolds can dig soil and stone now, if you manage to get your hands on a pick.
 - Stealing from dwarves, drow or troglodytes has a 10% chance of netting you a pick.
 - This means: A aboveground fort in the beginning, and more late-game action with caverns and the HFS. Cutebolds vs. Clowns. :)
 - Even better: Embark as dwarves with 7 miners, dig a nice layout, abandon, reclaim with kobolds. Make the best of the space you find.

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