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After Wave 2 of the add-ons are done, would you like to see a Wave 3?

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Author Topic: [44.12] Culture Shock (17.1) (A Windows 32-bit Mod)  (Read 28468 times)


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[44.12] Culture Shock (17.1) (A Windows 32-bit Mod)
« on: January 24, 2017, 10:46:46 pm »

Culture Shock

                               DOWNLOAD HERE!

Suggestion/Idea thread:

Idea for Race Expansions here:


Adds a few new races and quite a few new creatures.

3 new human civs, a new elven civ, a variant on goblins, an evil dwarf civ, a troll civ, and 4 animal man civs, one is searching for the secret of steel.

The races in order of mentioning:

Icedwellers: A race of humans that live in the coldest landscapes.
Dunemen: A desert dwelling race of humans that have mastered their way of life. They use glaives.
Dark Elves: (not underground, strangely!) Strange purple skinned elves who despise their nature loving brethren.
Hobgoblins: Greedy exclusively gray-skinned relatives of goblins. These guys would prefer to get your cash instead of your children.
Corrupt Dwarves: These dwarves breached the unholy parts of the underground in the ancient times, but instead of dying, they became ugly servants to demons.
Monitori: A race of lizard men who will ambush, steal, siege and baby-snatch their way to getting ahold of steel...
Marshfolk: A race of amphibious scholars pursuing a peaceful and knowledge-filled existence.
Orc Trolls: A proud race of trolls that are rather war-like, yet united as clans, much like the violent race of myth.
Lizari: Large and peaceful tribal lizard-folk who worship the stars and other such celestial objects.
Gagorins: Mountain men with a love of merriment and innovation.
Telpidians: Mole men with a cultural tendency for fairness and family.


Wave 1

Distant Folk
Colonists from a far off land.
Hito: One of the various human types, the Hito are known for their unique blades like the "katana" and "nodachi". They live in temperate broadleaf forests, often being bothered by the elves and trading with any other forest race.

Moritons: A race of horse men, the Moritons are a warrior culture through and through. They are masters of the lance and are remembered for the mighty hordes they once roamed the steppes in. Although no longer nomadic, the Moritons still feel a strong wanderlust within them, which has caused the race to spread across the civilized world, often becoming mercenaries for hire.

Huang: Humanoids sculpted from earthenware, the Huang are a race who have their origins in the legendary Jinlong Ren, a race of golden draconic humanoids known for their mystical sculptures which could be brought to life if the Jinlong Ren desired. However, despite being made of earthenware, they still grow and age like the other races. Some say the Jinlong Ren desired to create a group of people to continue their legacy in case they ever leave this plane of existence or perish from something they couldn't foretell. Considering they aren't here anymore, and that their old culture is somewhat preserved, it may be considered a "sort of" success.

Baaghs: Four armed tiger men known for their high culture and warring nature.

Amamehagi: Man-sized oni-esque creatures that were once an order of Hito "yokai-hunters" that decided to use a powerful magical ritual to convert themselves into half-oni in order to fight off the pure oni and other dangerous "yokai".

People of the Wild
Notable civilizations from animal people.
Corvi: A race of crow men, the Corvi are aristocratic and arrogant, always trying to outdo themselves in everything they do. They often get into petty squabbles over the most trivial things within their forest retreat homes...

Hare-people: The hare-people of the savannas just want to be left alone. They find it best to sit down and relax, farm some vegetables, and sit around the communal fires they have every now and again. They'd prefer that the Hobgoblins don't swindle them, that the Elves stop telling them to not cut the trees, that the Monitor Lizard Men not assault them, that all of that nonsense should just stop.

Keati: The nightmares have come true for the dwarves. The kea men have civilized. However, it seems their innate nature to steal has led the majority of kea men to banditry. Will the Keati manage to keep their thieving nature to themselves, or will the world's belongings all end up in a pile tall enough to reach the heavens?

Leokans: Lion men known for their battle fury and reverence of the blood spirits. They prefer living in the savannas.

Bärenmanner: Large ursine humanoids usually found in industrial societies. They're known for recreating and altering the ancient designs of the Sky Elves' ranged weapon, the "boltshooter", for their own use.

Shards of an Ancient Time
Remnants of a time long past.
Earthbound: The Earthbound are what remains of the legendary "Sky Elves", a race known for their crystalline floating cities which traveled the heavens of yore and their mysterious alloy known as Inirus. Sadly, they have fallen from both grace and the sky after a series of accidents and tragedies and now reside on the ground, dealing with the younger races. Will they ever return to the air?

Nulcharii: A race of tall pointy eared folk with beards, the Nulcharii are the remnants of a glorious magic using empire that ruled the ground at the same time the Sky Elves ruled the air. The Nulcharii are one of the races capable of strange moods, which has led many a scholar to believe that these curious and scatter-brained fellows are distant cousins to dwarfkind....

Wildmen: Humanlike antlered creatures with fangs that defend nature to a fundamentalist degree, the Wildmen are incredibly hostile to most of the races, even assaulting the forest elves, as they do not defend all of nature. Needless to say, Wildmen are not liked by many of the world's races...

Saurites: Feathered and omnivorous relatives of the underground predators known as ferdons, colloquially referred to as "raptors." These beings are primitive, settlement and language wise, as their native language is lacking in many sounds and letters and they live in caves. However, they are very well versed in their metallurgy, being able to work many metals, including the fey metal known as feybronze!

Wave 2 (In Progress!)
Those of Ice and Sand
Allies and enemies of the Icedwellers and Dunemen.
Lirsakhöks: Icedwellers corrupted and made wicked by a primeval god who twisted them with the blood of a jötunn. Lirsakhöks are usually led by godbloods, lirsakhöks with 4 arms, increased size, and a drop of the primeval god's blood.

Ammits: Former servants to an ancient chimeric demoness who ate the impure hearts of the dead that they share the name of, these crocodilian humanoids are known for their fondness of sapient flesh and they would willingly ransack graves for their horrific hunger.

Jinn: Strangely colored humanoids that once held incredible magic power that were forced from their home into this realm by eldritch horrors.

Tomtenisse: Small gnomelike people native to the tundras, armed with old swords, repurposed farm equipment, and venomous bites.

Afrits: A type of Jinn with mastery of fire. They are dwarflike in stature and body shape.

Yeevai: Intelligent & peaceful yeti-people who dwell in even the coldest of lands, such as glaciers. They are known to strangely have no need for drink.
Savage Nations
Peoples of the land, savage in behavior, battle prowess, or ethics.
Bugganes: Immoderate ogre-like beings with coarse black fur, glittering tusks, and flame-like orange eyes.

Man-mice: Cowardly humanoid mice with devious intelligence and a tendency to steal children in order to protect themselves from the bigger folk.

Fuamhairean: Giant-folk with a fondness for alcohol and armed with battle fury. Often nicknamed "dwarf-giants" because of this.

Holy and Unholy Forces
Races of people with divine or infernal influence.
Hellspawns: Humans who were born of demonic blood intermixing with an ancient race of man. Despite the hellish ancestry, Hellspawns vary greatly in moral stances, much like normal humans.

Abrantians: Similar to the Hellspawns, the Abrantians are born of otherworldly blood intertwining with human blood. However, Abrantians are more angelic than Hellspawns. Abrantians are also rather strict folk, abiding by extremely harsh laws, usually resulting in anyone who doesn't follow them being put to death.

Otherworldly Peoples
Beings from far off realms such as the Faerie's Dominion or the space between all realms, known as the Atherium.
Norotlites: Humanoids with rubbery skin and heads like that of squids. They were servants to the leader (named Norotl) of the Drifters of the Atherium, eldritch beings capable of turning worlds into ones that make no sense to any but them. However, Norotl was torn into aspects of itself by the gods of this world who also cast its' servants to the planet below, forcing them to learn how to survive here.

Srit-Jyls: Srit-Jyls are 9 eyed humanoids with useless wings and pale gray skin. They are known for their powerful alloy known as Gaium, a metal as strong as steel, yet heavier than platinum. Srit-Jyls were once guardians of ancient sleeping gods, but when the gods began to die off, their loyal guardians came to this plane to collect resources to heal them. However, the portals which brought them have all mysteriously closed, leaving these strange folk stranded.
Fauns: Relatives to their wild and now native cousins known as satyrs (who were once fauns who have intertwined with the world's feytouched regions), fauns are strange goat legged and antlered folk with strange looks, strange ethics, and an immense love of merriment and booze from the Faerie's Dominion. They often are compared to the wildmen, with both being antlered folk heavily connected with nature. However, we don't advise you do so, as wildmen would surely attack you.

Korrigans: Korrigans are whimsical immortal dwarf-like folk who can never tire and are often cheerful with a disdain for harmony and stoicism and a love of cunning and independence. The Korrigans were once dwarves who had been ordered to explore the Faerie's Dominion in days of old and ended up returning in the present, albeit with fey features mixed in.

Version history:

0.01: Initial release.

0.02: Put major creatures and the new entities into their new files!

0.03: Not important.

0.04: Weapons update! (Not working...)

0.05: Weapons update now functional!

0.06: *Adds in 3 new creatures and a new semimegabeast!
*Monitor Lizard Men civs now available for adventure mode! Serve your Grand Emperor/Empress!


*Hobgoblins now are led by a council of 7! Finally united under some fine rulership!
*Percentage of bandits lowered from 15% to 10%! So far, so good!
*Military expansion! Now they can actually stand a chance and put up a good fight against Goblins, Corrupt Dwarves, and the dreaded Monitor Lizard Men!

*A scholarly yet uncommon froglike people to see, meet the Marshfolk!
*Languages for the Dunemen and Icedwellers! (Credit to Rethi-Eli and skelepound!)

9.0: Wild World Update!
Around 3 new plants for brewing!
Some new good region creatures, like halflings!.
Kinda buffed up Orc Trolls.
Wild Sapients, including ogre dwarves, greater kobolds, bugbears (from my Goblinoids (and Orcs) Mod!), and more!
A few new creatures!

10.0: The Fey Update!
*Add in a new set of somewhat rare castes for most of the races known as the Feytouched!
Fey spirits have increased their activity, and thus, children are being born with a special ability. This ability shows them that they are feytouched. Some of these abilities are subtle, others not so much. Here's the list:

Dwarf: Gain physical skills at an exceptionally high rate.
Elf: Will never get tired... ([NOEXERT, NOSTUN, and NOSLEEP])
Goblin: Feels no fear or pain.
Human: Can throw fireballs.
Icedweller: Transform at will into a "were ice wolf".
Duneman: Born pole-arm wielder.
Corrupt Dwarf: Gain the ability to use battle trances, like a normal dwarf.
Hobgoblin: Be naturally inclined towards social skills.
Marshfolk: Gain mental skills at an exceptionally high rate.
Dark Elf: Be immune to fire based attacks.

It seems the fey spirits aren't interested in orc trolls, monitor lizard men, or kobolds...

Other features:
*New creatures!
*2 new semi-megas! Beware the Thunderbird which roams the skies, and keep your booze safe from the reptilian Steeltooth!
*A new metal and ore to go with it! Goblinium, which is derived from the ore, goblinite!

*10.0 is the last of Legacy Culture Shock, and now we move on to...

11.0: The Great Beast Update!
*A new megabeast roams the world: The Aqua Asp!
*A few new monsters that roam the already hostile lands, such as the tundra dwelling Jötnar!
*Culture Shock now has been updated to the Artifact Release!

12.0: The Beasts of Shadow Update!
*4 new night trolls!
*A new megabeast, the Shadowscale Dragon! It is a draconic beast with a scaly gorilla-like body with imposing wings. It is capable of breathing fire, albeit not dragonfire, and it can speak. It is awfully large, being a tad bit bigger than the standard dragon.

13.0: Rule of Giants

*Reworking of vanilla giants; will be downgraded both in size and semi-megabeast status. Will also basically be very rare, renamed "plains giants", and appear in savage plains.

*New giant types: Stone Giant, Stone Ettin, Forest Giant, Desert Giant, and Juggernaut

*Renamed crow men and kea men to fit with the third racial expansion pack.

14.0: The Draconic Update!
*New dragon creatures (none are megas or semis): Light Dragon, Field Dragon, Frost Dragon, Sea Drake, River Drake
*Renamed Monitor Lizard Men to Monitori, as secretly planned

15.0: The Curses and Guns Update!
*Guns for dwarves and hobgoblins
*A couple new secrets and curses that turn folk into specialized vampires
*A few new beasts, like griffons

15.1: Fixed up gun bullets so the game wouldn't confuse them for the bullets used for slings. Gun bullets are now called firebullets.

16.0: The Dark Elf Update!
*Dark Elves playable in Fortress Mode, with 4 special domestic animals and their special alloy, Elfsteel!
These animals are as follows:
Drowspider: Spiders near the size of a kobold that hunt vermin for you.
Ovaga: Large horse-sheep. Provides milk, meat, and wool.
Shriller: Black-feathered loud as hell and long-lived chicken-like birds. They're your egg-layers.
Gray-paw Cat: Dwarf-sized felines that serve as your dog equivalents, war or hunting trainable.
*A few new metals, such as the forever cold Yotunium, the powerful Hokrum, the crimson Efril, and the ever sharp Adamant (also known as Fool's Adamantine)!
*A few new secrets which turn folk into special kinds of Mages! (Ice Mages (freezy webs), Blood Drainers (makes people bleed with magic), Core Mages (stone and fire))

17.0: The Mountainous Update!
*Adds in two new races for the mountains: The Gagorin race of humans, and the Telpidians (Mole Men)!
*Adds in a couple new vermin for the good lands: Sprite Dragons and Antoids
*Adds in two new servant races for the evil civs to potentially uncover: Ophidians and Formians

17.1: A few fixes across the mod and the add-ons in order to make the error log just a bit smaller.

Also, assets from Stal's Armoury Pack are used here.
Credits to Stal.


Unknown time:
*More curses and interactions!
*An in-depth lore text file!
*Corrupt Dwarves and Hobgoblins playable in Fortress mode!

Skelepound for awesome ideas so far!
StagnantSoul for helping out with a few creatures.
Rethi-Eli for adding an Icedweller language and a Dunemen language. His unreleased Minerals+ Mod will have some of its minerals in here. (Don't worry, I asked for permission basically. He wanted to help.)
Melting Sky for the Woodland Stalker creature he managed to put into the game.
« Last Edit: January 08, 2019, 11:26:04 pm by Asin »


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Re: My first mod! Simple Racial Variants
« Reply #1 on: January 25, 2017, 02:20:07 am »

Before you add in more, you should move your creatures and entities into their own files and all that
My mod:
The litten is wandering around the dump now, occasionally exploding.


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Re: My first mod! Simple Racial Variants
« Reply #2 on: January 25, 2017, 07:04:01 am »

Alright, that'll be for the next version.


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Re: My first mod! Simple Racial Variants
« Reply #3 on: January 25, 2017, 08:04:01 pm »

UPDATE: 0.02 has arrived!

Nothing too big, just put the major creatures and the entities into their new file homes!
« Last Edit: February 19, 2017, 02:58:35 pm by Asin »


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Re: My first mod! Simple Racial Variants
« Reply #4 on: January 25, 2017, 10:41:51 pm »

What does it do?
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia


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Re: My first mod! Simple Racial Variants
« Reply #5 on: January 25, 2017, 10:44:42 pm »

What does it do?

Could you elaborate?
What does what do?


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Re: My first mod! Simple Racial Variants
« Reply #6 on: January 25, 2017, 11:05:55 pm »

The mod. Also, use [url=(url)](Name)[/url] to make urls look like this.


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Re: My first mod! Simple Racial Variants
« Reply #7 on: January 25, 2017, 11:20:08 pm »

It adds some new races and a few new creatures.
That's about it.

Also, thank you, Another.


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Re: My first mod! Simple Racial Variants
« Reply #8 on: January 26, 2017, 01:32:51 am »

Are these races playable in Fortress mode? I like me some dark elves, even if they aren't underground.

Anyways, you might wish to copy the description from dffd into your first post.


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Re: My first mod! Simple Racial Variants
« Reply #9 on: January 26, 2017, 08:22:30 am »

No fortress mode as of yet for these new races.


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Re: My first mod! Simple Racial Variants
« Reply #10 on: February 03, 2017, 11:31:15 am »

Sorry for a double post, but those who downloaded this mod, how are you enjoying it?

Also, if you have not noticed, an older friend from vanilla has returned.


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Re: My first mod! Simple Racial Variants
« Reply #11 on: February 05, 2017, 06:48:32 pm »

"A triple post?! Asin, you're killing us... Really?"

Whoa whoa whoa! Calm down!
I have news! (Good or bad, you decide...)

Since this mod is going beyond simple racial variants...
I think it will need a new name!

Any suggestions?
(Also, I edited the beginning post a bit. Check it out!)


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Re: My first mod! Simple Racial Variants
« Reply #12 on: February 05, 2017, 07:27:25 pm »

Culture Shock.

Make it focus on adding racial variants with different values, special creatures only they tame(or maybe they create them, like homunculi). Special exotic weapons for each group - like maybe giving Corrupt Dwarves sadistic weapons, like serrated cleavers instead of battleaxes, and giving glaive-type weapons to Dunemen if possible.

And for a new megabeast, may I suggest that you add in a giant headless humanoid with four arms and Grand Master Swordsman - and a Copper Saber for each hand? Or, like my mod, you may want to give them somehow special weapons - made out of a magical metal or just a really good and rare material. Also, to balance them, give them Novice or no skill at Dodge - they ARE headless and blind, after all. Also give them fire immune super, and make them semi-demonic in origin - like half Giant, half demon. They sense people magically, but will not attack the undead - so OPPOSED_TO_LIFE.
« Last Edit: February 05, 2017, 08:51:55 pm by skelepound »
My magic mod, Schools of Magic:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.


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Re: My first mod! Simple Racial Variants
« Reply #13 on: February 05, 2017, 07:48:13 pm »

Hmm... Any other weapon themes for the races?

(Also, a name for the headless giant swordwielder?)


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Re: My first mod! Simple Racial Variants
« Reply #14 on: February 05, 2017, 08:51:09 pm »

Icedwellers: Sounds like vikings, so spears and axes. I would suggest tridents, which their culture uses for fishing, and bearded axes as their weapons of choice.

Hellspawn: These guys sound pretty vicious - i would give them brutal demonic weaponry, i would let them make weapons out of stone, not metals, so they could have a Tetrahedrite Warhammer and such. And of course, give them big, heavy weapons, like Giant Hammers and such.

Dark Elves - well, are we going D&D or Elder Scrolls? Either way, rapiers and graceful(but highly effective) weapons are a good choice, pref. made out of dark steel or a similar type of custom metal. They should be very strong, and wear lightweight and flexible, yet solid armor.

Hobgoblins - I would make them a bit more advanced, giving them Bayonet Rifles - basically a Crossbow that also deals good piercing damage if used as a melee weapon. Hobgoblins in D&D at least are a warrior clan, so i would expect them to be the first to wield guns.

Lizards: Lizard people should have blowguns - thats the natural order. I might also give them stone and wooden spears - you said they quest for steel? So as an expensive, top-level workshop, let them build a forge annd make metal blowguns and spears. Im thinkin they tribal - so you might consider give them magic-y powers. Like shamans, y'know?

And the megabeast shall be called a Lesser Fiend. That gives you room for a bigger, more badass demonic creature down the line that you can call a Greater Fiend/Archfiend. And you can tie their lore together. Intermeshing lore RULES. Or you could just call it an Archfiend, that would be pretty rad too.
My magic mod, Schools of Magic:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
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