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Author Topic: Dwarf Fortress Revised for 0.43.05  (Read 4449 times)

Taffer

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Dwarf Fortress Revised for 0.43.05
« on: December 10, 2016, 01:44:23 pm »


A balance and bug fixing pass over Dwarf Fortress intended to improve gameplay and fix bugs. Your game will be better balanced, more challenging, and less buggy. Revised collects combat improvements and bug fixes without straying from the gameplay or design of Dwarf Fortress, and is—and will continue to be—available for the newest version of Dwarf Fortress. Every single difference from the vanilla RAW files has been commented with, usually, an explanation for the change.

Microreduce has been included to automate some unnecessarily tedious gameplay. The tooltips have been updated to match the Revised style.

CHANGES
Major Features
 • explanatory tooltips have been added to many reactions. (Modest Mod, Meph, Taffer) 
 • soap, lye, ash, and clear glass are made automatically when materials are available. (Microreduce) 
 • sets of clothing (shirt, pants, and shoes) can now be ordered. No need to produce each separately. (Microreduce)   
 • steel bars can now be made directly from coal, flux stone, and iron ore. (Microreduce) 
 • elves, goblins, kobolds, pixies, satyrs, and blizzard men are described with long, pointy ears. (Appearance Tweaks) 
 • bone arrows and bolts can be carved in adventure mode. (Wanderer) 
 • reptile people, serpent people, ant people, and rodent people are playable in Adventure mode. (Modest Mod, Wanderer) 
 • oat beer has been added. (Modest Mod) 

Major Combat Improvements
 • renamed body parts: upper bodies are chests, for example, and lower arms are forearms. (Modest Mod) 
 • elves now siege and wield better—and more primitive—weapons such as clubs, spears, and atlatls. (Coherent Weapons) 
 • many animals and humanoids now have inherent discipline and won't easily run away. Predators are fearless. (Wanderer) 
 • bite attacks have been removed from most humanoids, with the exception of bird, feline, canine, and bug people. (Taffer) 
 • nail scratch attacks have been removed entirely. Creatures with claws or talons can still scratch. (Grimlocke, Taffer) 
 • unarmed attacks have all had their velocity cut in half, in order to make unarmed combat less deadly. (Grimlocke) 
 • bows and crossbows are weaker. Arrows are sharper but slower, bolts are faster and penetrate better. (Wanderer) 
 • many attacks that were set as main attacks have been made into secondary attacks (e.g. tail slaps, biting). (Modest Mod) 
 • horn butt and horn gore attacks have been added to appropriate creatures. (Modest Mod) 
 • many giant predators will now eat dwarves. A number of them have also been made ambush predators. (Modest Mod) 

Major Bug Fixes
 • animal people with legs can always jump. Animal people don't need to eat specific food. (ZM5, Modest Mod) 
 • tamable animals without CHILD tags aren't tamable, so the tag has been added where necessary. (Modest Mod) 
 • amphibious mounts have been removed: they kill anybody riding them. (Modest Mod) 
 • slow mounts and mounts that curl up when threatened have also been removed. (Modest Mod) 
 • many creatures that weren't previously trainable now are. There are more mounts and pack animals. (Modest Mod) 
 • products from some creatures were listed multiple times in stockpile menus: this is no longer the case. (Modest Mod) 

Minor Features
 • forgotten beasts made of stone, wood, and metal can now be butchered. (Modest Mod) 
 • many seedless plants have had seeds added. Many inedible plants are now edible. (Modest Mod) 
 • humans, elves, and goblins now style their hair. (Modest Mod) 
 • better child names for many creatures. (Modest Mod, Appearance Tweaks) 
 • feather tree eggs can be gathered and eaten. (Modest Mod) 
 • fairy and pixie wings are lacy. (Appearance Tweaks) 

Minor Combat Improvements
 • heads are less fragile. (Wanderer, Grimlocke) 
 • most giant animals can now kick and bite. (Modest Mod) 
 • whips have been weakened, and they cost more to create. (Coherent Weapons) 
 • long swords have a greater size requirement for one-handed use and slash a larger area. (Coherent Weapons) 
 • long swords can also now be used by gripping the blade halfway and slashing with half of the blade. (Coherent Weapons) 
 • scimitars are larger, slashing with them is more forceful, and they have a greater contact area. (Coherent Weapons) 
 • short swords and spears have smaller contact areas. Short swords penetrate better. (Coherent Weapons) 
 • several large spiders and spider people that couldn't trap humanoids with their web now can. (Modest Mod) 
 • talon and kick attacks have been combined for bird people. (Modest Mod) 
 • mosquitos and the mosquito variants now have a unique, non-bloodsucking attack for males. (Modest Mod) 

Minor Bug Fixes
 • a few plants that were previously eaten whole are now only edible in part. (Modest Mod) 
 • many plants with unobtainable seeds now have baggable, edible growths. (Modest Mod) 
 • some plant seeds were renamed. Wheat seeds are now wheat kernels, for example. (Modest Mod) 
 • many pets that were domesticatable now aren't. (Modest Mod) 
 • mussels and oysters now provide pearls. They no longer provide leather. (Modest Mod) 
 • animal people and giant animals that spawn in pools spawn in lakes instead. (Modest Mod) 
 • many flying vermin hunters now dive hunt vermin. (Modest Mod) 
 • chitin can now be used as shells and for crafts. (Modest Mod) 
 • toads, lice, and frogs—and their variations—are carnivores. (Modest Mod) 
 • anacondas and hungry heads are too small to frequently eat dwarves, so they no longer do. (Modest Mod) 
 • guineafowl now have biomes and can appear in the wild. (Modest Mod) 
 • moon snail, snail, and cave fish people no longer have legs. (Modest Mod) 
 • bark scorpions and their variations now have mouths. (Modest Mod) 
 • worms can now spawn underground. (Modest Mod) 

DOWNLOAD (MIRROR)

Install over your vanilla Dwarf Fortress 0.43.05 folder. If you have a saved game, you'll need to delete it and create a new world.
SOURCE MODS

I've collected fixes, improvements, and balance revisions from DF Wanderer, the Modest Mod, Coherent Weapons, and from Appearance Tweaks. A few changes have been inspired by Grimlocke's mod, and one more is inspired by Stal's Armoury Pack. Features and bug fixes I thought unnecessary were removed, and everything was updated to the newest release.

RECOMMENDED ADDITIONS

I'm quite proud of the laptop keybindings from my tileset pack. To my knowledge, they're the only laptop keybindings that fix menus and allow fully supported numpad-less diagonal movement in Adventure mode, without negatively affecting Fortress mode and without changing many keybindings.
« Last Edit: May 29, 2017, 11:25:20 am by Taffer »
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Taffer

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Re: Dwarf Fortress Revised for DF 0.43.05
« Reply #1 on: December 10, 2016, 01:47:29 pm »

Many, many thanks to everybody whose mods I borrowed from: I secured permission from everybody—or public permission was already implied or given—but if you see something of yours and don't want it included, then do let me know and I'll fix things.

I was very hesitant to release this at all, but I put in too much work to not publish it now. I don't necessarily claim to have anything better than other mods or mod compilations, only that it's more minimalistic, better documented, and easy to update and integrate than most mods or mod compilations that I've seen. It's quite possible that I screwed up somewhere, so please let me know.

There will eventually be my full creature description update to this pack, when I finally finish writing it.

In regards to permissions: if you want to use a particular change in another mod, then look it up in the change listing above. Permissions belong to the authors of those respective mods. Any changes uniquely mine I consider public domain, but until my creature description update comes there aren't many of those.
« Last Edit: December 14, 2016, 02:04:09 am by Taffer »
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WolfRaider

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Re: Dwarf Fortress Revised (0.43.05)
« Reply #2 on: December 10, 2016, 02:08:19 pm »

Sounds interesting, but .zip file only contains readme file.
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Taffer

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Re: Dwarf Fortress Revised (0.43.05)
« Reply #3 on: December 10, 2016, 02:13:26 pm »

Sounds interesting, but .zip file only contains readme file.

Oops! That's fixed now. Thank you!
« Last Edit: December 10, 2016, 02:55:45 pm by Taffer »
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Zerim

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Re: Dwarf Fortress *Revised* for 0.43.05
« Reply #4 on: December 11, 2016, 08:16:32 am »

Quote
• nail scratch attacks have been removed entirely. Combatants without talons or claws scratching each other to death is silly. (Grimlocke)
 • bite attacks have been removed from most humanoids, with the exception of bird people, cat people, canine people, and a few bug people. Biting your opponent as a humanoid is silly. (Taffer)

I'm not sure how I feel about this. It's not silly, it's a desperate combat situation. Wrestling, being cornered, arms/legs are injured, they have more use than someone faffing around biting people.
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Taffer

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Re: Dwarf Fortress *Revised* for 0.43.05
« Reply #5 on: December 11, 2016, 10:22:45 am »

I'm not sure how I feel about this. It's not silly, it's a desperate combat situation. Wrestling, being cornered, arms/legs are injured, they have more use than someone faffing around biting people.

I know that it's probably one of the more controversial elements to my mod, but hear me out. They don't use those attacks only in desperate combat situations.

Nail scratches don't make sense to me: if you can scratch them you can also gouge or hit them. Almost by definition, if a creature has nails long enough to do much damage, we usually call it a claw or a talon. I can see somebody with long nails scratching an opponent in a desperate situation, but to be blunt I don't think the combat system "uses this attack responsibly". I'd rather have a slightly less realistic combat system that's better balanced and makes sense more often.

Humanoids will also bite even in situations when they shouldn't, and it can be absurdly powerful: as Grimlock reports here, bite attacks can sometimes just ignore armour. In the Dwarfmoot video, Tarn talks about one of his favourite bugs being a Hammerer with two broken arms that decided to bite his own arm off and carried it around in his mouth for months. That's just absurd: no dwarf should have a bite strong enough to bite a limb clean off, or have a jaw powerful enough to carry something heavy for months without tiring. This entire side of combat has always been a little silly, and personally I'd rather just remove it until Today fixes it.

This is a combat system that models noses, eyelids, and eyeballs, but then doesn't have helmets capable of protecting them. I'm just trying to make things as realistic as I can get away with, without adding new weapons or features. I originally wanted to remove bite attacks from the game, but I erred on the side of caution and only removed them from most humanoids. Many giant creatures actually have bite attacks added.

Thank you kindly for the feedback!
« Last Edit: December 11, 2016, 12:43:08 pm by Taffer »
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Taffer

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Re: Dwarf Fortress *Revised* for 0.43.05
« Reply #6 on: December 13, 2016, 11:13:17 pm »

After some git confusion, I've released version 1.1. Putnam's Microreduce has been integrated: it does a great job at easing some of the more annoying micro that can happen in Fortress mode. On second thought, I also removed the Fantastic module (secrets and curses, materials plus) for ease of maintenance. I decided that it didn't have much to do with the rest of the mod and that it wasn't worth maintaining separately from Putnam. This is still a great mod, so go try it! My 1.0.3 posted release is 1.1 with the Fantastic module intact, so if you appreciate the description updates and little fixes I made then you can still download it.

I also removed these minor fixes, reverting things to vanilla.

 • wooden blocks are now called planks. (Modest Mod) 
 • moon snails can now also be found in tropical biomes. (Modest Mod)
 • rabbits don't hibernate in the winter. (Modest Mod) 
 • swan, duck, and goose bites are no longer edged. (Modest Mod) 

Wooden blocks were still referred to as blocks by the workshop even before this change, and renaming them could be confusing. (It asks for a block but I only have these planks, do they count?) The moon snail and rabbit bugs might as well just be creative interpretation on Toady's part and are of little consequence. The swan, duck, and goose non-edged bites also didn't seem worth keeping, and certainly weren't mentioned in the bug tracker.

There are a few more minor fixes I'm on the fence about, but at least leopard gecko teeth and bark scorpion mouths also apply to animal people and giant variations.

If you're upset by these reverts, please let me know.
If you dislike any of the fixes that remain, please let me know.
If you have any feedback, please let me know.
« Last Edit: December 13, 2016, 11:59:33 pm by Taffer »
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burrito25man

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Re: Dwarf Fortress *Revised* 1.1 for 0.43.05
« Reply #7 on: December 14, 2016, 02:09:24 pm »

Taffer you are a gentleman and a scholar. This is right along the lines of what I do myself, many thanks!  :D
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Taffer

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Re: Dwarf Fortress *Revised* 1.1 for 0.43.05
« Reply #8 on: December 14, 2016, 06:10:11 pm »

Taffer you are a gentleman and a scholar. This is right along the lines of what I do myself, many thanks!  :D

Thank you kindly, and you're welcome. If you have any comments or criticism, please let me know. I've had no input on this yet.

I'm hoping to put even more polish into this mod (and my tileset pack) in the next while. I'm finishing my rewritten creature descriptions (excruciatingly slow at times, there's just so many of them), and I'm already sitting on a new version. Just waiting for permission from a mod author before posting it.
« Last Edit: December 14, 2016, 06:17:27 pm by Taffer »
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #9 on: December 21, 2016, 10:10:34 pm »

Another release (1.2), this time to bring Coherent Weapons into the flock. I stupidly waited a while for permission from Jazzpirat!, completely failing to notice that permission was already given in the last sentence of the post. Thank you, Jazzpirat!

I'm slightly hesitant about this release: I'm worried that I diverged too much from vanilla with the changes to elven weapons. I'm happy to revert things if people request it. I don't mind straying some from the game's lore, but I don't intend to stray far. I consider rebalancing to be an important part of the mod though, and I've considered elves to be weak in the past. This also gives them a neat flavour, in my opinion. Let me know if you disagree.

Also, notably, bone arrows and bone bolts can now be crafted in Adventure mode. I'm not going to add more Adventure mode interactions unless they're requested, but ammunition really can be scarce at times in adventure mode.

I might have missed something obvious during testing of course, so speak up if I'm wrong about something.

Major Combat Improvements
 • elves now siege and wield better—and more primitive—weapons such as clubs, specialized spears, and atlatls. (Coherent Weapons) 

Minor Combat Improvements
 • long swords have an increased minimum size requirement for one-handed use, a greater contact area when slashing, and also have a new half-sword attack. (Coherent Weapons) 
 • scimitars are larger, and slashing with them is more forceful and has a greater contact area. (Coherent Weapons) 
 • short swords and spears have smaller contact areas. Short swords penetrate better. (Coherent Weapons) 
 • whips have been weakened by increasing their contact area and need more material to be created. (Coherent Weapons) 

Major Bugfixes & Improvements
 • bone arrows and bone bolts can now be carved in adventure mode. (Wanderer) 
« Last Edit: December 22, 2016, 12:43:16 am by Taffer »
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #10 on: February 10, 2017, 02:08:52 pm »

Another update. I rewrote many of the comments. Every comment prefix has been changed from "Revised" to "Revision".

The following fixes have been reverted. I want the included fixes to improve gameplay, not simply make things "more realistic". Most weren't documented in the description.

  • leopard geckos no longer have teeth, just like vanilla.
  • sheep are back to having horn gore attacks, rather than new head butt attacks.
  • whether flies are water vermin or not is of little consequence, so they now spawn in pools again.
  • hippos now gore again, not bite.
  • giant tortoise bites are no longer edged, just like vanilla.
  • magma crabs are no longer trainable, just like vanilla. (How would they survive away from magma?)
  • purring maggots products aren't available for embark anymore, just like vanilla. As mentioned in the modest thread, this was a deliberate change by Toady.
  • ostriches, cassowaries, grey parrots, and emus no longer have talons, just like vanilla.
  • if it's benign in vanilla, it's now still benign in Revised. If it's not benign in vanilla, it's not benign in Revised. I'd rather defer to Toady than realism here.

A few changes were made for consistency.

  • I'd forgotten some of Wanderer's NOFEAR and DISCIPLINE changes, so I've remedied that.
  • goblins can no longer bite, just like most humanoids in Revised.

There's more that I wanted to do, and more that I wanted to revert. I decided I was being too aggressive, however, so this release is significantly scaled back from the original release. None of this made it in, but it's still being considered:

  • I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.
  • the domestication changes were almost all reverted, but I decided to keep them in. They do improve gameplay.

Please consider letting me know why you're using⸺or not using⸺Revised, and how you want me to proceed. I'm trying to balance contradictory goals of "balance" and "minimalism", and I'm not sure how far to go in either direction.
« Last Edit: February 10, 2017, 05:02:00 pm by Taffer »
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #11 on: February 11, 2017, 01:17:06 am »

In the off-chance somebody's paying attention, what do people think about more generic animal names? Deon's "Essential DF" did something similar. I'm not interested in standardizing materials, but simplifying some of the names would make many leather products less ridiculous sounding. There's no reason why somebody in-universe would name storks "white storks", rather than just "storks", given that there's only one kind of them.

For example:
  • red-winged blackbirds would become blackbirds
  • white storks would become storks
  • grey parrots would become parrots (or at least gray parrots)
  • brown recluse spiders become recluse spiders
  • monarch butterflies become butterflies
  • peach-faced lovebirds become lovebirds (masked lovebirds remain masked lovebirds)

In other news, I'm still working on the creature descriptions. Yes, it's taking me many months. No ETA yet, but the end is in sight if I continue working on it well.
« Last Edit: February 11, 2017, 10:08:49 am by Taffer »
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Grimlocke

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #12 on: February 11, 2017, 03:49:24 pm »

Heh, it seems your running into some of the problems I ran into with my own mod, in that adjusting the game's balance very quickly causes a sprawl of modifications all throughout the vanilla raw files.

One way of balancing this out is splitting the mod into modules, preferably at points where it won't be too much work to keep them separate.

As for reduced animal names, it might be a nice lighter weight alternative to material standardization mods (for the purpose of less silly names). I would probably use it, but it will be quite a lot of different vanilla file edits so compatibility could end up being a hassle. A middle route would be to leave the creature names, and only rename the leather material adjective. For instance by changing 'white-faced gibbon leather' to just 'gibbon leather'. By only changing the adjective, it should still show up as 'white faced gibbon leather' in stocks or when its a tanned hide item. This approach would save you from having to decide which gibbon is going to be 'generic gibbon'.

Fake edit: Changing just the creature adjective name might have the same effect and extend to meat, bone, misc items as well. (so [NAME:white-browed gibbon:white-browed gibbons:gibbon])

Actual edit: Changing the creature name adjective does not work :(

None of that will make things like chicken leather cloaks any less silly, but it would be one step forward.
« Last Edit: February 11, 2017, 03:54:35 pm by Grimlocke »
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NedeN

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #13 on: February 27, 2017, 02:23:02 am »

I'm not sure if you're aware, or maybe it is just me, but I can't seem to target an individual for conversation [k]. So went to vanilla DF to double check and it works fine. All I get in this mod is the option to "begin performance", "shout out to everybody", and the deity option.
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #14 on: February 27, 2017, 04:05:33 pm »

I'm not sure if you're aware, or maybe it is just me, but I can't seem to target an individual for conversation [k]. So went to vanilla DF to double check and it works fine. All I get in this mod is the option to "begin performance", "shout out to everybody", and the deity option.

It's just you. I can target people for conversation with [k]. I just tested an elf, a goblin, and a dwarf: I only lack those options when mousing over things I can't speak with. Are you using 0.43.05? Are you using any other mods?

Thank you kindly for commenting!
« Last Edit: February 27, 2017, 04:37:31 pm by Taffer »
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