Note that creature descriptions are not yet updated for this version due to current ongoing changes; please see the readme for current civilizations. There may still be some kinks with invasions that have to be worked out in this version.
You may want extra embark points to make sure you have a military unit with teacher and concentration. Play in a region map - "smaller" maps are more likely to place all Fortress Defense civs within range of a single embark. And make sure Number of Civilizations is 20 or higher if you play on smaller maps.
I like to generate about 30-40 years of history to ensure that most civs are still active. I've been able to find sites that could be invaded by all 18 Fortress Defense civs in addition to the vanilla visitors.
Basic: 10 new, unique, always hostile civs
Challenge: 4 more always hostile civs plus 4 optional Bonus civs
---Changes for 0.20 R6
-Added individual entity files so that mix-and-matching is easier. There is no need to split the creatures file, because they won't spawn without their corresponding entity present anyway
-Fortress Defense enemies may now apply for citizenship! Also, more Fortress Defense races can now be mercenaries and visitors
-Removed STRUCTURAL from fiend tissue
-Greater Badgermen can no longer be poisoned or suffer infections from wounds (to increase resemblance to honey badgers)
-Great Fiend Spider progress triggers altered so they attack later
-Nakashim renamed to Nakash Snakemen/women
---Changes for 0.19c R5.5
-Fixed interaction bug.
-Nerfed Hellfire imps again to further reduce frequency of dragonfire. Currently, 1/100 Hellfire imps will use it with a large recharge time.
-Fixed the caste tiles for Jotunar
---Changes for 0.19b R5.5
-Nerfed Hellfire imps: reduced frequency of dragonfire and increased time to arrival
-Removed conflicting biorhythm tags from Pandashi and Badgermen
-Reduced the amount of teeth in Fortress Defense Races
---Changes for 0.19 R5
-Fixed the graphics offset issue thanks to YetAnotherLurker! The graphics files were consolidated as a result
-Added dead's graphics for White Tigermen, as well as Minotaur graphics if you wish to implement them yourself (Minotaurs are no longer technically in the mod)
-Changed a mispelled MASTER_WRESTLER token for spiders
-Because Greater Badgermen cannot currently rest, they now have Wolverine-style regeneration
---Changes for 0.18 R4
-Additional graphics for Fortress Defense Civs courtesy of dead!
-Address conflict in promised and actual Greater Badgerman size
-Nerfed web-slinging by Great Fiend Spiders, augmented their wrestling
-Fortress Defense Civs are no longer allowed to set up their own versions of Rapture under the ocean waves (ALL_MAIN -> ANY_LAND)
-Increased the range of the Spurring interaction so animals are even less afraid when accompanying Fortress Defense sieges
-Added additional skill learn rates to furies
-Renamed the custom Fortress Defense cap so that the item name would not be duplicated in stockpiles
-Nagas now immune to their own venom
---Changes for 0.17 R3
-Spurring: makes animals that accompany sieges gain NOFEAR
-Warwolves have custom profession names and can turn others into Warwolves, also should have steel teeth and claws
-Furies use steel equipment, experimenting with skill learn rates
-Nerfed spiders to be easier to wound and fire webs less often, but have in-built wrestling
-Gave Dark Stranglers natural dodging skill
-Replaced scimitars with long swords for anything that used them
-Some removal of redundant/obsolete tokens
---Changes for 0.16 R2
-Removed natural skills that prevented armor from being worn
-Tightened down the metal access of the bonus civs
-A couple of civs are now using steel tissues
-Broadened Full Plate access
-Tweaked dodging, seasonal arrivals, and made civs arrive earlier
-Many Fortress Defense enemies can now be recruited
---Changes for 0.15 R1
-Changes needed to convert to DF 0.42.03
--Raw fixes: removed UNTOWARD, fixed Strangler tags
--Replaced adventure tier
--Made all races able to speak and open doors
-Tweaked progress triggers a little
---Changes for 0.14 EXP
-Changes made to accommodate the fact that sieges will only attack mature forts now
-Added NOPAIN to more races (nagas, large challenge races, frogmen, war elephants, hellfire imps, white tigermen, pandashi, greater badgermen)
-Some races also got NOEXERT
-Putrid Blendecs no longer breathe or suffer nausea
-Frogmen are now Frog Demons, based off 40d
-Great Fiend Spiders can now bite through steel
-Buffed War Elephants, Beakwolves, Dark Stranglers, and Raptor Men. Their attack can now penetrate armor, and they are naturally a little more resistant to weapon strikes (you will probably need at least good quality iron to fight them - but you also have three years to prepare for them).
-Greater Badgermen have the same buffs as the above while I fix their armor issue
-Switched around speech tags; White Tigermen and Ferric Elves now speak in battle, but Great Fiend Spiders no longer do
-White Tigermen and Frog Demons finally learned how to use armor
-Warwolves, Jotunar, Blendecs, Raptors, and Nightwings now have full plate access
-Fixed the lack of silk from Great Fiend Spiders (the color is still not right)
Still in testing:
-Fix the equipment bugs in bonus and challenge races
---Changes for 0.13 EXP from 34.06
-Attempted to update various broken arrival triggers
-Minotaurs are now Ruthertaurs
Changes from Fortress Defense Mod original:
-Now has two difficulty levels for varying degrees of massacre: Basic and Challenge!-The Basic Mode includes ten civs. Challenge Mode adds four more ridiculously tough civs, and an optional four more!
-You can now select the entities you want to face from the included folders and install them instead of the general entity file
-Enemy arrival is based on both population and trading status, because the game cannot track population alone as the trigger for sieges. Therefore, it is advisable to avoid trading too high a volume of goods, while instead melting the armor of defeated armies or mining out your own ore to use for defense.
This mod completes the revision of the original Fortress Defense Mod. It is designed for those who would like to have a chance of surviving the vast hordes of enemies who besiege you. Enemies often come in only one season, with a few exceptions, which decreases the chance of three simultaneous sieges, and only one late-game Fortress Defense civ will intercept the Dwarven caravan. However, this doesn’t mean you still shouldn’t prepare yourself for that eventuality…
Four deadly civilizations have been added to the game to act as the fitting conclusion to this mod.
The mod uses vanilla items and adds only creatures and civs, based on the ones that already exist in vanilla. In addition, the new enemies have had most useless clothing deleted from their entry so that each siege doesn't clutter up your stockpiles with tons of useless Hoary Marmot Leather Socks or something. It's best to play on a world of at least medium size, on regions rather than islands, if one wishes to experience the full potential eleven enemy civs.
Long worldgens may not be advisable.
Listing of Enemies
Dark Stranglers (size 40,000)[/b]
About 2/3 the size of dwarves and lacking in any form of armor, they are not much of a threat to an early militia. They do, however, have 4 arms and a very vicious bite, and are quite fast. As the weakest of the new enemies, they also attack the soonest.Beak Wolves (size 50,000+)
These relatives of the familiar mount of Goblins, the Beak Dog, similarly attack dwarves with their crushing beak and sharp claws. However, they fight with greater cunning and skill than their wilder, less organized cousins, fleeing if the odds seem stacked against them. These black and white monsters will usually, but not always, attack a little while after the Stranglers.Frog Demons (size: 100,000)
Frog Demons are just almost twice as large as dwarves. They treat water as no obstacle, and in addition, they only know how to use copper and cannot make many kinds of armor. Like Frog Demons of old that spilled from pits in the earth, they are immune to fire and building destroyers, and can also swim. They will probably flee when it is clear they are no match for you, but watch out for their arrows!White Tigermen (size: 90,000)
Learning of the servitude their striped brethren have been forced into by the elves and dwarves, these northern avengers have come to wreak vengeance and liberate the enslaved! Their large size and ability to wield two-handed weapons makes them a worthy challenge in melee.Nakashim/Helmetsnake Men (size: 100,000)
Half-serpent and half-man, with poisonous fangs. Their venom varies from merely paralyzing to capable of inflicting necrosis. The striking reflexes of their reptilian halves give them a great deal of speed when fighting.They use bronze and iron weapons, and include archers among their ranks. Nakashim have developed some armor making ability; however, they cannot armor their snake-like lower bodies as well as dwarves. Also, they are dextrous enough to avoid traps.Putrid Blendecs (size: 60,000)
Finally, an enemy the same size as a dwarf! Foul blendecs, which have cloven feet and eyeless skulls for heads, could only be found in evil areas in vanilla. In Fortress Defense, they attack armed with bronze and iron weapons and armor. Because they are a twisted mix of the undead and the living, they know neither pain nor fear, and your traps cannot target them. Lately, some Putrid Blendecs have been discovered to contain lumps of Cassiterite inside their bodies. Note that due to a bug in 42.0x, this cassiterite cannot be smelted in those versions.Ferric Elves (size: 60,000)
Ferric Elves are the remnants of elven communities who survived the fiery destruction of their forests. Left with no other choice, they learned to smelt iron and silver with the leftover charcoal and forged themselves into a formidable fighting force. Each member of their desperate race is trained to use a ranged weapon from birth, resulting in innate archery skill. Swift and agile, they are too graceful to be caught by traps. Cut off from their connection to nature they no longer wish to live, and experience no fear charging into battle, hoping only to end their internal pain. Please be so good as to oblige them!Hellfire Imps (size: 60,000)
Fire Imps are normally exceedingly small. Hellfire Imps, however, are their comparatively huge relatives who have grown so fond of setting bonfires that they have formed a marauding horde for the purpose of burning to death as many dwarves and other unlucky victims as possible. They use up to steel armor and weaponry (including fearsome whips), but their most fearsome ability is to throw or breath fire at their prey from range, a capability which is possessed by all of their troops. Shields are heavily advisable against them.
Note: you can cheese your way out of some of this by turning off temperature. (weaklings…)Warwolves (size: 120,000)
Twice the size of dwarves, the lightning-fast, iron- and steel-wielding werewolves are guaranteed to defeat any similarly armed unskilled dwarf in single-combat. In addition, they avoid traps, meaning that there is no easy way to deal with them. Worst of all, physical contact with them inflicts a curse that turns their opponents into crazed beasts! If you wish to meet them head-on, no less than steel-armed dwarves will suffice.War Elephants (size: 5,000,000)
No, that size is not a typo. Elephants are massive, and they have come to lay waste to your fort just as they did the fortresses of old, only this time they come in heavy steel armor, wielding massive mauls or morningstars. Luckily for the player, Elephants do not wield shields with their trunks, and mainly rely on their tusks, their powerful bulk, and pure animal rage to kill your dwarves.Challenge Version enemies: If it can be imagined, the power and ferocity of the following four races exceeds those of the previous tier by a ridiculous amount. They will pull no punches in their attempt to end your fort. That is why they have been sequestered into a whole league of their own.
Nightwings (size: 120,000)
These jackal-headed fiends combine the much of the worst of the basic mode foes. They wield cruel weapons of steel, experience neither pain nor fear, disable your traps, are free of any need for breath or nourishment, and worst of all, they can fly on their leathery wings. They represent the most elite conventional fighting force you will face. Good luck to those who face them in battle!
Ruthertaurs (size: 220,000)
Minotaurs are the weakest of the semi-megabeasts in vanilla, imagined as solo attackers of fortresses. Their Fortrees Defense Mod cousins the Ruthertaurs have banded together to steal the secret of steel from the dwarves. In battle, they know no restraint: their preferred weapons are whips, scourges, hammers, and halberds.
Jotunar (size: varies, maximum 9,000,000)
If you reach this point (which may be sooner than you think), it means that a race of giants once exiled to the barren wastelands of the world has come to initiate Ragnarok upon your fortress! They come in various shapes and sizes, and some even wield fire. Due to their sheer size (more than 100 times the size of a dwarf!), they can crush the heads of dwarves in a single punch. It will take legendary warriors, strong defenses, and masterful weaponry (blunt weapons can easily penetrate their armor!) to match these foes. But fear not! The enemies generated by Dwarf Fortress can possess neither great weapon skill nor arms. Weathering their storm is not impossible.
Bonus Enemies: The bonus tier enemies attack at the same time as Tier 4 enemies. They are very similar to dwarves in size and wield steel equipment. One could compare them to a well-trained dwarven militia.
Great Fiend Spiders (size: 100,000)
What happens when you take the bane of the depths of the underground chasms - the Giant Cave Spider - and allow it to breed in such numbers that it spreads across the land? The answer is the eight-legged plague known as the Great Fiend Spider. Though its size is not especially intimidating, its ability to fire silk and its deadly paralytic venom can cripple your dwarves, preventing them from moving or fighting back as they are torn to shreds by the dribbling mandibles of the spiders. Of all the foes in this mod, I fear these the most.
Furies (size: 60,000)
Greater Badgermen (size: 50,000+)
The Greater Badgermen are an ancient and proud race who, like dwarves, build great subterranean communities in the mountains. In battle, they work themselves into berserk rages while charging wildly without regard for their own safety. A Honey Badgerman Berserker is a thing especially to be feared! Throughout their lives, they gradually increase in size; a Greater Badgerman of venerable age will be 1.5x as big as a dwarf.
Pandashi (size: 50,000+)
The Pandashi are a reclusive race, but fond of contests to the death with powerful foes. If you survive long enough, the Pandashi will leave their bamboo forests to challenge you in battle. Their power comes not only from the foreign equipment they wield, but also their innate martial arts skill and their ability to enter martial trances. Their high awareness and agility allows them to dodge traps. Like Greater Badgermen, they gradually increase in size throughout their lives.
Raptor Men (size: 50,000+)
Raptor Men are essentially lock-picking upgrades of Frogmen. Feathered and scaled, they are capable of using steel weapons but have limited armor options. They can easily cross water to attack your dwarves, and simple locked doors cannot stymie their cunning minds.
Furies, like their cousins Harpies, possess the ability to fly. This resulted in their being removed from the Basic version due to flight pathfinding being broken. Unlike Harpies, however, Furies come in both male and female forms, and can wield weapons. Their feathers and weapons are made of steel, and they have come to feast on the corpses they plan to create.
The original (though outdated) Fortress Defense Mod is here
(or just scroll down a couple of posts)
(DIFFICULTY CAUSED BY PLAYING THE OLD VERSION IS NOT THE RESPONSIBILITY OF THE MODDER)