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Author Topic: Direforged Mod v1.00 - The Chaos Age has passed.  (Read 13101 times)

Knight Otu

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Direforged Mod v1.00 - The Chaos Age has passed.
« on: April 11, 2010, 12:48:16 pm »

Direforged Mod  v1.00

The Chaos Age has passed. Whether it has lasted millennia or centuries, few can say, as historical records are few and incomplete, and civilization as it once was has crumbled during the Chaos Age. Only now, at the dawn of a new age, do the people of the world set out again to colonize the savage wilds, to reclaim what was lost to time and tide. Hamlets once again grow into cities, and towers of the dark forces rise high again as well. Mystic chants and fey trickery fill the woods, and picks and shovels once more strike the earth in search of ore.

A world has been forged through a dire age. An age that led to elves devouring their foes and goblins worshiping demons. An age that saw the emergence of the undead itarin and the rise of the Carmine Court from a minor fey court to a great force. An age that people like the humans, aurides, and encars barely survived. Now, the world passes into a new age. In which way will this new age reforge the world?

Spoiler: Download Links (click to show/hide)

The Direforged Mod is a mod that aims to add a great variety of all objects to Dwarf Fortress. The current version 1.00 for 0.31.25 contains the following:

New entities

Aurides: Also called the Golden Folk for their typically golden skin, the humanoid aurides have a knack for intellectual pursuits. Their cities start out near the seas. Ruled by a high consul, who appoints two consuls, one of whom will be the successor.

Carmine Fey: The fey of the Carmine Court are various evil nature spirits, including redcaps, nuckalavees, and thorn sprites.

Encar: Reptilian humanoids that can be born with the distinction of being crested, bearing a feather, or being horned. Crested encar tend to be strong warriors, feathered encar tend to be great thinkers, and horned encars tend to be huge brutes. Occasionally, an encar is born with two distinctions (usually crest and feather), called a twiceborn. Very rarely, a thriceborn, an encar with all three distinctions, is born. It is said that those thriceborn are destined for greatness.

Hobgoblins: Larger overworld cousins of goblins. They have an affinity to evil animals, worship gods, and keep a regimented order.

Lyroaka: Large savage humanoids. These feline creatures are capable hunters, and the males have an imposing mane.

Wurad: Tough humanoids with red skin and white markings. They have some affinity to animals. They mostly start out in the warm regions of the world.

Deep evils: Layer-linked civilizations like animal men, but more advanced. They also have a small number of outposts on the overworld.
Itarin: Evil, naturally occuring humanoid skeletons. Certain powerful individuals have the chance to rise to the position of necrarchs or war masters. In battle, they may bring a new weapon - the dire hook. More of a torture implement, it may get stuck easily.

Fachen: Large humanoid creature lacking a second arm and leg, and having only one eye.

Ekodu: Six-armed serpentine humanoids with eight eyes.

New creatures and vermin

Bonehelm brutes: Giant humanoid monsters found in the deeps. Their heads and necks are protected by a layer of bone resembling a helmet.

Brainspawn: Multi-casted creatures found in the depths.

Carraigh: Small humanoid creatures consisting of basalt.

Crag foxes: Small, swift carnivorous animals found in mountainous regions. They have gray fur and are known for their cleverness.

Cravasi: Large crablike creatures used as pack animals.

Crimson stars: Large crimson spheres floating in the deserts.

Firehounds: Large canines found in the mountains. They like fires, and their blood is of great temperature.

Giant solifuges: Gigantic arachnids with a deadly bite. They are found in the savage deserts.

Gurishos: Large feline hunters similar to lions, but more readily trained.

Ice runners: Large and swift bipedal predators found in the frozen lands. Their thick hide and fat protect them from the cold.

Leornithes: Large flightless birds found in grasslands. They have a vicious beak and claws on theirwings.

Oak treants: Huge oaks, animated by natural magic.

Oshkras: Evil lion-like creatures surrounded by a shadowy glow. Their breath is freezing.

Quicktrolls: Small and fast horned humanoids monster that heals extremely fast.

Red sludges: Large red slimes that emits nauseating gases.

Shelloks: Small shelled creatures resembling a turtle. They are held domestically for their shells.

Silkblood spiders: Large spiders with silk for blood. They can be found in the upper caverns.

Smangesk†bus (Slave Beasts): Large humanoid creatures used by goblins as pack and draft animals.

Snow beasts: Huge furred herbivores with great horns.

Spire recluses: Large gray spider hunting in the mountains, spinning cerulean webs.

Sprites: Mischieveous tiny elf-like creatures.

Stonescale snakes: Gray-scaled snakes living in the mountains.

Sun vipers: Yellow-scaled snakes living in the desert.

Torostrich: Vast flightless birds with a horn on their beaks and two horn-like growths on their heads.

---

Ash creepers: Small underground worms composed of ashes.

Blood rats: Large rats that can transmit fever.

Crysants: Small white antlike insects, found in evil regions. They build colonies defined by a crystal core plated with iron, protecting a red waxy structure similar to a honeycomb, containing red jelly. It takes them one and a half year to complete these structures.

Dew spiders: Tiny forest spiders, with interesting webs.

Diamond butterflies: Small insects looking as if they consisted of several tiny diamonds. They are admired for their beauty.

Flakeflies: Tiny flying creatures consisting of glowing snowflakes.

Moon beetles: Tiny forest beetles with a strong shell

Umbral spawn: Tiny underground spiders, with blinding venom.

New inorganic materials

Plierenus (flamegold): A valuable alloy of gold, copper, and flarestone, using one bar of gold and copper, and a boulder of flarestone, creating one bar of plierenus. Unlike most flarestone reactions, this can be performed at the smelter. Apart from the dwarves, it is also used by the aurides.

Quecameda (Stone blood): A red ornamental metal that appears as strands in raw quecameda.

Star Silver: A light metal similar to steel, but holds a better edge.

Summersteel: Steel blessed in the Halls of Flame, using some incense of flame and a boulder of flarestone.

Astral Tears: An ore of silver, and occasionally star silver.

Flarestone: A volatile rock that can be smelted into coal... or hallowed into more coal. Beware exploding flarestone!

Raw Quecameda: A red stone containing strands of quecameda, found in igneous intrusive layers.

New plants

Cavern gourd: A round underground crop that can be eaten raw. Its seeds can be pressed for oil.

Coalhollow: A bamboo-like plant that can be ground into coal dye, a slate gray dye, or smoked in the kitchen to produce coaltubes, which then can be brewed into coalbrew. Consumption by nondwarves is not recommended (though currently harmless).

Crested helmet: A white underground mushroom with a crest-like growth. It is edible raw and can be brewed into crestbrew.

Deep morel: A simple brown underground mushroom that can be eaten raw.

Demon's hand: A red mushroom with fingerlike growths. It is only found in the deepest caverns, is edible raw, and can be brewed into dark wine.

Desert moon: A round desert plant which can either be used to extract a sweet liquid, liquid moonlight, for use in cooking, or to create moon dye, a silver dye.

Eyestalk colony: a colony of underground mushrooms resembling eyes on stalks. The mushrooms themselves can be processed into bags and eaten, and the colony can be processed into barrels, creating a valuable substance called ocular essence.

Froststalk: A bamboo-like plant of the taiga, which is the source of frost dye, an aqua dye.

Frozenfire bush: A bush growing in the deep caverns. It can be milled into flamedye, a crimson dye, or processed into incense of flame at the Halls of Flame.

Murkbloom: A pale violet flower found in wetlands. If disturbed by being picked, it spits a cloud of acid.

Pig plant: An edible pumpkin-like, orange-red plant with a growth reminiscent of a pig's snout.

Starberries: An edible yellow berry in the shape of a five-pointed star. It can be brewed into starwine.

Weavervines: A threadable and brewable plant found in warm regions. It is brewed into firewine.


Blood tubes: An underground tree with unusable wood, filled with a blood-like substance.

Deep bamboo: A light underground tree.

Flaring fungus: A great fungus radiation heat.

Fly stump: A short tree found in evil regions, with rather worthless wood.

Sawwood: A tree found in the savage lands that keeps edges surprisingly well.

Silver tree: A tree of silvery color that is quite valuable. It is found in good places.


Clattering teeth: An underground grass consisting of tooth material.

New custom buildings

Halls of Flame: Takes three obsidian statues and 3 obsidian boulders to build. Allows hallowing of flarestone, separating incense from frozenflame bushes, blessing steel, and meditating on fire.

Halls of Light: Takes three glass statues and 3 glass blocks to build. Allows extracting star silver from silver, extracting light globs from star silver, and crafting luminous weapons from light globs.

Pedestals and Presenting Statues (originally by INSANEcyborg): Take an item and display it on a pedestal of blocks or a statue, respectively.

New weapons

Ball-and-chain: A huge mace-skill weapon used by the deep evils.

Dire hooks: As mentioned in the deep evils description, a sword-skill weapon with a tiny contact area but great penetration depth.

Flambards: Longswords with a flamed blade. Results in lower size but greater contact area. Used by the encar.

Kris: Daggers with a flamed blade. Used by the wurad.

Tridents: Used by the encar and the deep evils, as a spear-skill weapon.

Rose swords, iris spears, thorn bolts: Weapons and ammunition used by the fey of the Carmine Court.

New (semi)megabeasts and night creatures

Anurisphinxes: Great winged lions with the head of a frog, possessing great wisdom.

Basilisk crabs: Large crabs with a petrifying breath.

Bhotisphinxes: Great winged lions with the head and tail of a scorpion.

Black stars: Large spheres of dark flame floating through the world.

Coral maidens: Large humanoids made of coral, of strange yet deadly beauty.

Dark masters: Great humanoid monsters that can rule goblin nations.

Divine axes: Mithral battleaxes animated by divine will.

Duskblooms: Deadly nocturnal plants that turn some of their victims into pods of various natures.

Frost wyverns: Large bipedal winged reptilian creatures with scales looking like ice plates and a venomous stinger.

Great sphinxes: Great winged lions with the head of a human, possessing great wisdom.

Iron devastators: Large iron statues with four arms, three of which are deadly weapons.

Living swords: Animated flying shortswords.

Rock wyverns: Large bipedal winged reptilian creatures with scales looking like rocks and a venomous stinger.

Saumen kar: Huge yeti-like creatures with white fur, found in the frozen reaches.

Walkers in frost: Ghostly creatures of frost and cold.

Eyes of Damnation and Umbrarachnes: Find them in the deep caverns (technically not megabeasts).

Trap components

Needle masses

Neckbreaker maces

Sharp fans

Adventure mode Magic

This version contains a basic adventure mode magic implementation. To perform magic, you need the following
- a grinding receptable (mortar) and a grinder (pestle or scraper), both of which you can knap with stones off the ground.
- an arcane rod, which can be bought (expensively) in human and auride towns.
- and gem dust from unimproved arcane large or small gems. You can grind any large gem into generic gem dust, but a few gems are arcane by nature and can be ground into the appropriate gem dust, and more of it. Generic gem dust can be consecrated into arcane gem dust with an arcane rod.

There are currently four kinds of magic - light, nature, fire, and water, each with a few associated gems and a single associated skill.
- The gems associated with light magic (discipline skill) are faint yellow diamond, clear diamond, red diamond, green diamond, blue diamond, and yellow diamond
- The gems associated with nature magic (druid skill) are emerald, green diamond, star sapphire, and star ruby
- The gems associated with fire magic (poetry skill) are ruby, red diamond, yellow diamond, black diamond, and star ruby
- The gems associated with water magic (balance skill) are sapphire, clear diamond, blue diamond, black diamond, and star sapphire

The spells you can cast, apart from consecrating gem dust, are:
- Light magic
- Dazzling light: Creates a luminous boulder you can throw, and which disintegrates into a syndrome-carrying dust. Needs but a pinch of gem dust, not enough to use up a pile of gem dust.
- Axe of light: Creates a sharp battle axe of made of light. This spell uses five piles of gem dust.
- Luminous armaments: Creates armor made of light, protective despite its lightness. This spell uses twelve piles of gem dust.
- Nature magic
- Fill waterskin with wine: Creates one unit of fisher berry wine in your waterskin, which must be empty and held in hand. This spell uses but a pinch of gem dust.
- Arms of the hydra: Creates armor made of hydra scale. This spell uses six piles of gem dust.
- Fire magic
- Fire arrow: Creates a scorching hot arrow ready to be thrown or fired. This spell uses but a pinch of gem dust.
- Arms of the dragon: Creates armor made of dragon bone. This spell uses nine piles of gem dust.
- Water magic
- Fill waterskin: Creates three units of water in your waterskin, which must be empty and held in hand. This spell uses but a pinch of gem dust.
- Bounty of the seas: Creates whale meat and has a chance to create boiled whale leather, in random quantities. This spell uses five piles of gem dust.

Other

Wanderer's Friend mod by Lofn (without tan-mod), slightly tweaked to allow the use of horn.

Adventurer reaction to allow searching for rope reed, and a reaction to turn it into thread.

A tiny number of engravings.

Mini-chests as toys

Syrinxes (pan pipes)

Ocarinas

Languages for aurides, encar, and wurad, thanks to DFLang, LangMaker (http://www.langmaker.com/) and the latin word list thereof, and Awkwords (http://awkwords.wsr3.net/)

Horned circlets: Circlets with two spikes attached, used among the deep evils.


Installation notes: This mod is meant as a replacement to the vanilla raws, not an addition, and as such, makes several changes to vanilla raws.

It's advisable to create a copy of your Dwarf Fortress folder, and install the mod in the copy. To install, extract the mod into the raw/objects folder, overwriting existing files.

Changelog:

Spoiler (click to show/hide)

v1.00 - The Chaos Age has passed.
Updated Wanderer's Friend inclusion.
Updated several raw files for new features.
Added mire bushes as an aboveground source of nut oil and soap.
Added crested helmets, deep morels, and cavern gourds as underground food crops. Crested helmets are brewable, cavern gourd seeds provide oil.
Added starberries and pig plants as aboveground food crops. Starberries are brewable, pig plant seeds provide oil.
Added adventurer reaction to knap stone mortars.
Added lyroakas as a new entity.
Added hobgoblins as a new entity.
Added the carmine fey as a new entity, with some new weapons unique to them.
Added vaulting drachlings as new forest/wetland beasts
Added anurisphinxes and bhotisphinxes as new semimegabeasts.
Added great sphinxes as new megabeasts.
Added arcane rods and "dust" as new tools, used for adventure mode magic.
Added basic adventure mode reactions for "spellcasting"
Added crysants as a new hive-able evil vermin, and the associated "tool" fancy structure.
Added clattering teeth as an evil underground grass.
Added snapper men as new underground animal people.
Added open helms, manicas, crescent shields, and long shields as new items.
Allowed dwarves to make balls and chains.
Added basic hardening of leather into boiled leather using normal leather and wax.
Discontinued parrots and birdkin. Their raws reside in noncreature_direforged_discontinued.txt if you want to use them.
Replaced itarin language. The old itarin language remains available on an unparsed file.
Tweaks: Increased honey production from pressing honeycombs, increased crutchwalking skillgain, reduced mining skillgain, tweaked dwarf civilization names, made wood blocks be called planks, removed option to make copper anvils.

Ult1mara's playlist for this mod.
« Last Edit: October 16, 2011, 07:02:31 am by Knight Otu »
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Direforged Mod v1.00
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lastofthelight

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Re: Direforged Mod v0.01
« Reply #1 on: April 11, 2010, 07:16:19 pm »

Can anyone verify that they have living civs after installing this mod?
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Knight Otu

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Re: Direforged Mod v0.01
« Reply #2 on: April 12, 2010, 03:27:26 am »

All civs die in your worlds? That's odd. What worldgen options are you using? Can you see something in legends mode on what might be the cause?
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Knight Otu

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Re: Direforged Mod v0.05
« Reply #3 on: April 22, 2010, 07:03:41 am »

I've uploaded version 0.05, adding a number of new creatures, and making some changes to previously added content.
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #4 on: May 06, 2010, 01:01:41 pm »

Version 0.1 is up, now with more language, plant, and tannable material.
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daemoria

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Re: Direforged Mod v0.1
« Reply #5 on: May 11, 2010, 09:46:05 am »

I'd like to know how reactive the flare stone is. Does it result in 100% dwarf fatalities, or can dwarves mine through it and take minor damage?

I suppose I'll test it out with some imigrants.
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #6 on: May 11, 2010, 10:30:35 am »

Flarestone works a lot like the blacklung mod by Lofn, except rather than applying a syndrome, it is super-hot. I've seen dwarves die from flarestone mining when I tested it as large clusters. With smaller veins, it shouldn't be quite as deadly, but still dangerous.
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darkflagrance

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Re: Direforged Mod v0.1
« Reply #7 on: May 11, 2010, 11:27:39 am »

Is the higher intelligence of the feathered caste significant enough to give them any real advantages over the crested caste?
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #8 on: May 11, 2010, 12:15:54 pm »

Well, I'm not sure to what extent the attributes are used in world gen. A quick look into a world with culling on seems to suggest that feathered encar are culled more often than crested encar at the start, but they seem to be retained more later on, before the point where everyone is retained.

In adventure mode, feathered encar should be weaker than crested encar. There is little in adventure mode currently where the good attributes could be useful until the adventurer skill arc comes around. Which makes me consider some changes that may help them in adventure mode once adventurers are no longer superheroes.

In a hypothetical encar town mode, they should be a good fit for the equivalents of managers, brokers, and bookkeepers, and some professions like architect and mechanic. Another change comes to mind here that would help them in such a mode (or adventure mode when skills come in).
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Deon

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Re: Direforged Mod v0.1
« Reply #9 on: May 12, 2010, 01:56:08 pm »

Greetings, Knight Otu. A lot of players asked me to merge Direforged with Genesis, and I already have like 4 or 5 versions which I have to update because of different tilesets and settings, and I will die if I will have to update 4 or 5 more :). What do you think if I make a modular Direforged mod for Genesis (so you download the module, unpack it into Genesis and it works at once)? I won't go ahead and do this without asking your permissions because you may have reasons not to want it, and I don't want to make you sad or irritated for no reason.
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #10 on: May 12, 2010, 02:19:13 pm »

I'm not against the whole mod being merged or made into an add-on module as long as the proper credit is given. (In general I would also like to know in advance if someone wanted to use it in this way).
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Re: Direforged Mod v0.1
« Reply #11 on: May 12, 2010, 02:24:28 pm »

I always ask when I want to use someone's work :). And sure, I have the whole Credits section. Thank you, I am sure people will be grateful to you.
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Re: Direforged Mod v0.1
« Reply #12 on: May 12, 2010, 05:56:58 pm »

I've merged the genesis and direforged mod myself with no problem. I love how crowded it makes world gen, towns sprawl everywhere.

Thanks for explaining how the flarestone works. I'll just mine it out with obsidian caste dwarfs from the genesis mod...they like fire, right?
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Re: Direforged Mod v0.1
« Reply #13 on: May 12, 2010, 06:01:09 pm »

They are immune to firebreath effects but I am not sure about temperature. Once I merge it I will check it.
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #14 on: May 17, 2010, 01:11:52 pm »

Since I've concentrated on a second mod, I'm not going to release an update to go with 0.31.4 right now. Direforged v0.1 is compatible as is anyway, and the few changes and additions that are in don't justify a new version yet.
That work on the other mod has helped with balancing a few planned creatures, though, and I might port over generic stuff to Direforged (I kind of already did so with the scale/chitin/hair tanning, but that wasn't really specific to that mod).
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