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Author Topic: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)  (Read 17702 times)

kiiranaux

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   At the dawn of time, in the age of mythology, great primordial beasts roamed the countryside, battling each other for dominion. Locked in their vaults, angels and their descendents performed cruel hybridization experiments to create a perfect being capable of reconquering the heavens, ever watchful for the demons sealed away in their care. It was into this savage world that the great civilizations of Man, Elf, Dwarf, and Merrow found themselves thrust.
   As they engaged in friendly competition, sharing technologies and magics, each civilization became aware that there were other factions on the margins. From the nearby plains watched feisty goblins, hobgoblins marching in lock step, and sahuagin plaguing the shallow waters. In the local caves lurked skulking kobolds, carefree halflings, hissing lizards, and angry technologists protected by automatons. And worse still, in the deep oceans lurked another civilization - naga, who mercilessly extinguished incursions from goodmen and snatchers alike. Nonetheless, each of the three other factions, as they came to be known, continued to expand across the land.
   While the horn of progress sounded on, a few lucky individuals made breakthroughs in the magical arts. So-called 'sorcerers' were born with magical gifts - aether, fire, healing, or darkness - while 'wizards' studied into the depths of the night to master the same. Each aided their factions, but a few rogue individuals discovered the very secrets of magic itself, bequethed by the gods or forces far more fell, erecting dark towers and amassing sinister armies of bone, shadow, or silence.
   In these turbulent times, as each faction competed for ever-more power, for guns, magic, and steel, someone dug too deep. History does not record whether it was the dwarves or the goblins, but the passage they created unleashed hordes of orcs, themselves fleeing a far greater doom: demons, the discarded legions of the gods.
   During this age of calamity, the story's ending is left for you. Will the united do-gooders push back against the encroaching tide? Or will orcs join the other snatchers in time to seize the momentum? Perhaps chaos will reign, as the relentless Naga or isolated secretkeepers will exploit the shifting tides of power and capture the realm. Or perhaps fate will rest in the hands of a lowly tribe of kobolds, dark gnomes, or a hobbit...
   Someday, the conflict must come to an end. Only the most non-magical of creatures will survive: men, mundane as mud, but occasionally bearing the mark of another races' lineage. Men, wielding guns, magic, and steel as they set off into the wilds to finally put an end to the time of troubles. After all, so-called GOOD and EVIL are just two facets of the same twisted, mocking gods.

The choice is yours.

Welcome to the High Fantasy mod and modpack for Dwarf Fortress.

Promo Image:
Spoiler (click to show/hide)

Sample Region:
Spoiler (click to show/hide)

Highfantasy is a mod layered atop of vanilla Dwarf Fortress that expand the vertical and horizontal scope of the game.

We incorporated elements of Tolkien-esque – and more modern – high fantasy, while remaining true to the vision of vanilla Dwarf Fortress. It’s balanced and bug-free, with each feature is designed to play well with every other feature. This mod is not in development – it is complete, and there are no more features planned, just additional balancing based on played feedback. And, HighFantasy is completely standalone. You should install it on a fresh download of dwarf fortress with no Lazy Newb Pack or other installers. This also means the mod can be updated to new versions of D.F. almost instantly!

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Download Today!
Development Version
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Installation instructions:
Spoiler (click to show/hide)

Mini-mods:
Spoiler (click to show/hide)

Highfantasy focuses on 4 additions: Polishing, Balancing, Adding Horizontal and Vertical Progression Systems.
  • More of the consistent dwarf fortress gameplay you love, including 20 new semi/megabeasts
  • 14 unique, balanced, different-feeling civilizations trading and competing in 4 fleshed-out factions
  • Better endgame hazards ranging from toxic materials and diseased creatures to siege machines to disguised impostors and powerful bloodlines
  • Balanced, rewarding vertical progression systems that D.F. hasn’t reached yet – guns, magic, and more
In total, the features are:
   1. "Raw changes you can't do without"
   2a 14 Classic high-fantasy civilizations with factions and distinct features
    2.b More interesting underground civs
    2.c Reorganization of the caverns; Dinos; Eldrazi horrors; More fantasy creatures everywhere
    2.d Make animal-people above-ground more interesting/rarer
    2.e A Divine civ to make divine language and materials see usage
   3a Flesh out existing civ gameplay
    3.b lineage system for playable tieflings, aasimar, etc without ip-specific names
    3.c Catapults, Gunpowder, Orc Sieges
    3.d Better adventure mode
    3.e Hazardous materials, disguised creatures, and diseased creatures
   4. A complete and consistent magic system to complement Necromancy

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Inspired by D.F., this mod feels a little more mysterious than others.

There are no I.P. based creature or ability names! You don’t “Cast the Fireball spell”, which is inherently DnD, you “stretch out your hand and project a ball of magical fire. You aren’t a “Tiefling”, you’re a “human with touches of fiendish ancestry.” There aren’t “Gold Dragons”, there are just Dragons, and you won’t know what they do until they’re eating your corpse. And so on. Dwarf Fortress eschews limiting I.P. based names in favor of procedural generation, so we eschew I.P based names until D.F. can out-do us. When D.F. adds procedural magic, we’ll take ours out. When D.F. adds procedural dragons, we’ll get rid of ours.

There’s one more thing. This mod promises to not invalidate the information you can get just by reading the wiki. There are almost no changes to existing creatures, items, or even systems that would make it so that reading a wiki article about that thing is not helpful to you. Short swords still have edged cuts, giant giraffes are still in the savage biomes, and candy still comes with the circus. (Two exceptions: animalmen have been moved to good biomes, and the third cavern layer has been squeezed up to layer two.)

more consistent general gameplay.
Spoiler (click to show/hide)

new civilizations.
Spoiler (click to show/hide)

better civilization-level gameplay.
Spoiler (click to show/hide)

better systems and vertical progression.
Spoiler (click to show/hide)

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A Balanced Magic System like No Other

Magic in Highfantasy takes inspiration mainly from the Dark Souls series and in part from popular fantasy ideas. Highfantasy divides magic into multiple “sources” and “schools.” When designing a new fantasy magic system, it’s important for there to be a reasoning or a mythos as to why the magic works the way it does, or how its schools have come to be. Here, the magic mythos is summarized in the following arcane diagram, which any good summoner would find located on their planar tomes:



The magic mythos of Highfantasy:
Spoiler (click to show/hide)

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Questions and Credits

Help! I can't - actually, how do any of these civilizations work!?
Check out the third post in this thread for a full how-to of each distinct civilization and tips on many areas of gameplay!

So what did you actually do? Why are you releasing this mod/pack?
Spoiler (click to show/hide)

Hey, did you consider adding classes like Paladin and Druid?
Spoiler (click to show/hide)

b-b-but, what about graphics!?
Spoiler (click to show/hide)

What mods are included? Are those mod authors being respected?
Spoiler (click to show/hide)

What is Highfantasy compatible with?
Spoiler (click to show/hide)

I'm a mod author too! Can I use your files?
Spoiler (click to show/hide)

---My Mod Promise----------------------------------------------------------------------------
   
Spoiler (click to show/hide)
Thank you for playing and enjoy the mod! And thanks to the all the testers:
Spoiler (click to show/hide)

If you enjoy the content of Highfantasy, and you want to see it go live with the Dwarf Fortress Premium (graphics and gui) update, please consider supporting me on the dedicated Patreon page. The patreon will be used exclusively to make sure I can fund time to update Highfantasy for the graphical release. Link:


« Last Edit: November 28, 2021, 05:33:32 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

kiiranaux

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README

This is the modlog for kiiranaux's dwarf fortress edits - Highfantasy Mod / Modpack.
This mod group is up to date as of: v0.47.05 (Feb 1 2021).

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Version History:
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Spoiler (click to show/hide)

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Release Features / Blueprint
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Polish and Bug "To-do List":
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Design Philosophy:
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Searching the raws:
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Inspirations:
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Non-Raw Files added:
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Spoiler (click to show/hide)
« Last Edit: October 12, 2021, 11:23:59 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

kiiranaux

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Playing the game and using new civilizations

Generating a world with all races: Using "number of civs: very high" should give all the civs as long as your world isn't "smallest".
   So, you can use normal generation settings at 2nd smallest and get all the stuff.
   Every version of the mod also comes packed with one large generated world for that version, ready to go.
Selecting your starting civ: in fortress mode, the selected race is the one visible atop "Neighbors" list."
Embark: Every playable race is given a fleshed out default embark profile.
Forbidden tasks: If you can't build a necessary workshop, you must not have a unit with that labor turned on. EG elves, farming, "thresher"
Generic Reactions: No matter what version you are playing, you can always hotfix reactions using the "generic" reactions in the save file itself (not the main raws).

Civ Colors:
Spoiler (click to show/hide)

-------hUmans: (Incl. Tips from Brolol.404 and Jake)
Spoiler (click to show/hide)

-------elves: (Incl. Tips from ARP)
Spoiler (click to show/hide)

-------mer: The spotlight civilization and inspiration for this mod!
Spoiler (click to show/hide)

-------goblins:----(includes tips from Hordes)
Spoiler (click to show/hide)

-------hobGoblins:
Spoiler (click to show/hide)

-------sahuagin:
Spoiler (click to show/hide)

-------Orcs:
Spoiler (click to show/hide)

------kobolds:
Spoiler (click to show/hide)

------gnomes:
Spoiler (click to show/hide)

-------naga:
Spoiler (click to show/hide)

-------half-Angels:
Angels are the "debug civ" that can do pretty much everything (although they still have unique position tokens and toy list).
Spoiler (click to show/hide)
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Playing adventure mode as a creature with a Lineage:

Lineage System overview:
Spoiler (click to show/hide)

Creatures that can have Lineages: Humans, Dwarves, Elves, Mer, Orcs, Goblins, and Halflings
Creatures that have non-lineages Castes: Hobgoblins, Sahuagins, Great Dragons, Chimeras, Hybrids, Succubi, Lamias, Drakes, others
Adventure mode Special Mentions: Lizardfolk are completely immune to most poisons and diseases. Naga are immune to psychic powers. Elves are immortal. Goblins don't eat or drink. Djinn follow the same advantages as elemental lineages (below).
Other playable adventurers: Animalmen; Harpies / Sirens; Ogres; Oni; Fauns / Satyrs; Nymphs/Dryad-likes; Jotun; Half-fiends; Shapeshifters; Wildmen; Stalkers; Dragonfolk; Psions; Naga; Dark Dwellers; Visitors

Starting as a Lineage caste in adventure mode:
Spoiler (click to show/hide)

Guide to lineage advantages:
Spoiler (click to show/hide)

Guide to elemental advantages:
Spoiler (click to show/hide)
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The Weapons of Highfantasy

Highfantasy balances all weapons so that nothing is "overpowered." Thanks to Sver's Combat Evolved, everything hits about the same, even new weapons like the Kusarigama and Ahtlatl and tools like the ladle. The exceptions occur with weapons that are created after a long or challenging tech tree, meaning the guns (see below) and the magestaff, which trains wizard skills.
Highfantasy reduces the damage done by unarmed strikes. Using the work of a couple mod authors, including Warlord's Vanilla Spice Revised, unarmed strikes are weaker, and most weak humanoid creatures won't use strong bites or scratches in combat either. However, overall body integrity is a bit stronger, with some organs healing faster and some joints toughened. The full joint rework from Sver is not included, due to invalidating too much of the vanilla wiki.
Highfantasy includes ranged weapon sets so your warriors will never club with their crossbows again. Unless you tell them to, of course. Otherwise, they'll go out armed with a "set of arms" such as a crossbow and mace, and attack with the mace when needed. Of course, you can always still craft ranged weapons by themselves if you see a need.

Guide to ranged weapon sets:
Spoiler (click to show/hide)

Guide to new armor sets:
Spoiler (click to show/hide)

Guide to new materials:
Spoiler (click to show/hide)

Guide to Gun Manufacturing:
Spoiler (click to show/hide)
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The Pursuit of Knowledge

Magic is an endgame system in Highfantasy. To start as a wizard, you need a grimoire (a spellbook), which you can make or buy, but crafting this grimoire requires a light yellow diamond - meaning you'll have to wait until you mine or trade one to get going with your scholarly studies. Even the grimoire only lets you study magic in general, to learn three weak spells. To proceed any farther, you'll need a focus.
Magic comes from many sources Magic can be studied as a wizard in fort or adventure mode. It can be given or stolen as a secret from a secret-keeper. It can be unlocked through an encounter with a sorcerous being. A few magical creatures can even gift unique magic spells just for encountering them; these include Aetherials, Chaos Witches, and Cave Fish and Cave Swallow people.

Activating the Alchemy skill
Spoiler (click to show/hide)

Diamond in the rough
Spoiler (click to show/hide)

Finding your wizardly Focus
Spoiler (click to show/hide)

List of Spells
Spoiler (click to show/hide)

Secrets and their Tutelage
Spoiler (click to show/hide)
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Delving deep into the world below

Highfantasy reorganizes the caverns. One of only two big changes to vanilla wiki information, everything in cavern layer three has been "moved up" to layer two.
   Functionally, nothing is lost, since layer two was a "transition layer" with a combination of layer 1 and layer 3 creatures.
   This change can be easily reversed by using the optional version c_variation_highfantasy file, located in the optional files, without locking you out of the new creatures.
   The other big vanilla wiki change is that animal men spawn in "good" biomes, not "savage." This is part of the mod story and also helps greatly with savage biome diversity.
Cavern plant-life has not been changed. The following descriptions use the colors as currently previewed for the Premium release.

Layer One: The Moss-covered Cavern
Spoiler (click to show/hide)

Layer Two: The Twisting Passages
Spoiler (click to show/hide)

Layer Three: The Deep Darkness
Spoiler (click to show/hide)
« Last Edit: October 12, 2021, 11:48:38 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

PlumpHelmetMan

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This certainly looks like an ambitious mod project with lots of intriguing features (had me at "siege engines", really). I'll definitely be trying it at some point, but probably not until I get bored of the vanilla worlds I'm currently playing in.
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Enemy post

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Hey cool, I've been waiting for this to be released! Thanks for including my mods.
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Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

PlumpHelmetMan

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I'm pretty sure the answer to this question is "yes" because you seem pretty dedicated to keeping the vanilla experience intact and just expanding upon it but I'll ask anyway just in case: the vanilla "vault" angels are still a thing alongside this new angel civ, right?
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kiiranaux

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Quote
Thanks for including my mods.
It's a pleasure to spotlight your great work!

Quote
I'm pretty sure the answer to this question is "yes" because you seem pretty dedicated to keeping the vanilla experience intact and just expanding upon it but I'll ask anyway just in case: the vanilla "vault" angels are still a thing alongside this new angel civ, right?

Yes!
-Vault angels still exist in vaults, with slabs, as all three generated castes (soldier worker general). Think of these as the literal Angels.
-Occasionally a powerful angelic being gets outside the vaults, making an aboveground megabeast (Empyreon, children of gods)
-The angel civ are "half-angels." They are as if the vault angels went out and "met" the mortal races, and made a civ.
-The "angelic lineage" human, etc civ members are even more distant, but have useful powers.... like they had a half-angel ancestor.

Demons work similarly.
-Vanilla demons still exist in the underworld, with both generated unique, generated non-unique, and a few populations of HF demons.
-Occasionally a powerful demon gets outside the underworld, making an aboveground megabeast (lesser marilith or balor)
-Instead of a demon civ there is a wild population of "half-demons". They are as if a few demons while aboveground "met" the mortal races. They join civs like animalmen.
-The "demonic lineage" human, etc civ members are even more distant, but have useful powers.... like they had a halfdemon ancestor.

Two sides of the same coin, indeed!
« Last Edit: August 08, 2021, 01:04:29 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Atkana

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So after playing around a little bit in adventure mode I've got a couple of questions:
  • What's metallic aetherium? DFhack reports that it's quite similar to iron, but it's incredibly cheap (I think it has the default material modifier of 1). It kinda meant it was very easy to outfit my adventurer :P
  • Is there something special you're supposed to do to kill zombies with the mods in this pack, or is it just an unintentional result of the gameplay changes that they seem practically unkillable? I spent almost a whole ingame day just fighting a group of zombies, and didn't manage to kill a single one. Slashes to the neck to try and behead them would be deflected by whatever ragged clothing they were wearing, and the best that blunt blows to the head would do was bruising the skin/fat and maybe twisting a ligament or damaging a facial feature, never pulping. In an admittedly kinda cool sounding struggle, I was constantly wrestling new weapons from their hands to get something new to try and bash their heads in or cut their heads off, the weapons quickly breaking apart and leaving the zombies unscathed (I think the durability thing is a tool-weapon problem). I even climbed the tower to grab a gold statue in hopes that it was heavy enough to bash their heads in, but it wasn't. Q.Q

kiiranaux

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Hey Atkana! Forwarning that I'm not super experienced with adventure mode gaming, so this is very helpful to me.

Metallic Aetherium:
Spoiler (click to show/hide)

Killing zombies:
I'm a bit stumped on this one - let's gather some more data!
Spoiler (click to show/hide)

Next question, has anyone gone up against an undead force in fort mode and do you have similar trials? I'll be watching out for this myself!
« Last Edit: August 06, 2021, 09:48:39 am by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Atkana

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Killing zombies:
I'm a bit stumped on this one - let's gather some more data!
-What kind of being were you? Human? Harpy? etc
-What kind of zombies were you fighting - necromancer-summoned or shadowmancer-summoned thralls? Or some kind of unrelated creature like ghouls?
-Did you see anything different in the combat logs referring to special abilities, like, did they somehow have regeneration?
-Did you only fight with villager tool-weapons, or what other weapons did you try with?
-Any idea what materials their clothes were made out of? (IIRC, Highfantasy doesn't mess with vanilla clothing at all)
--On the subject of clothes, did they happen to be listed as "crude" (goblin, etc) or "rudimentary" (kobold)?
-We did reduce the damage from biting and scratching, and maybe the force multiplier for punches and kicks if a weaker race (human)

Next question, has anyone gone up against an undead force in fort mode and do you have similar trials? I'll be watching out for this myself!
As far as I am aware, they're normal zombies without any abilities, with the tower-dweller being called a necromancer, so it's possible that they're just vanilla zombies. I was a naga, who wasn't very well equipped for zombie fighting - just a spear, no big edged weapons or bludgeoning weapons - so that's why I was quite reliant on using their items to fight. In one of the screengrabs of the log, a slash from an iron noble sword, and a cut from an iron smallsword were both deflected by a dark gnome corpse's xsmall giant kakapo leather dressx.

After loading up my save and spawning in a jagged steel sword (a generated weapon?) I managed to behead a straggling zombie, and also managed to bash another's head in with their own Cryolite Sledgehammer after 3 heavy bashes. Though then going on to fight another with regular heavy punches and shield bashes yielded no results. It's entirely possible that some degree of luck is involved with this, as the usual raised zombies do get a really high toughness boost.



I realised as a better test, I should try things out in arena, which makes it easy to compare to vanilla. Using my newly-patented goblin-armed-with-an-iron-shortsword-standard (I know those weapons technically vary between the pack and vanilla, though) I tested how long it took for them to kill an unarmed goblin animated corpse. In the modpack it takes much longer than in vanilla (where fights usually only take a couple of seconds) for the goblin to kill the zombie (if they even manage that). Just to make sure it wasn't anything generally modpack related, I tested fights against 2 regular (non-animated) combatants, and their fights go as quickly as vanilla ones.

(All the extra magic effects made them hard to select, but I'm pretty sure I correctly managed to select a vanilla necromancer's "Animated corpse" in both instances)

kiiranaux

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Quote
TL;DR - zombie toughness is currently higher is highfantasy, requiring greater time and some luck to kill them. Other combat is fine.

I'm not finding anything that explains this well. I know that Highfantasy nerfs unarmed strikes (especially scratch/bite), and that there are a few code interactions that might have made zombies stronger. Combined, I think you just have to go for those weapon strike critical hits. (Unless I think of something else).

However I'm relieved to hear it's not a general combat problem, that would have been a crisis! This is exactly why I avoided modders' changes to joints and to armor coverage - it's just a completely different combat at that point.

And yes, jagged steel sword would be a vanilla, generated weapon.
« Last Edit: August 08, 2021, 12:59:52 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

PlumpHelmetMan

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So really liking your mod so far, and what's more...think I have the honour of reporting the first bug.

I noticed while testing some things in arena mode that some of your creatures have the "nothing" placeholder name, which in my experience generally happens when a creature lacks individual caste names. You might want to go into the raws and double-check them all.

Otherwise, great stuff! Think I'll be playing this mod for a long time.
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

kiiranaux

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Thanks Plump,
Quote
I noticed while testing some things in arena mode that some of your creatures have the "nothing" placeholder name

-snip- (incorrect analysis)
« Last Edit: August 08, 2021, 12:56:23 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

PlumpHelmetMan

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I mean it shows up in legends mode as well, which is why I went into the arena to figure out which creatures it was affecting.
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

kiiranaux

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Ah, I see! Would you post a screenshot? The context of the screenshot could help a lot with identifying who's missing their name.
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