Evil: Moddercluster the Mad Yarns of Editing.The links in this thread will not be updated and are to be considered invalid in any version besides 31.25. If you choose to use these mods, and your computer spontaneously combusts, I will not accept responsibility for your actions. You have been warned... This first mod adds many new civilizations and races to deal with, the most important being semi-megabeast tribes. All in all there are 10 new races and 6 new entities, or civ groups. Details are below. Each civ group has it's own language file, cranked out by the extraordinary DFlang generator. In addition, each of them besides the tigermen has new weaponry. About half are hostile by default, and the others may have enough problems getting along to promote more fighting during worldgen, and thus more wars during gameplay. They all have some natural skills associated with them.
The races:
Minotaurs, Beastman group. They're the smallest of the species living in the beastman tribes, being the same size as a normal minotaur.
- Naturally immortal
- Skilled with all melee weaponry, to a lesser extent than solitary minotaurs
- Mental attributes decrease slower than normal, physical attributes never decrease and are capped at 1000% their original standing.
- Have slightly higher natural strength, agility, and toughness.
Trolls, Beastman group. The next step on the social ladder of the beastmen, at nearly twice the size of minotaurs.
- Skilled with an axe, as well as unarmed.
- Mental attributes decrease faster than normal, Physical attributes decrease normally but are capped at 1000% their original standing.
- Have significantly lower mental stats naturally, and slightly lower natural agility.
- Skills rust slightly faster.
Ogres, Beastman group. Being 3 times the size of a minotaur, ten times as large as a dwarf, they are a truly terrifying sight to behold.
- Best unarmed fighters.
- Mental attributes decrease normally, but start out very low.
- physical attributes decrease more slowly and are capped at 1000% their original standing.
- Skills rust slightly faster
Cyclopes, Beastman group. The second largest and the smartest enemy you'll meet. They are powerful and never let their strengths slip away.
- Naturally immortal
- Good with a mace, and are renowned shepherds and leather makers.
- Mental attributes never decrease, but some increase more slowly. Skills will never rust
- Physical attributes never decrease, and are capped at 1000% their default values.
Ettins, Beastman group. They are as large and as powerful as the cyclopes.
- Naturally immortal
- Very good Observation and dodging skill
- Mental and physical attributes and skills never decrease and are capped at 1000% their default values.
Tigermen group. Reduced size to fit into human equipment. They are item thieves but unlike kobolds will attack per usual regardless of their success with thievery.
- Natural hunters, with high natural sneaking, tracking, trapping, and observation skills
- Normal skill and attribute rates.
Kobold Copy: Cobalds, Cobald group. They are extremely intelligent and have superior willpower. They're friendly and will come to trade, but Armok help you if you piss them off and rely on an actual mlitary.
- No longer suffer from learning and language disabilities!
- Skills, mental attributes, and physical attributes will not rust or decrease in any way
- Slightly lower strength and toughness, but increased agility, recuperation, and disease resistance. Some mental attributes increased.
- Natural bowmen who see and hear more than other races, and thus can skillfully avoid attacks. Still good at sneaking around and tracking. Learn and teach quickly
Paklarans: A new bird-man civ.
- Natural bowmen and swordsmen, having normal attribute and skill rates.
- As birds they must reproduce with eggs, but cannot fly. Instead, they are amphibious and swim nearly as fast as they can run, and naturally understand how to do so.
Carp men! Carp man group. The scaly scourge now tortures you upon dry land, with pointy things!
- Can become enraged.
- Naturally good in hand-to-hand combat
- Create vocalizations that your adventurer may hear when around them.
- Skills and attributes can still rust.
The Civilizations:
I desire a way to create unique sites in the future for each of these.
For the sake of having some combative units from the civs, or in some cases because I want them to, all of these besides carp men will build fortresses and can be bandits. If site and more detailed civ modding is implemented I would LOVE to change things around.
Beastman Group:
- Carry around massive weapons unusable to smaller races, including a heavy crossbow that fires with far more force and velocity.
- Default to hostile thanks to being child snatchers. They will siege early and often.
- Split into three different civs. Each group will be able to interact with you separately, mainly through warfare. In this way you could be attacked by three of the five races at any time, three of the same from different civs, or any other combination.
- Currently, some build dark towers, some cities, so you can find a few of them in adventure mode.
Tigerman Group:
- Default to hostile item thieves. Unlike kobolds they will not wait for success before attacking directly, and will come in ambush.
- Sadly don't have unique weaponry or armor yet. Most clothing considered rare.
- Currently build forest retreats.
Human Nomad Group:
- Build in tundras and nearby areas. They will often die off though because they cannot farm properly and I didn't edit/create anew the human creature definition. They'll be able to survive better after Toady changes how food is acquired, which I believe will be the next version.
- Have unique axe weapons, and some clothing like sandals removed entirely because it wouldn't suit the climate.
Cobald Group:
- Friendly trading civ from cities in the mountains. Use steel and a new near-equivalent called cobaldilium, made from cobaltite and copper currently. This is not final. Same body size as dwarves so their armor could be purchased for your use.
- Have unique bows, arrows, swords, daggers, an axe, and a pick called a rock hammer.
- They are fully playable in fortress mode but their leader will have to be changed monthly until you can satisfy their demands because they begin immediately upon embark, and there will always be a leader.
Paklaran Group
- Build Cities around, and unfortunately sometimes in, oceans, but hail from wetlands, preventing them from always starting in an ocean and thus having massive amounts of their settlements out in open water rather than coastlines.
- Are friendly and trade like humans by default. They bring their own sword, dagger, and bow, and share their arrow types with cobalds.
Carp man Group
- Build forest retreats around lakes, rivers, and wetlands.
- Are immediately hostile and attack early.
- Playable in adventure mode. Obviously though they begin their adventures in the cities of the other civs.
- Rarely bring weaponry to a fight, and never wear clothing, preferring to fight with their claws and teeth.
I don't really intend to introduce many non-civilized creatures, but there are some new plants provided by this mod for the moment:
Sky Petals - Above-ground around water in grasslands>shrublands and around other pools. Produces an azure dye.
Chibi Roots - Above-ground around water in wetands. Edible raw and produces a basic alcoholic drink.
Galip Leaves - Above-ground away from water in wetlands. Edible raw but produces no alcohol.
Whisp Stalks - Underground mushroom. Edible raw and produces a basic alcohol.
Pyreling Mushrooms - Underground mushroom. Edible raw and produces a very valuable alcohol.
These don't necessarily need to be here, I suppose, but meh, they're not specifically harmful.
Feedback is necessary to make this mod more entertaining. I don't really intend to add anything already provided by other mods, though I won't refrain if I decide I really want to do something, and will not search through every mod out there and screen out what they include, I just will not use their raw files. I also don't intend to change pre-existing objects like normal dwarves.
Download it from DFFD.hereQuite simply, it is a package of .txt files. Just extract them into your raw/objects folder and you're good to go.
Now for something almost completely different: Downloads to a few other minor modifications I've made.
Draconic Beasts Mod: A supply of new megabeasts and wildlife radiating from the central theme of dragons and wyverns. There are a few species provided:
Lesser Dragon; stunted, wild variation of the standard dragon. They're still quite deadly.
Emperor Dragon; The opposite. A terrifyingly large beast with far more skill than a standard dragon.
Bestial Dragon; Roaming or homeless dragons that pose a great danger to travelers.
Basilisks; huge draconic reptiles with a venemous bite. They appear in desert environments
The Wyverns; mortal creatures often with little or no ability to use fiery breath or venom. They come in a wide range of sizes and dispositions, including small tame predators and vicious pack-hunters who stalk and kill travelers. They own the skies.
- mountain wyvern: a sufficiently large wyvern that is capable of breathing fire. Only inhabits mountain ranges.
- Yeric wyvern: a highly aggressive and sometimes dangerous pack hunter about 2/3s the size of a cow. Found in temperate areas with vegetation.
- Woody wyverns: small, cowardly predators that generally fear your dwarves.
- Storm wyvern: a terrible adversary capable of mass destruction of unskilled or singular opponents via a deadly dust attack.
Wyrms; immortal legless wyverns. Currently only one member; the frost wyrm. Very dangerous opponent in melee. If you get ambushed in the arctic, just run, don't look to see what ambushed you, just assume it's a frost wyrm and understand that you cannot win.
Dragon men; a race of sentient humanoids of a draconic sort. They are a miniature dragon twisted at the hips and thumbs to stand erect in a human posture. They have the power to breath fire and may raid your settlements. Some are civilized and may assault you in a more organized manner.
You can download that here[/list]