Deep Qantas: Expanded is my attempt to complete Deep Qantas' original tileset (by and far my favorite tileset) and expand it for the new versions. It's a non-square 14x16 set, which I think makes words easier to read, and windowed mode doesn't take up the entire width of a 1280x1024 monitor. It also includes many professions for other races (human, elf, goblin).
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http://stele.korusuu.net/files/dftile/releases/df_31_03_dqe_v1_52.rarThis pre-installed version lets you generate your own world and start playing without needing to change any settings. Note that the resolution/grid is pre-set for a 1280x1024 screen but can be edited as needed in data\init\init.txt.
http://stele.korusuu.net/files/dftile/releases/dqexpanded_v1_52.rarThis only includes the graphic set. Extract into your Dwarf Fortress main folder and copy the raw\graphics folder into any worlds you already generated. Note that the resolution/grid is pre-set for a 1280x1024 screen but can be edited as needed in data\init\init.txt.
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This doctored v.31 screenshot shows goblins and trolls trying to break in from the south farm while dwarves stand ready. Some subterranean creatures have come in from the stairs. There is also a kobold master thief skulking in the furniture stockpile.
I am still working on completing this, using Dystopian Rhetoric's tileset as a base. This does include the new medical professions for dwarves, but not for other races yet. I know a lot of animals are incomplete (I hate drawing animals), but I'm working on it. The sea creatures are pitiful but very low priority as I never see them. I haven't really explored the caverns yet, but I did notice raws for new creatures. I'll probably work on adding those next as I encounter them.
Changes from v1.51 - v1.52:
Improved "thresher" graphic for all races. Some minor tweaks here and there.
Changes from v1.5 - v1.51:
Added tiles for all dwarf-equippable weapons. Unfortunately, I only later realized that there is no specific scimitar, flail, morningstar, and long sword professions, but they are there anyway. Also added a new tile for soap/lye/potash professions (they all use the same one -- may differentiate later... but all reference materials I see make them look exactly the same).
Click below to view the actual tiles
Click below to view older screenshots

Here's an old meeting hall/kitchen. It's busy, but you can make out lots of puppies, a donkey foal, mule, and a quite a few slacking dwarves.

The entrance to an old fort. There are some dwarven traders visiting my trade depot. There's an animal caretaker (drawn like a shepherd) leaving the trapped entrance, and a weaver is presumably hauling some item at the trade depot. Various dwarves are resting/sparring in the barracks.

A human maceman is visiting a goblin temple, complete with goblin priests. You can see a goblin baby running around in the grass. I have different tiles for each profession for all races with a few exceptions (soap/lye/ash makers, but I will probably add a common one for all of them soon). I have not updated the other races with the new medical professions but probably will in the near future.

Here's an old meeting hall/kitchen. It's busy, but you can make out lots of puppies, a donkey foal, mule, and a quite a few slacking dwarves.
I decided not to bump the
Old thread as it's, well, rather old.
Comments/criticism are appreciated. I'm not an experienced pixel artist by any means.
(Also, thank you, Dystopian Rhetoric and Deep Qantas if either of you ever see this)