==The Community Monsters Pack==
version 1
Welcome welcome!
This here little mod is just an itty bitty pack containing a couple creatures from some well-known (at least at thier time,) Succession Forts in Dwarf Fortress's bygone ages. This isn't really some major de facto overhaul like say, Teh LOLmod or huge sweeping addons like ZM5's output. Instead, these creatures often served as a major gimmick to their forts and often appeared in otherwise only very lightly to moderately modded games.
The current contents are compatible with v47.05 and v50.xx, but lack graphics support. If there's a volunteer out there willing to make them (or teach me how graphics work,) they may be added at a later time.
Currently the pack has modules featuring the following. Documentation will follow, which can also be found in their readme files included with the modules.
- Spawn of Holistic of 40d's Syrupleaf and 34.11's Spearbreakers fame, and includes weapons and variants that were meant for the sequel-that-never-was.
- The Nothings of 31.25's Nomekast, along with an alternate version referred to as Pulsates instead.
This adds Three (technically four) variants of that hated, twisted creature.
- Spawn of Holistic: the civ-level version that will try to steal your shit and come to kill your people. They set up in fortresses (presumably ones they destroyed,) and are lead by hive kings and queens. The things also breed like crazy.
- Wild Spawn: Displayed as Spawn of Holistic in-game, as there is no functional difference between them and their organized brethren. They can be found roaming all through the caverns and in smaller numbers above ground.
- Greater Spawn: a wild creature found in cavern 3. Large, cruel, and hungry for dwarven blood.
- Uberspawn: Demon spawn who are the largest and meanest of thier kind found in hell itself.
Dwarves are susceptible to Spawnitis/Spawn fever, a condition that is caused by suffering a skin-breaking bite much like a werebeast curse. For other races, the danger they pose is purely from thier raw physical might. To be killed they need to be pulped, bisected, or have their obsidian hearts damaged in some way.
I've made very minor description changes, but they are otherwise simply up-to-date variants of the Spawn used in Spearbreakers.
As a bonus, The Weapon Pack version also includes weapons based on the failed succession fortress of Spearbreakers and the ability to craft novelty and oversized mug items for export. These weapons are the following and exclusive.
=Melee=
Motoraxe: A one-handed axe with the slashing surface of a great axe.
Motorsword: It's basically a generic chainsword, comparable to a longsword.
Fighting Mug: A mug-shaped beating implement.
Mug-hammer: A warhammer with a larger impact and velocity modifier, the head of which is stylized to resemble a fist grasping a mug.
Two-handed Mug-hammer: A two-handed version of the mug-hammer.
=Ranged and Ammo=
Disc Launcher: A shoulder-fired crossbow that fires ammo versions of large serrated discs.
Mug Launcher: A shoulder-fired pneumatic launcher resembling a mixture of a rocket launcher and a mug that fires overly long novelty airfoil mugs.
Mug Bow: A crossbow that fires airfoil mugs at damaging velocities.
=Other stuff=
Novelty Mug and Oversized Novelty Mug: Various decorative and silly mugs of different shapes and their comically long cousins as export items, produced in sets of three at the craftsman workshop.
Greater and Uberspawn as well as free-roaming regular spawn along with the weapons were slated to appear in a sequel fort that never got off the ground, sad to say.
The Nothings of the community story fort Nomekast, "Godsaved."
For simplicity's sake, winged and standard Nothings have been merged into a single creature.
The Classic Nothings retain their original name, insane population size and description, though their cluster number has been trimmed to something a little less performance intensive, they have a proper creature tile in ASCII (rather than a void) and they can be found everywhere as a perpetual plague on the land due to their functionally infinite numbers.
The Pulsates are modified to be more reasonable in some areas, but fiercer in others having a fanged bite attack and changes to their size, description and different tile. They can also be found both above and below ground. They are also numerous, but not functionally infinite, meaning one could theoretically engage in a war of extermination against the Pulsates in a given area by simply killing a few thousand of them.
Please note that these creatures are not designed to be used together.
Please let me know if everything's working! While I have playtested these creatures in the past and run basic arena tests, it's entirely possible there's a typo or a missed entity tag or something in there somewhere that got overlooked.
You can download the mod here.
=FUTURE PLANS=
Currently I have one additional race in mind to include, a group of "evil" dwarves I plan to call the Sankites, after Sankis the Mad of Boatmurdered.
I may also add the Mountain Barbarians of Spearbreakers, though that'd be more of an afterthought.
Beyond that if there's anyone who has a creature they'd like to have added to the pack, you can post here, I'd be happy to include your little oddities in the pack.
-=SPECIAL THANKS=-
I'd like to extend a very special thanks to a handful of people, those being Mr Frog and Nakeen (who kept the spawn up to date over time, even if they're seemingly long-gone,) Hugo the Dwarf for helping with troubleshooting bugs, and ZM5 for the same as well as updating the nothings to work with the present popular releases of v47.05 and v50.xx.