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Author Topic: [44.12] Dwarfest Dungeon - A Darkest Dungeon Mod - Refracted Update  (Read 8928 times)

ZM5

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So, this is a little mod I've been working on while thinking up of ideas for a good/evil biome revamp - also to not get rusty with modding.

Obviously, its Darkest Dungeon creatures - 7 invaders, 2 skulkers, 12 megabeasts, and 27 wild creatures.

It was also partially an experiment - every sort of special syndrome-causing attack also has emotion-inducing syndromes, and some creatures have attacks that exist only to induce negative emotions.
I'm not entirely certain if it will properly lead to more negative effects, i.e citizens stumbling around obliviously and the like - but it was worth a shot.

Full list:
Spoiler: Invaders (click to show/hide)
Spoiler: Predators (click to show/hide)
Spoiler: Megabeasts (click to show/hide)
EDIT: Inhuman Bondage update changes
Refracted update creatures and changes.

Download links:
With 64-bit DF
With 32-bit DF
Raws Only - contains instructions for adding syndromes to blood that let Bloodsuckers properly transform

Big thanks to Deon for the crafting reactions in the 32-bit and 64-bit versions!

This mod is fully compatible with my other packs as well.
« Last Edit: August 03, 2018, 06:23:20 am by ZM5 »
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MottledPetrel

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #1 on: December 18, 2017, 06:53:20 pm »

If you need some ideas for a evil biome, try some dead space stuff.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

ZM5

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #2 on: December 18, 2017, 07:12:48 pm »

I already have concepts for the good/evil biomes actually - just gotta implement it. Some of the stuff would be somewhat Dead Space-ish, though a lot of the weirder stuff is still mostly Lovecraft-inspired, similarly to the last layer in my cave revamp.

MottledPetrel

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #3 on: December 18, 2017, 07:41:17 pm »

If there's one thing you're good at that I love about your packs, it's that you're excessively good at coming up with ideas for forsaken abominations that should never have been allowed to exist. It's a really nice feel for dwarf fortress.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

pikachu17

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #4 on: December 19, 2017, 02:12:39 pm »

PTW

MCreeper

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #5 on: December 20, 2017, 06:20:31 am »

Deleted all the races except dwarfs and from this, made them stress vulnerable, deleted all vanilla creatures except fish, bugs, and domestic, then deleted some domestic ones when first wild creature on embark turned out to be a turkey.  ::) Now struggling to generate a world with a lot of evil shrublands, and at least * town i said shrubland, without being covered in hamlets from all sides.
Also pigs seem to die off quickly.
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Rest of the sigs
Again, we were meant to scout out the place, bribe the right people, get intel, sneak in, sneak out. We are currently somewhere beneath the crater, fumbling for gasmasks

ZM5

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #6 on: December 20, 2017, 06:48:16 am »

Predatory creatures do tend to be a tad rare even in evil biomes, I notice - I could buff up their frequency if they're too rare.

I'm aware about the new races dying off too fast issue - I'm not sure whats causing it. I thought it was due to their most common castes being mostly human-sized (or occasionally smaller/slightly bigger than dwarves) and them going to war with nearly everyone over conflicting values, ethics and so on. I know armor and the like isn't factoring into it - I could change their ethics a bit if its a bit too much.

ZM5

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #7 on: December 20, 2017, 10:04:05 am »

Ok so, I went through with the changes I mentioned above - most new wild creatures should be a tad more frequent, with the exception of Madmen - I also altered the ethics of the new races. They're still reflective of them I'd say, but they won't murder other entity members like goblins do, and some other stuff was toned down - until Toady releases a fix for the identity issues, I'm gonna keep their KILL_NEUTRAL ethic set to ACCEPTABLE instead of REQUIRED. There were some leftover building tokens from when I was making the entity, so I removed those as well.

burrito25man

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #8 on: December 20, 2017, 05:37:46 pm »

PTW
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It's a slippery slope.  You start out modding, then move on to hard DFHacking, and next thing you know you're making your own games...

LUA Script: Workaround for butchering Sentients
 - http://www.bay12forums.com/smf/index.php?topic=165414.0

ZM5

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #9 on: December 25, 2017, 09:27:14 am »

Very minor fix - noticed some inappropriate words in two of the language files - replaced them with other ones.

You genuinely don't see this stuff until a pelagic swordsman named "Ass" invades your fort.

MottledPetrel

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Re: [44.02] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #10 on: December 25, 2017, 10:10:45 am »

Why would you remove that, that seems more like a feature than a bug  :P.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

ZM5

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Re: [44.03] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #11 on: December 30, 2017, 09:21:29 am »

Updated the pack for 44.03 - no new content, however, since Color of Madness is still a ways away.

Makir

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Re: [44.03] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #12 on: January 01, 2018, 04:21:01 am »

This looks interesting, buuuut...How exactly do most of these creatures spawn? And do they appear in Adventure Mode too?
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ZM5

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Re: [44.03] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #13 on: January 01, 2018, 04:57:46 am »

They spawn the same way vanilla creatures do, like with any other mod, both in fort and adv modes.

Makir

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Re: [44.03] Dwarfest Dungeon - A Darkest Dungeon Mod
« Reply #14 on: January 01, 2018, 01:42:41 pm »

After briefly trying out the mode I have two main suggestions:
1) Give Swinefolk the same language tag as Kobolds, so they don't speak. Or maybe put a lisp tag on them so they at least sound different from normal people
2) Make it so swinefolk/brigant/cultist etc. civilizations have different names for cities. Purely aesthetical purpose.
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