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Author Topic: Dwarf Fortress: Beyond the Great War 1.35  (Read 3737 times)

squamous

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Dwarf Fortress: Beyond the Great War 1.35
« on: November 01, 2020, 05:42:30 pm »

Amongst all the great powers of the world, the empire of Vandel was absolutely without peer. Possessed of great military strength, vast swathes of land, and a stable political base, unrivaled in its scientific and alchemical skill, its rivals were legion and its foes many. However, the world was progressing into one were honor, glory, and chivalry would become things of the past in the face of the cold rationality of the battlefield, the aristocracy slowly giving way to new ideas and ways of doing things. It was only natural that enemies of Vandel would circle the old tyrant like vultures, eventually uniting as a single Free Entente with the intent of bringing the empire to heel once and for all.

And the ensuing war saw them utterly crushed.

No one had anticipated the sheer devastation that would be unleashed by both sides, but the imperial family's ruthlessness far outstripped the beleagured Entente's efforts to push inwards. One by one they collapsed into anarchy as chemical gasses, new war machines, and other, far more terrifying weapons of war were unleashed on the battlefield. In the end, the empire of Vandel stood alone and victorious, its borders a ruin of no-man's-land and chemical storms, where strange things lurk. But its glory was short-lived, for even the great empire could not withstand the terrific strain of such an unprecedented war, and fractured into countless feuding states. In the chaos, the creatures once confined to the darkness walk free, and great battles are waged by all who style themselves as successors to the legacy of Vandel. It is into this maddened world that you are thrust. Will you bring the people of Vandel under a single king once more? Profit as a dog of war? Fight for freedom and democracy? Or stamp out all dissidence under the iron boot of a new world order. All this and more awaits you in the Post-War era.
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Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts

If I can get enough money to reach my goal, I can focus on modding full time and put out bigger and more frequent updates.
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What is?

Post-War is my attempt at a "weird war" setting, or one which focuses on the period near world war one and two, taking the themes present in that time period and adding various fantastical elements. Players will fight off vampires, werewolves, the undead, and far stranger and crueler things using bolt-action rifles and trench clubs, when they aren't busy dealing with the threat of foreign nations and scheming gangsters. There is more of a focus on huge battles, with the recommended maps being the ones labelled "huge pop" in advanced worldgen, which create large worlds of one million+ NPCs, in an attempt to more realistically simulate the population and complexity of a game world roughly the size of Iceland. In a situation like this, ending up as the capital would be unrealistic, so rulers will stay where they are, though there is certainly the opportunity to rise in status. Rather, you should focus on a specific theme for your fort, like mine, farm, military academy, mafia hideout, factory, or an actual fortress. Either way, I hope you enjoy my work.

On another note, the default population cap in d_init is set rather low by default because I do so much long-term fort testing and need the game to not take ages to go through the years, so my apologies for the minor inconvenience. You can adjust that to a higher number to get a larger fort.


Download Link: https://dffd.bay12games.com/file.php?id=15284
Music Source: https://www.youtube.com/channel/UCzzvUuTkl3NhEmmU83ndBlg
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Changelog:

1.35 Changes:
-Gigantic horrors added to no man's land (evil biomes) for the purpose of making it properly intimidating. Smaller horors added too.
-Some more magic added
-Coffee, opiates, and cocaine added as drinks (its like an opium tea or something idk it needs to be a liquid to spawn in bars) with appropriate effects. Coffee makes you restless and anxious but more focused, while opiates give a massive mood bonus with a 10% chance to have a major negative mood debuff which can last for years (addiction) that can only be countered by regular doses of opiates (alcohol may help a little though). Cocaine has the same downside and many more upsides, improving focus, willpower, and potentially removing fear entirely for the duration of the effect, but also a 1 in 100 chance of dying from a heart attack. Use your drugs wisely
-Armor overhauled a little. I gave helmets names using the in-game language as a guide, but they aren't too out there. Read the armor section for what is what. The exception is helmets which are descriptive rather than using a word that isn't a proper noun or based on a location, because I don't need to change that.
-New civ added, Troglodytes. Despite the barbaric-sounding name, they're just civilized mutated humans who were trapped underground during the Great War and have adapted for a subterranean lifestyle. Their fortresses can be found in No Man's Land.

1.3 Changes:

-New school of magic added, Xankotic ritualism. This school studies the ancient arts of the quasi-mythical empire of Xankot, which mastered necromancy and the creation of bronze golems, along with manifesting rays of killing light.
-Another school added, Hermetic Occultism. Normal Occultism is changed to Sadic Occultism, and its nerve magic spells are moved to Hermetic Occultism. The new Hermetic school is based on unseen magic and the summoning of creatures from other realms, be they small familiars or larger fighters. Sadic Occultism uses one's own flesh, blood, and bone to fuel their power, rather than being reliant on outside forces.
-New human civ added, cultists. They wear robes and masks, don't use body armor, and are hostile to all outsiders.
-Overhaul to races. I've gotten rid of the ones besides Steeljacks and Reanimates, and added several types of beast men and one major civilization, ghouls, which serve as an invader race
-Various other small fixes

1.2 Changes:
-Added a new school of magic, shamanism, based around controlling living beings and the elements.
-Some new guns
-Bugfixes


1.1 Changes:
-Accidentally forgot to add underground and freshwater animals, this has been fixed
-You can now only get leather from cows, sheep, goats, and pigs, along with other large mammals. On the other hand, skin is now edible if cooked, enjoy.
-Megabeasts added, the Lords of Vandel. The aristocracy of the empire put their brains into gigantic war machines which menace the countryside. They are also all insane, have fun.
-Magic massively overhauled. I've found something better than the current placeholder system, that works in a manner similar to the Long Night's magic system, with a few notable differences. Magic is divided into esoteric science, which is magic that has been quantified and mass-produced under the auspices of the government, and occultism, which is the sort of finicky culty stuff that involves carving sigils on your chest or erupting into tumors to heal a wound.

1.0 Changes:

Beyond the Great War released
« Last Edit: January 21, 2021, 11:03:03 pm by squamous »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #1 on: November 01, 2020, 05:42:47 pm »

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Overview:

The setting of Beyond the Great War takes place on a planet similar to but different than our own, during a period similar to the technological era of the early 1900s, albeit with a few anachronistic devices and inventions here and there, along with mad science and occultism lurking in the shadows. The continent the story takes place on is known as Euris, and features regions of the defunct empire of Vandel, a terrifying entity which completely destroyed its rivals in a global war, only to fall to the wounds sustained during the conflict, leaving its oppressed peoples to carve out their own meaning from a broken world.

The state of the world is also of importance. Most of Euris has been touched in some way by the war, with regions suffering from rogue biological weapons, fearsome mutants, or chemical weapons of such potency they have integrated into the very weather. These places are called "No Man's Land", and separate the islands of normalcy that humans make their homes in. Travel through them is dangerous, and should always be done in large, heavily armed convoys or in utmost secrecy. It is also due to these lands that the world seems trapped in a perpetual technological dark age, only able to produce but never to create. The countryside is simply too dangerous for reckless expansion, and any nation trying to survive must carefully balance its resources and focus on staying fed or sheltered moreso than advancing or further developing. Thus, the current grim state of affairs, a perpetual deadlock between warring states with no end in sight.

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Humanity:

Humanity remains the overwhelmingly dominant race on the planet, though this has been slowly changing as more and more monstrous creations slowly grow in number. Regardless, it is mankind that can be found anywhere, and in numbers unmatched by any other civilization. This story, however, focuses on the myriad peoples who were forcibly relocated and all-but-enslaved by the Vandel Empire prior to its collapse, who now take the future of their region into their own hands. It would not be innacurate to say that all the human cultures here carry the generational trauma of having been subject to one of the most merciless and powerful regimes the world has ever known. Due to this, many are prepared to fight fiercely in order to protect their newfound identity, and have fractured into various groups all determined to bring their vision of the future to reality, with radical new ideologies taking hold to compete with the conservative powers that cling on to authority. The old ways of king and crown, senate and minister, must contend with the extremist philosophies of the future.

Monarchism: These nations uphold the old ideals of Vandel, and continue the system of the nobility. The king rules over the land and delegates the running of his holdings to lesser dukes, counts, and barons. They tend to put an emphasis on decorum, family, chivalry, and tradition. They also have a tendency to eschew knowledge and general have a backwards and antiquated way of doing this. Despite this, one would do well not to underestimate the loyalty and pride unique to a king and his subjects. Their nations are described as Kingdoms, Empires, Sovereignties, and Realms.

Militarism: These nations are completely controlled by their military, with a grand general running the nation and appointing subordinates. Conventional nobility are completely absent, but captains, lieutenants, and lesser generals are granted lands and expected to defend them. Rather than election or succession by heir, the grand general is succeeded by one of his own subordinate generals upon his death. They tend to value power, discipline, and conquest. As a result of this, there are frequent attempts at coups and clandestine warfare among militarist countries, generating a high amount of rogue elements. Their nations are described as Federations, Nations, and States.

Militarism originated, surprisingly, as a consequence of the Great War rather than a factor leading up to it. In the face of a century of arcano-industrialized warfare, large segments of the population advocated for the reduction in power of civilian government in favor of direct military administration, simply because they believed, or were led to believe, that after decades of total war against increasingly human foes the only way to possibly survive was to effectively turn an entire nation into an army. Regardless of the practicality of such an endeavor, it was viewed as a solution to the horror of the Great War and persists to the present as a way to survived the ravaged continent.

Republicanism: Nations ruled by republicans rely on elected officials to govern their country. The prime minister rules the country as a whole, and can be replaced during an election. Likewise, ministers, senators, and congressmen have control over smaller parts of the country. Republican countries tend to be more varied in their ideals, with a stronger emphasis towards cunning, eloquence, and independence. Despite their high-minded ideals, the constantly shifting structures of power make them easier to corrupt, and in a world with supernaturally charismatic creatures of the night, this can be a damning weakness. Their nations are described as Confederations, Confederacies, and Republics.

Republicanism developed organically before the Great War, in reaction to the development of the printing press, which allowed lower-class citizens to educate themselves and freely spread both ideas and otherwise-isolated magical rites to one another, vastly empowering the common man. Republicanism particularly took hold in the continent of Zawia, as its previous confederated groups of tribes and clans needed less pushing to develop into properly representative democracies than the more authoritarian northern continents.

Communalism: Communalist states rely on a single centralized government to have complete control over production, with all land-owning classes eliminated. In theory, the government provides for everyone, and everyone works according to their ability to contribute to the state as a whole. In practice, things are not so clear-cut. Communalist states foster strong loyalty and obedience, but suffer from frequent banditry and corruption due to their stifling authoritarian government. Their nations are described as Unions and Communes.

Communalism came into its own during the early period of the Great War, when nations experimented with state-planned economies as a means to make their machine of war more efficient. However, some radical thinkers took this concept and hypothesized how it could be applied to create a utopia of equal workers rather than a mindless factory-state, with mixed results.

Oligarchism: Oligarchists simply follow whoever has the most money, functioning more like a merchant company than a true state. There's a great deal of leeway for how one runs their own business provided they don't overtly offend the fat cats at the top, and the general culture is one of unbridled consumerism. Anything goes, so long as you have the cash for it. At once wildly successful and cripplingly disorganized, these nations are hard to unite in any way but their pursuit of profit. Their nations are described as Companies, Leagues, and Guilds.

Oligarchism is less a developed ideology and more the natural result of enough resources being put in the hands of the new upper class that had no ties to the old family lines and lacking the legitimacy of noble blood. Money became power, and power was used to form independent governments. In some ways these are hotbeds of new ideas, as without any old ideologies, religious or political, to tie them down, they are much freer to experiment with new and exciting concepts. On the other hand, anything created is likely to be swiftly co-opted into the ruling class, or simply assimilated if the created manages to turn a profit from it.

Theocraticism: Don't be mislead, all humans pay respects to the many gods as is proper. However, the Theocrats, or to be put more bluntly, cultists, are in thrall to the darkest and most sinister of the lot, who have risen to prominence in popular culture due to the pessimism and horror of the post-war world. These crazed nations embrace madness whole-heartedly and dedicated the entirety of their industry and manpower towards the destruction of the infidel. Nonbelievers who so much as set foot in their cities can expect a visit from cultist death squads or angry mobs, and nations near them are embroiled in constant conflict.

This form of government is, many believe, unnatural. Such a self-destructive existence cannot function by itself. Human nature would chafe under its yolk. Thus it is hypothesized by those learned in such matters that the theocracy's worship of the sinister gods is not mere madness, but the result of something more powerful directly influencing the material world. If this is true, it means humanity is under threat from a force greater than anything they have faced even from old Vandel.

Naturally, these major political factions constantly scheme against one another to ensure the supremacy of their own ideology. As such, they tend to share technologies with one another and avoid going to war unless necessary. So, the Vandel remnants can thus be divided into five blocs of power along these lines, with each one trying to bring the other two to heel.

However, in addition to these five powers, there exists another, the Vandel Provisional Government. The VPG is a collection of dug-in bunkers and fortresses originally populated by the most loyal members of the Vandel Empire. With the empire's collapse, they have been tasked with bringing the land's rebellious elements to heel. In most cases, they are widely spread and their influence limited to their closest neighbors, but their terrifying power comes from the ancient technologies available to them thanks to the powerful industrial capacity hidden in their fortress-cities. VPG sects are notorious for their ability to mass-produce cyborgs, or war machines powered by a human brain acting as a calculator. With these supporting their heavily-armed human infantry and tank corps, their forces are incredibly numerous and formidable. Of course, you could always try and raid their outposts to steal some of these wonder-weapons for yourself, but to get caught means to have the ire of this powerful faction directed at your own country, a mistake which may well spell the end for all you hold dear.

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Of course, humans are not the only people in this world.

Reanimates:

Reanimates are one of the most common non-human entities found in human countries. Put simply, they are intelligent beings constructed from the corpses of humans, invented by Vandel scientists in an attempt to create obedient soldiers and laborers. There are many types, some intelligent and some not, of varying levels of quality, with some possessing eerie, uncanny beauty while others are grotesque, malformed horrors, all dependent on the skill of the necrotechnician who has sculpted them. They possess supernatural strength and durability, do not eat, drink, or breathe, and lack any sort of vital organ. However, they are possessed of lower intelligence than a human in almost all cases, and often rely on humans to lead them in return for lending their monstrous power to that human's service. When left to their own devices, they congregate in No Man's Land to form minor townships and villages, away from the chaos of mankind's wars. Despite their macabre nature, they are seen as products of science moreso than true magic, and their existence is more or less tolerated and known across Euris, though they have a bad name simply due to the sheer number of mindless reanimate monsters roaming No Man's Land, emblematic of Vandel's willingness to do anything to win.

Steeljacks:

Steeljacks, or steeljanes if female, are human brains encased in a mechanical body. These beings are the culmination of cyborg technology. While most cyborgs used by the Vandel Provisional Government are little more than biological calculators, steeljacks retain their identity and personality post-mechanization. They do not live forever, their mortal human brains eventually deteriorating, but are still quite long-lived, with rumors of perfected alchemical nutrient tanks existing that, upon gaining the knowledge to produce, will confer the reader with true agelessness. Steeljacks make their homes in fortified bunkers spread across Euris, and are assisted by non-sapient cyborgs built in the same pattern as the VPG. How they acquire these brains is unknown, but theories range from black-market transactions to nihilistic computer-cults, with no true answer found.

New Men:

Less a race and more a phenomenon, the New Men are very rare these days. They were created during the pre-war era as a means to create the "perfect humans", optimized for raw power, intelligence, and domination. However, while they do indeed qualify for all of those, it came with the side-effects of megalomania, psychopathy, and other dangerous mental states. As such, the New Men have a mixed reception among the civilizations of the current era, and are widely seen as a double-edged sword if given any modicum of power.

Ghouls:

The Great War went on for decades and shattered the world. Whole provinces, countries even, were turned into smoking ruins and plains of mud and shell. Nothing survived, or so most believed. In truth, we are not so lucky. The chemicals, remnants of occult workings, and other stranger factors were enough to preserve hapless survivors, warping and twisting them into monstrous parodies of the human form. In seclusion, they bred in great numbers, and only now do they swarm out from the shadows to establish their own hives of rickety buildings and teeming armies.


Beastmen:

An attempt by Vandel at creating a more servile lower class by mixing human genes with those of beasts, they ultimately proved human enough to not want to be slaves, often starting strikes, rebellions, or fleeing into the less settled parts of Vandel territories, if not beyond. Nowadays only three types, derived from rats, pigs, and dogs, proved viable enough to survive the birth defects and mutations that afflict their breed, and exist on the fringes of civilized society, often forming minorities within human nations.

Troglodyes:

These mutated humans were forced into the caves in the long decades of the Great War, the best and brightest among them in the fields of science and the arcane changing their bodies to better survive the harsh subterranean lifestyle. Despite this, they remain mostly human unlike the other mutant race, the ghouls, and while they often live in No Man's Land they are regarded as networks of oases in an incredibly harsh environment.
« Last Edit: February 27, 2021, 12:24:18 am by squamous »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #2 on: November 01, 2020, 05:43:26 pm »

New Mechanics:

Skills:

Weapon skills have been greatly simplified.

Gunner: Related to all firearms
Skirmisher: Related to all primary melee weapons
Knife user: Related to all knives and cleavers

This is primarily because if all melee weapons had a skill attached, there would only be a 1 in 7 chance of a gun-user spawning. Here, the odds are 50/50, leading to more guns overall.

IMPORTANT:

The skirmisher skill is also the axe skill, meaning it is used to cut down trees. HOWEVER, it needs to be an edged weapon. Make sure you start with an edged skirmisher weapon in fortress mode as opposed to a maul or trench club.

Age:

A small change to keep in mind is that the humans of this world are more realistic compared to vanilla dwarf fortress. A human is culturally considered an "adult" at 13, but like real humans, doesn't reach adult size until age 18. If you conscript a 14-year-old into the military, he'll have the body of a 14-year-old, not a fully grown male.

Firearms:

Firearms are ubiquitous throughout Euris, and come in multiple types:

Rifle: A two-handed gun that uses medium caliber bullets. Simple and reliable. Comes in bolt-action, revolver, repeater, and electric variants (which use large caliber bullets).

Pistol: Comes in revolver, semi-automatic, one-shot, and electric variants. Cheap and uses small caliber bullets (except for electric variant, which uses large caliber).

Hunting Rifle: A decent sniping weapon that uses large caliber bullets.

Sniper Rifle: A direct and more expensive upgrade to the hunting rifle.

SMG: A sub-machinegun fires its load of bullets as an SMG magazine, doing slashing damage as the many bullets perforate a target.

Machine Gun: A stronger version of the SMG, it uses MG magazines to do the same on a greater scale.

Shotgun: Shotguns use pellet rounds and slugs to do slashing and blunt damage, respectively. Comes in pistol form as well.

Shotgun Pistol: A single-shot pistol that uses shotgun rounds. Slightly weaker and cheaper.

Anti-Tank Gun: AT guns use armor-piercing Anti-Tank bullets to damage armored targets.

Punt Gun: Punt Guns use larger and stronger versions of shotgun shells.

Rocket Tube: These fire powerful rockets that can do serious damage to anything they hit.

Grenade Launcher: A weaker but less expensive version of the rocket tube, firing grenades.

Armor:


Armor:

Armor in this setting is not the full plate like you see in fantasy worlds as that would slow soldiers down, a death sentence in an era of firearms. However, there is still varying degrees of protection and different styles. Chest plates cover just the chest, half-armor covers everything above the knees and elbows, and three-quarters-armor covers most of the body but has some weak spots around the limbs. There are three main styles:

Flak: The standard solid-plate armor of the modern era used across the globe to protect soldiers.
Munition: Old-fashioned armor from the days of pike and shot, heavy and costs more but offers good protection.
Composite: An advanced type of armor that only gained popularity near the end of the Great War, and is still rather rare. It isn't too expensive and offers very good protection, making it the best of both worlds.

Helmets:

The helmets of this world are similar to our own, but of course have different names on account that the countries of earth don't exist. This handy guide will explain what the different types are equivalent to:

Yul Helmet: brodie analogue. Notable for being the helmet of choice for the Vandel Empire.
Rhei Helmet: stahlhelm analogue.
Aryron Helmet: farina analogue.
Hengen Helmet: adrian analogue.
Ageo Helmet: sallet analogue.
Krim Helmet: capirote analogue.
Eadran Helmet: M1 analogue.

Vehicles:

Naturally, this world still makes use of vehicles of all types. They aren't much use in fortress mode, but invasions can bring these weapons with them, so be aware of the danger they can represent. Due to the crumbling infrastructure, most are built with all-terrain capabilities.

Civilian Vehicles:

Motorcycles: Two-wheeled, fast-moving machines that are excellent for scouting.

Automobiles: Four-wheeled horseless carriages which convey families through the cities and from one settlement to another.

Tractors: Bulky haulers used to pull wagons and plow fields.

Merchant Vehicles:

Dirigibles: Flying machines which use lighter-than-air gas to soar through the skies. Relatively slow-moving but capable of carrying loads over dangerous terrain.

Trucks: Come in four, six, and eight-wheeled variants of increasing size, armed with machine guns and autocannons. Good for transporting large amounts of goods in heavily armed convoys.

Military Vehicles:

Tanks: Come in the form of light tankettes and massive heavy behemoths. Armored in steel and possessed of incredible destructive power. Not to be underestimated.

Main Battle Tanks: An advanced version of the tank with all the advantages of the heavy tank but with the lighter weight and speed that lets them outperform tankettes. Exclusively found in Vandel remnant civilizations.

Helicopters: Crude, highly vulnerable scouting platforms armed with machine guns and autocannons.

Artillery Platforms: Slow-moving, unarmored gun platforms with overwhelming offensive power, but weak to any sort of gunfire.

Quadruplanes: The simplest form of heavier-than-air flier, coming in fighter and bomber variants.

Triplanes: The most common form of plane, used by many nations.

Biplanes: An advanced form of plane developed by oligarchists and militarists. Moves slightly faster than a triplane.

Monoplane: A machine exclusive to the Vandel remnant. As fast as a biplane but notably more maneuverable.

« Last Edit: January 21, 2021, 11:06:05 pm by squamous »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #3 on: November 01, 2020, 05:44:25 pm »

Magic

Magic exists in the dark corners of this world, practiced by the mad, ambitious, and desperate, or the powerful and well-learned. Perhaps both. Due to each school operating on different metaphysics and rules, once you learn one, you are incapable of wielding the others.

When it comes to dealing with magic users in general, caution and tactics are required. Simply put, they are strong. One on one, without the element of surprise, a normal person will almost always lose to an arcane practitioner with the right set of tools. In order to defeat a mage, the ideal routes are stealth or overwhelming force. Outnumbered 20 to 1, or attacked from a camoflagued position, the mage's advantage shrinks considerably. Of course, this isn't always that much of a problem, and primarily refers to accomplished practitioners who have mastered many spells and have methods of attack, defense, and movement. A mere hedge mage with only one or two spells under his belt is less threatening, but should still be taken seriously.

Sadic Occultism:

Sadic Occultism is a grotesque form of magic which involves the user deliberately warping or disfiguring their body to channel power from their own spirit. While not reliant on a patron, it is nonetheless a monstrous art which can turn men into warped monsters, or just birth them from nothing. It is a highly adaptable school with many different abilities for a wide variety of situations.

Blood Magic:

By scratching runes and opening veins on your body, you can manipulate the latent spiritual energy in your lifeblood to perform supernatural feats. A very well-rounded school, its spells are notorious for their grotesque rituals. Blood mages are feared due to their aggressive tendencies and fearsome temperaments, as blood magic is the sort of thing one studies for the sake of learning to kill.

Flesh Magic:

A subtle school focused on manipulating one's body and healing from wounds. Known for its ability to regenerate wounds and even restore lost limbs. However, it is also known for producing tumorous monsters which erupt from the caster's body. Flesh Magic's weakness is that it lacks any true offensive rituals, focusing almost entirely on healing wounds and birthing monsters.

Bone Magic:

This school focuses primarily on defensive spells and area control, filling a region with lethal spikes and armoring a body in a protective carapace of osseous tissue, though it does have some rare offensive spells. An understudied and niche school, it is still often utilized by occultists specializing in other schools due to its use in escaping or holding off unpleasant situations.

Hermetic Occultism:

Hermetic Occultism is based on the manipulation of the unseen and the trafficking with creatures from the Outer Dark through secret rites. Hermetics guard their secrets closely, and can kill without the victim ever knowing where the attack came from. They have two main schools.

Unseen Arts: This school focuses on the aforementioned hidden powers of hermeticism. Curses, hexes, blessings, and unseen forces all belong here. Giving someone a greater chance to fail a task for a time, increase your own odds, blowing them away with a pulse of force, or holding them in place with an unseen grip all come under this school.

Conjuration: This school is about the summoning of familiars to aid you in battle. While there aren't many to choose from, each one has its own specialties, if one can look past their disturbing forms.

Scientific Esotericism:

Scientific Esotericism can be seen as "modern occultism". Essentially, it is a series of quasi-if-not-actually supernatural phenomena that have been grasped by science and put under the microscope of modern science, and fully studied and quantified. Experiments were done to ensure the results would be the same, peer-reviewed papers were written, and the results mass-produced. It is incompatible with occultism, as the different esoteric mindsets required for the different schools exclude themselves from one another. Someone who believes "magic" is something which can be quantified and controlled through experimentation cannot manifest the appropriate mindset required to accept the vagaries of old, shamanistic mysticism, and vice versa. Unlike occultism, scientific esotericism lacks offensive power and direct reality-warping abilities, focusing mostly on the creation of new creatures and enhancing one's body with cybernetics. On the other hand, scientific esotericists cannot be possessed by creatures of the Other Realm. Their spiritual will to break down the boundary between magic and science forms a strong foundation for spiritual defense.

Reanimation Science:

Reanimation science, despite being decried as necromancy, is a specific form of reanimating the dead through the use of certain alchemical reagents and surgeries to bring the dead back to life and heal the living. Reanimates can be fused to machinery and exist as either mindless thralls or intelligent beings. Reanimation science was used extensively by Vandel during the Great War, and thousands upon thousands of unliving soldiers gave their lives to bring terror to the Free Entente. Knowledge in this field, as one can guess, focuses on the construction of these reanimates.

Esoteric Cyberization:

Esoteric Cyberization is the process of creating sophisticated cybernetic machinery by using human brains as a computer. Most androids and self-propelled automatons are actually created through this method, with an unlucky human, often a child, being plucked from the streets to power it. At the same time, the same technique can be used to prolong life in the form of Steeljacks or the Lords of Vandel, long-lived cybernetic beings in full control of their iron bodies. It can also be used to improve the attributes of pre-existing machines and vehicles, or implant weapons into one's own body.

Eurisian Shamanism:


Shamanism is another facet of Old Euris's magic system. Unlike occultism, which involves grotesque sacrifice and profane rites to gain power for oneself, shamanism is about beseeching the spirits of the Other Realm for aid in the form of ritual chants and dances, which can often result in powerful effects depending on the known rites. It has two main sub-schools which are used in concert. Scientific esotericism denies the idea of the shamanic magical system, and thus cannot use it. Likewise, occult practices which rely on taking power rather than asking for it are also unable to learn shamanic rites. The opposite is also the case.

Elementalism:

This school is the study of manipulating the spirits of the natural world. Users can summon shards of ice, small explosions of frost, balls and jets of flame, thick fogs, powerful winds, and other such phenomena. It is the primarily school used by shamans due to its power and versatility.

Animism:

Animism relates to spells that manipulate spirits representing living creatures. It is believed these animals are actually spirits of the Other Realm in disguise, as they appear and vanish in ways a normal animal simply cannot. Likewise, animist spells can temporarily give one supernatural abilities reminiscent of certain animals.

Xankotic Ritualism:

This school uses the ancient science-magics of fallen Xankot attack, enhance one's body, and summon constructs from the secret ruins which still produce them for their long-dead masters. Furthermore, there are whispers that one can utilize the ancient arts of necromancy to raise the dead as one's slaves, creating a horde of minions who will serve in death and beyond. There are two main sub-schools.

Xankotic Science: This focuses primarily on the summoning of the constructs which were said to have been created by that ancient empire. Eerie and uncanny, they represent a powerful force multiplier for any mage. Furthermore, one can master the legendary "killing light" used by the ancients, which is said to be able to pierce any armor.

Xankotic Magic: This focuses on the ancient ways, ancient even for Xankot. The creation of mummies and the implantation of a quasi-biological substance called flesh-of-clay into one's body in order to enhance their physical prowess.
« Last Edit: January 21, 2021, 05:41:49 am by squamous »
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #4 on: November 01, 2020, 05:44:53 pm »

Random Lore That's Not Very Important To Gameplay:


Euris:

The continent the game takes place on, cold, tired, and horribly balkanized after over a century of brutal arcano-industrial warfare. The rest of the world isn't much better, but Vandel's policy of the forced relocation of conquered people led to a diverse group of ethnicities and ideologies being lumped into the same general area, exploding into countless feuding states once their masters fell to ruin. Euris is the largest continent in the world, hosting a diverse array of peoples and temperate to freezing environments. For a long time, it was considered a barbaric and untamed land by other, more civilized regions, but grew to prominence in the last few centuries before the Great War with the advent of the nation-state and modernization.

Zawia:

To the southeast of Euris is the continent of Zawia, also referred to as the Land of Bounty. It is a massive region filled with deserts, savannas, and tropical jungles, filled with creatures of all shapes and sizes, many larger than anything on Euris. One of the emperors of Vandel was so enamored with the continent that he imported one of its river-dwelling herbivores to dwell in Vandel's rivers, with mixed success. Hippopotamuses are still around, but few are happy about it given their aggressively territorial nature. Zawia is the birthplace of the human race and of the religion of Humanism, and has a long and storied history of empires and conquest.


Khaiton:

Another continent, this one further past bountiful Zawia to house the great empires of the far east, exotic even to the far-reaching hand of Vandel. Though somewhat backwards technology-wise, they were known to produce exceptional strategists and soldiers, pulling off victories against the unliving armies of Vandel in situations thought impossible to turn around. They were one of the greatest assets to the Free Entente, but fell all the same when the Great Silence reached them. While Khaiton is not the biggest continent, it has some of the most densely populated regions. Or rather, it once did.

Xycatl:

A continent across the sea to the west of the old world, and colonized by just about every major power. The largest colonial presence there was the Confederated Provinces, a republic of petty nobles which fought alongside the Free Entente and brought ideas of (relative) democracy and freedom to the stagnant classes of the old country, though the natives adapted quickly to the arrival of foreigners and held much of the continent as their own even to the present, forming powerful nations. Though the seas have been too dangerous to travel in numbers for ages, airship captains bold enough to cross the world tell tales of roaming hordes of unliving corpses and empty cities, stalked by worse things when night falls. Rumors and hearsay, surely.

Dulv:

A brutal island-continent north of Euris, Dulv is a dark, forboding place filled with dangerous opportunistic fauna. Even the deer there will strip the flesh off your bones during the winter months, it is said. Naturally, it bred a hardy sort of person which terrorized the southern continents for centuries. Dulvish mercenaries fought on both sides during the Great War, and it is joked were least impacted by the Great Silence that came after because it is hard to make living on Dulv any worse. In seriousness, Dulvishmen often face negative stereotypes on account of their past savagery, despite the fact that in the decades leading up to the Great War they were well on the path to modernization.


Old Euris:

Old Euris refers to the cultures which existed before the cultural dominance of Humanism and later Vandel hundreds of years ago. It was known to be a place of paganism, blasphemy, human sacrifice, cannibalism, and other such profane things. Most of the era's secrets lie buried, but with the destruction of the empire it is rumored that the most ancient rites and rituals of Old Euris are more than mere superstition, and like a wave of occultism has been sweeping across the continent.

The Other Realm:

The Other Realm is a prominent part of Eurisian folklore. Essentially, it is a dimension believed to reside parallel to ours, where strange spirits can be contacted to make bargains and offer sacrifices. It is said that many tribes and kingdoms of Old Euris worshiped beings supposedly from this "Other Realm". It is said that the further one travels into the Other Realm, the deadlier and more inhuman it becomes. In addition, both types of gods are present here, according to myth. There are the Ancestor Gods, and the Nature Gods. The Ancestor Gods are deified humans from history, which are the gods most citizens in the world will worship. The Nature Gods are the impersonal forces of the wild which are, if not directly opposed to humanity, certainly not friendly with it, otherwise the world would be a garden instead of a jungle. However, they are generally respected, with a few even finding their way into the pantheons of men.

The Great War:

By far the most pivotal event in the world's history, the great war's legacy scars all of Euris and beyond. Instigated in the year 4937 by the Humanist calendar, the war was instigated by the Vandel empire's invasion of its neighboring countries, subsuming multiple lesser nations into itself which had already established a tangled network of defensive pacts with powers near and far, most prominent  of which being the nation of Sediwah, a powerful technocratic federation controlling land in both northern Zawia and southern Euris. Notable allies of Sediwah include Dulch-Miralm, Hoch, and the Eastern Eurisian States from Euris, Hika and Kel Dyado from Khaiton, and the Nansa Commune, Quan, and Sobel from Zawia, though many other nations participated as well. The Dulvish nations remained relatively neutral, but sold both weapons and soldiers to both sides as was common during the time period. Likewise, Xycatl would remain neutral on account of it being an "old world' issue, though nations which suffered in the past due to Zawian and Khaitonese expansion grumbled that an age of Eurisian dominance in the old world might not be too bad. Beyond this, the Vandel empire was mostly alone against this alliance, known as the Free Entente.

Vandel's primary strength was being the first major nation to nationalize its sorcerer schools. Magic users prior to the modern era were typically either in control of countries overtly or influenced them covertly, but never had to fully bow to mundane humans. However, innovations like the field artillery cannon and machine gun leveled the playing field enough that mages were no longer the dominant force they were in the past, and the past decades saw them integrated into modernized militaries. As such, Vandel had the greatest head start in mixed occult/mundane tactics, which it used to great effect in the early years of the war while the Entente scrambled to copy them. The war was also destructive on a mundane level, with mass deployment of tanks, machine guns, poison gas, and other new weapons of war happening for the first time across the front. Both sides bled heavily from the exchange, but year by year the Entente advanced northward, eventually setting up an offensive line on Vandel's border in preparation to invade the empire proper.

It was the year 4948 that reporters eagerly anticipated would be the end of the war as the Entente's forces prepared to advance into the heartland of Vandel. The overall mood was as optimistic as it was tired, everyone simply wished for the war to end, and the refusal of the obviously defeated Vandel to surrender had turned public sentiment against them even more than it had already been. No one could have known, of course, how deep Vandel's experimentation into the occult had gone, or thought to question why so many villages and small towns were completely abandoned, obviously emptied from fleeing the incoming invaders. But something horrible was about to happen on the fateful day the order was given to advance.

Across the front the radios blared to life, reporting that their units had encountered what they called stiff resistance, followed by overwhelming force, followed by calls for retreat and shouting for orders, as the Entente commanders began to realize their entire offensive was being subject to a simultaneous attack which must be involving millions of Vandel soldiers, an army Vandel could not possibly possess in its situation. But as more reports began to filter in, it was clear that Vandel had done something unspeakable. For the soldiers of its new army were not human, or even alive. They were the first instance of pass-produced, industrialized occult weapons. You may already know what they were. This was the creation of the first reanimates, a unique existence produced by Vandel to function as its endlessly numerous and perfectly loyal warriors with which it would conquer the world in the name of Y Esh Soll et Sanzem Vandel!

This was the beginning of the second phase of the Great War, an unspeakably horrific century of desperate industrialized warfare against a relentless foe, which saw all nations drawn in and threatened by the empire's unliving legions. Records of this period are fragmented but speak of titanic war machines, terrible sorceries, and millions of men dying for feet of ground. All continent and all nations were drawn in, even isolated Dulv and distant Xycatl feeling the tread of Vandel boots on their soil. The war was finally ended by a coalition of militaries from across the world working in sync to complete a suicidal campaign into the Vandel heartland, destroying key infrastructure and burning the capital to the ground, destroying the delicate chain of command which kept the slow-witted reanimates coordinated and effective. But suicidal it was, and the deaths of the ones who achieved it had robbed the free world of the necessary force of arms to maintain stability. Riots, chaos, and rebellion rocked the globe, and the world as was known fractured into apocalyptic feudalism and petty warfare. Even Vandel, the great giant which had outlasted its enemies, was crippled by the chaos, its unsupplied armies thrown into disarray by the capital's destruction and hunted anywhere outside the borders by vengeful mobs, and wracked from within by rebels seizing the chance to overthrow their masters. A decade of fire and genocide swept across the planet, and when it had burnt itself out, a great and long silence descended, where horrible things long thought tamed crept out from the dark once again. This is where the story starts. The year 0 After War.

The Great Silence:

The aftermath immediately following the end of the Great War, characterized by the global collapse of almost if not every extant nation-state, the return to primitive values and insular superstition, and the resurgence of occult and supernatural activity. Since the beginning of the Great Silence, mankind seems to have been stuck in a perpetual state of exhaustion, unable to muster the infrastructure or power to reach the old heights of pre-Great War technology or population. Some consider the Great Silence to have been the end of the world, with everyone now trapped in the aftermath.

Magic:

It is a common saying that the more one practices magic, the less one understands it. This is true. While many schools have their own laws, rites, and traditions, the fact is that most of them are arbitrary. There are, in fact, two true rules for magic.

1. Magic is the working of the will to shape reality
2. The cruder the working, the greater the cost.

There are countless ways to work one's will upon reality, which is why magic seems so diverse and maddening to comprehend. Every mage operates off of their own framework. Some follow similar principles, others entirely different ones. Group enough similar principles together, and you get a School, a shared mindset that's been codified such that it can be easily taught to new aspirants. Older schools, like Shamanism and Carnomancy, are crude and use matter and flesh as a medium to work magic, their methods blunt instruments. Newer schools like Hermeticism work in subtle ways, leaving no traces of their passing. Others like Esoteric Science meld reality and will so firmly that to the uninitiated it can hardly be seen as magic at all.


Xankot:

A quasi-mythical empire which is said to have existed some ten thousand years ago, and to have mastered immense sciences which baffled the mind, but vanished mysteriously despite its power. None know where Xankot has gone. Those who go looking sometimes don't come back.

Central:

The language spoken across the game map. As the game takes place somewhere in the ruins of the Vandel empire, it is natural that the inhabitants speak that language. Central is an ancient language that evolved with time, borrowing countless loanwords from the conquered victims of that powerful nation. It is more or less universally spoken, with the only ones who don't speak Central the type to screech gibberish instead.

Eurisian Religion:

To outsiders, the Eurisian faith(s) seem quite complex and indeed contradictory at times. This isn't necessarily incorrect, but not without reason. Originally, the Eurisian clans and tribes venerated animal spirits and pagan gods, giving blood sacrifice and chanting profane incantations to please their masters. This changed with the arrival of the Zawian preachers thousands of years ago, who brought the faith of the Man Above Men to Euris. In short, the Man Above Men is the first human (not necessarily male) from whom all other humans were spawned. It is a creator deity which safeguards its children from harm if they are just and faithful, and abhors the worship of animal spirits, for they are said to be callous and careless when it comes to the fate of humans, being amoral, selfish beasts. As the church of the Man Above Men, more commonly called the Humanist church, gained strength in Euris, the natives ended up developing their own take on the faith, becoming the New Humanist Church. Whereas Orthodox Humanism believes that only the Supreme Human is divine, the New Humanist faith believes that mortal humans can become divine as well, ascending to godhood in the form of lesser god-saints worshiped throughout Euris. Traditional Zawians condemn this practice as idolatry, and many wars were fought in the past between nations of the two continents over this schism. After the fall of Vandel and the Great Silence, the more esoteric aspects of Humanism have only intensified, with constant schisming over differences in saints and the proliferation of grotesque relics being common. Lastly, the Vandel Empire enforced Imperial Humanism in its own borders, which took the first emperor of Vandel to be the reincarnated Man Above Men and the empire of Vandel as the holy seat of mankind. The only large non-humanist groups are found in Khaiton, where the dominant religion is ancestor worship. As this is technically the veneration of mankind, most New Humanists don't have as much of a problem with this, though the Orthodoxy finds them dangerously subversive.
« Last Edit: April 13, 2021, 09:08:29 pm by squamous »
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #5 on: November 01, 2020, 05:46:03 pm »

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #6 on: November 01, 2020, 05:46:39 pm »

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« Last Edit: April 04, 2021, 08:20:47 am by squamous »
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #7 on: November 01, 2020, 05:59:59 pm »

Dieselpunk DF? That's a first. It's a shame DF doesn't have a long view distance like CDDA, that would be great for fighting with machine guns and the like.
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #8 on: November 01, 2020, 06:12:16 pm »

Dieselpunk DF? That's a first. It's a shame DF doesn't have a long view distance like CDDA, that would be great for fighting with machine guns and the like.

My attempt at machine guns in this game is honestly the hackiest thing I've ever made. Basically, the way it works is you have a "machine gun" and the ammunition item "MG magazine". So the machine gun fires the entire "MG magazine", which is the size of a human head and does slashing damage, to simulate a spray of bullets hitting you. It's like you mag dump every time you pull the trigger.

I have to do this because you can't mod firing rates yet.
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #9 on: November 01, 2020, 11:46:54 pm »

Posting to watch. Glad to see a new setting from our main man, Squamous!

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #10 on: November 02, 2020, 05:40:55 am »

Wow, this must have been a monumental project. Gotta try it after my current fort dies!
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- Vucari AdasdodĒk, Engraver: "I was accosted by worms.  I'm really starting to panic." ... DF
- Ingiz Etesoddom, Surgeon "Is deliberately cruel to those unfortunate enough to be subject to their sadism." ... DF

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #11 on: November 02, 2020, 11:21:16 am »

Alright! Booting up a world now! ....First thing I notice however is how grey the color palette is. Definitely going to change that after my first world is genned...

Spoiler: Initial World (click to show/hide)

EDIT: Well I just started a fort but it seems that for some reason you start with no form of axe tool... so I cannot even chop trees. There only seems to be an excess of mauls and a pick however, but again no axe-tool. Dismantling the wagon only gives me three wood to use.. but that's it.
« Last Edit: November 02, 2020, 01:47:59 pm by Lidku »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #12 on: November 02, 2020, 12:50:54 pm »

Alright! Booting up a world now! ....First thing I notice however is how grey the color palette is. Definitely going to change that after my first world is genned...

Spoiler: Initial World (click to show/hide)

EDIT: Well I just started a fort but it seems that for some reason you start with no form of axe tool... so I cannot even chop trees. There only seems to be an excess of mauls and a pick however, but again no axe-tool. Dismantling the wagon only gives me tree wood to use.. but that's it.

All melee weapons, including mauls, should be able to cut trees since they use the axe skill. It's hacky but a compromise due to previously stated reasons.
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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #13 on: November 02, 2020, 01:39:26 pm »

Even with tree-cutting priority set to 1, my assigned wood-cutters aren't doing any work. Checking the wagon itself (before deconstructing it) shows they haven't picked it up at all meaning that the units don't recognize the mauls as an axe-cutting tool. The only unit to pick up a tool is of course the miner, but that's it.

EDIT: Just because all the melee weapons have been set to a common melee skill doesn't mean their non-combat purposes would translate to item that is not of that purpose. Mauls aren't recognized as an axe-cutting tool by the units as aforementioned.
« Last Edit: November 02, 2020, 01:42:31 pm by Lidku »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #14 on: November 02, 2020, 02:17:44 pm »

Even with tree-cutting priority set to 1, my assigned wood-cutters aren't doing any work. Checking the wagon itself (before deconstructing it) shows they haven't picked it up at all meaning that the units don't recognize the mauls as an axe-cutting tool. The only unit to pick up a tool is of course the miner, but that's it.

EDIT: Just because all the melee weapons have been set to a common melee skill doesn't mean their non-combat purposes would translate to item that is not of that purpose. Mauls aren't recognized as an axe-cutting tool by the units as aforementioned.

I think it might require that the item has an edge then? In that case, just buy some actual axes from the next merchant caravan.
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