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Author Topic: [44.xx] Monstrous Humanoids Mod!  (Read 5763 times)

Asin

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[44.xx] Monstrous Humanoids Mod!
« on: July 21, 2017, 11:56:55 pm »

The Monstrous Humanoids Mod
(Goblinoids, Orcs, Ogres, Trolls, Monstrous Animal-Men)


Link: http://dffd.bay12games.com/file.php?id=13017

Idea thread: http://www.bay12forums.com/smf/index.php?topic=165193.0

This simple mod adds in more goblin based races/creatures, and also orcs. It will soon add in variants for ogres and trolls, along with adding in gnolls and other such monstrous animal-men (which includes "normal-style" animal folk (effectively anthropomorphic yet ghastly animals) and "bizarre-style" animal-folk (stuff like centauroids and whatever else doesn't fit in the normal-style category)).


Note: This mod requires Grimlock's History and Realism Mods to function when it comes to the 5 entities.

Creatures and civs added so far:

Orcs
*Orcs: Violent folk who live in dark fortresses and are ruled by demons. Not babysnatchers, as they see that as petty.

Gray Orcs: Animalistic fiends often arriving in large pack-hordes in order to slaughter all they find. (May be boosted to a cave dwelling civ, like kobolds.)

*Pigfaces: A magical mix of pig and orc, pigfaces surprisingly live in towns and hamlets (mainly because they'd prefer to decide on their own when to fight, and they don't want to be "hippie elves", "puny dwarves", "skulkies", or "slave goblins"/"slave orcs"), but cannot keep their violence in check.

*Orkin: A magical mix of human and orc, made by the same guys who made the pigfaces. Orkin, due to being part human, have a watered down temper and can actually truly be considered "civilized". These guys live in towns and hamlets, in an attempt to cling more to their human side.

Goblinoids
Bugbears: These goblinoids are more or less large and powerful sapient predators, but not necessarily evil. In fact, they can even join civilizations!

Cave Goblins: Blind clear-skinned beasts intelligent enough to able to open locks and gather in packs.

Water Imps: Half carp, half goblin, all sorts of annoying...

Winged Goblins: Goblins with wings instead of arms. Simple as that.

Jungle Goblins: Jungle dwelling tailed goblins with fangs with the intelligence of animals.

Archgoblins: Big ol' purple skinned gobbos with a penchant for usually beating the crap outta anything smaller than them.

Gob Fey: A cross between goblins and fairies, these vermin have a venomous bite which paralyzes enemies.

Badland Goblins: Booze-drinking gobbos of the desert badlands.

*Mountain Goblins: A somewhat dumb gray-skinned goblinoid with four toes and iron teeth. Lives in forts and hillocks (suspected to be repurposed dwarven ruins) and aren't ruled by demons.

*Hobgoblins: A race of steel wielding men sized goblins with a rigid war-loving culture and greedy minds.

Hybrids
*Kåbu-Smusm: A somehow viable hybrid of goblins and orcs, the kåbu-smusm have been driven into the caves by both the orcs and goblins. Fun fact: "kåbu-smusm" means "beast-breed" in the Goblin tongue.

Ogres (Coming Soon)
*Man-Ogres: A race of ogres who were born from a tribe of common ogres who had interbred with men until their descendants became more human-ish in nature. They carry on their tribe's ways of violence and thievery.

Tree Ogres: Solitary forest dwelling ogres that steal food from settlements.

*Tundra Brutes: A relative of the blind cave ogre, rather than the common ogre, that has organized into tribes.

Trolls (Coming Soon)
*Taiga Trolls: Fortress dwelling trolls with a varying amount of heads (Primarily 1-2, but occasionally 3-headed trolls will be born) that are the most civilized out of the trolls. Taiga trolls will undergo cave adaptation if underground long enough, which assists them in survival, as they are actually somewhat weak. They are also quite prone to rage.

*Trow: Small misshapen fiends  with a healing factor equivalent to a hydra that have gathered into tribes that are known for thievery and baby-snatching. They are also known for their constant back-stabbing, as many trow may end up killing their leader and becoming the leader, only to be killed after a month or so.

Grassland Trolls: Large muscular trolls capable of smashing apart settlements with ease.

Mountain Trolls: Four-armed trolls who are fond of stealing anything they come across.

Desert Trolls: Fire-breathing short trolls with a love of booze.

Scale-Trolls: Amphibious trolls who live in brackish waters. They have a venom which causes nausea, vomiting blood, and extreme full body numbness.

"Normal-Style" Monstrous Animal-Men (Coming Soon)
*Kagh: Large 7-horned goat men who live in the most savage of temperate forests. Their tribes are religious and worship forces of nature. They follow the words of a High Shaman, who advises them to be in tune with nature, asking spirits to allow them to cut down trees or kill animals.

*Gnolls: Large hyena men native to the savannahs. The gnolls are known for their near lack of ethics, only punishing those who make trophies out of their fellow gnolls, and those who commit treason. For that, some say the gnolls may eventually ally with the goblins or other such violent goblin-kin.

*Ssorik: 3 headed venomless snake men native to the deserts. The ssorik consider themselves "cultured", with a love for art and good craftsmanship. Their ethics are similar to dwarves, with the exceptions of the ssorik supporting slavery and killing members of the same civilization could be justified with the reason of self-defense. According to these facts, perhaps the snake-men of the dunes could ally with the undergrounders, given that they make contact.

*Kitsa: 6 tailed fox-folk who are said to come from another land. They have a taste for the dead's flesh and regard nature as something that is quite useful. They are skilled with the sword and also love alcohol as much as a dwarf.

*Meletians: Badger men with an unbridled fury deep within. They are masters of metallurgy and can craft steel. They are also fiercely independent and will fight any who attempt an invasion back with fearless warriors armed with claws, teeth, and their steel.

"Bizarre-Style" Monstrous Animal-Men (Coming Soon)

*Girtablilu: Scorpion-centaur people, the girtablilu are stoic desert people who revere gods of the sun, the moon, and the stars. Girtablilu pack a mildly necrotizing venom.

Gorgons: Snakelike wild folk with a hatred for all life that isn't them. Many believe they're former humans who were cursed by the gods.

Naga: Aquatic serpentlike men with a tendency to simply wander about. They have a venom which makes people unconscious and can possibly join civilizations.


*This creature makes civilizations.

Credit:
Grimlock, for his pretty snazzy mod!
Toady One and Threetoe, for creating DF.

Plans:
*Ogre variants
*Troll variants
*Gnolls and other monstrous animal-folk

History:
0.1: Initial release.
0.2: Removed SWORD_GOBLIN and SWORD_GOBLIN_LONG weapons, as they don't appear in the normal version of Grimlock's mod.
0.3: Major Gobbo update! Adds in Cave Goblins, Water Imps, Winged Goblins, and Jungle Goblins.
0.4: Skipped.
0.5: Adds in Hobgoblins (now Archgoblins), Goblings, Gray Orcs, Gob Fey, and Badlands Goblins.
0.6: Adds in 3 new civs: Pigfaces, Orkin, and Mountain Goblins! Mountain Goblins do tend to die a lot in world gen because they only make one fort and no other sites, which is bad when the FBs start coming.
0.7: Updated to Artifact Release, added the Kåbu-Smusm race, the races except for Orkin have special pets and mounts now, and hobgoblins now have the [POWER] token along with the [SPHERE] tokens of STRENGTH and CHAOS. Also, removed Goblings.
0.8: Added Hobgoblins and battle minions. Renamed old hobgoblins to Archgoblins.
« Last Edit: October 19, 2018, 03:44:31 pm by Asin »
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #1 on: July 22, 2017, 09:31:47 pm »

So, what do you all think?

Dunmeris

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Re: Goblinoids (and Orcs) Mod!
« Reply #2 on: July 23, 2017, 02:12:35 pm »

It looks good but the goblin sword isn't actually in the original grimlocke mod, so if they just use grimlocke then the swords won't be there and it will just cause errors.
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #3 on: July 23, 2017, 02:13:42 pm »

Ah. Well, I shall remove it.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #4 on: August 11, 2017, 11:20:00 pm »

Currently working on Cave Goblins. All I need now is to give them a "idle noise". Any suggestions?

"Idle noise": Basically a call or something. You know, like how the kakapo makes noises sometimes?

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #5 on: August 12, 2017, 01:54:56 pm »

I also finished up River Pests, which now go by the name of "Water Imps."

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #6 on: August 12, 2017, 11:57:27 pm »

Hobgoblins seem to be the "popular request" out of the next kind of goblinoid... Also, there is a new poll.

Taffer

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Re: Goblinoids (and Orcs) Mod!
« Reply #7 on: August 13, 2017, 09:15:11 pm »

I should note that I'm interested and that it looks good, from a peek at the raws and from the description. It's a bit of a slow period with comparatively few players (most probably waiting for the next release), but hopefully you'll get more feedback when the next release hits and Grimlocke and yourself have had a chance to update things.

I don't really have any comments or suggestions, as I haven't had a chance to use it yet! All of my DF time has been consumed with modding lately, I haven't had time to play in any way. It's good to see a Grimlocke addon, though.
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TAFFER'S TILESETS: better colours, improved yet faithful graphics.
REVISED: balance, fixes, and convenient features. Every creature has a better description!

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #8 on: August 13, 2017, 09:16:27 pm »

Next update's got a bunch more gobbo types coming...

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #9 on: August 13, 2017, 11:41:14 pm »

0.3 is out!

Shonai_Dweller

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Re: Goblinoids (and Orcs) Mod!
« Reply #10 on: August 14, 2017, 10:36:55 pm »

Looks good.
How much do the orcs actually war with other races? Without [babysnatcher]'s convenient hostility, do you ever find worlds where dwarves and orcs just peacefully live alongside each other for centuries?
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #11 on: August 14, 2017, 10:40:10 pm »

I don't tend to generate too many worlds at once, though, I have had plenty of wars with orcs involved. Found this through Legends Viewer. Though, centuries of peace isn't likely. There will be something that'll drive them to war with other races.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #12 on: August 20, 2017, 09:23:22 pm »

Added in Hobgoblins and "Goblings" in the mod today. Will be uploaded soon.

Hobgoblins: A lot like the Warcraft Tabletop RPG (Yes, that was a thing.) kind. Big, purple and violent.

Goblings: Think something like Warhammer's Snotlings. Annoying.
« Last Edit: October 05, 2017, 11:40:07 pm by Asin »
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #13 on: October 04, 2017, 11:58:51 pm »

Adding in Gray Orcs, Gob Fey, and Badlands Goblins.
« Last Edit: October 05, 2017, 06:35:10 pm by Asin »
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #14 on: October 05, 2017, 06:49:15 pm »

0.5 is here.
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