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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Dying Earth 1.81
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File Listing: Dwarf Fortress: Dying Earth 1.81
Last Updated: May 02, 2019, 06:20:12 am
First Created: Nov 30, 2018, 10:11:43 pm
File version: 1.81
For DF version: 0.44.12
Downloads: 64 (346) Size: 19.77 MB
Views: 1,236 (2,971) Type: ZIP
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It has been tens of thousands of years since earth began to die. A long, slow spiral into extinction. Humanity holds on, as it tends to do, even in the face of a disaster of its own making. Rampant industrialization and overpollution has resulted in the extinction of the vast majority of the plant and animal kingdoms, leaving only the most sturdy of crop plants and tenacious of bottom-feeders to continue surviving on a blasted and empty planet. Humanity itself has not avoided change, either. While conventional humanity still exists, the vast majority of this species ekes out a pitiable existence, able to craft astoundingly advanced technology by hand alone but never having enough resources to do more than focus on the basics. Tools, weapons of war, killing machines (many of which have long since gone feral), and other such devices are where most resources are funneled, leaving the common folk with little. Looming over them, too, are their evolved cousins. The vain and decadent Class, bred for intelligence and long life, control vast swathes of territory with their armies of humanoid androids and elite operatives. The Neo-Humans, short-lived but strong of body and led by the immortal demigods known as Executors, crush resistance with unsurpassed autonomous war machines complementing their already formidable tank divisions. The ageless, unstable Fext, who scorn the pampered lifestyles of their posthuman brethren and fuse their offspring with metal before they even leave the womb, spread chaos under the banners of countless warlords. And separate from all of these are a new threat, an alien intelligence birthed in the most wretched and toxic places of this brutal world, a race that views itself as the inheritor of man's failings, or would if its brutishness ever gave way to philosophy. As these rivalries converge, the planet trembles with anticipation. These next centuries are the final chapters of a dying earth, and whether it shall be revitalized in a golden age or finally fall into everlasting silence is up to those who live in this tumultuous time.
What is Dying Earth?

This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness. This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena). Some notes before you dive in, however.

-It is almost impossible to kill some of the larger war machines with anything less than steel weaponry, or in one-on-one combat. Of course, this applies to the domesticated war machines as well, so if you're invaded by an enemy's mechanized divisions and you have iron-tier weaponry or lower, you're probably dead.
-Some war machines and vehicles do not reproduce in this mod, so if you want more you need to buy or raid for them.
-Any mechanical "creatures" can be butchered for metal blocks which can be turned into chunks in adventure mode for crafting purposes, or just melted down into bars in fort mode.
-Nanotechne is nanotechnologically enhanced metal and is comparable to steel, its crude variant is equivalent to iron, and the Fext are capable of producing a species-unique variant that is the equivalent to titanium, the strongest metal in the mod, used by the Neo-Human and Noble civilizations.
-Bioframes are some of the most powerful tameable creatures in the game, and are found in mountain biomes. If you are playing a struggling civ and need an edge, embarking in a mountain biome and trying to control these creatures may be a good idea. NPCs can do it too though.
-Armor works differently from how it does in vanilla. The bay12 page explains this in more detail.

Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.

Change Log:

1.81 Changes:
-small fix to venusian construct age, should be less prominent.

1.8 Changes:
-Venusians should not mingle with sane races as much
-Prevalence of cyborgs increased maybe.
-I folded the ranged specialist skill into the marksman skill. Basically no matter how many weapons I added to the marksman skill, there was still an even split between marksmen and ranged specialists, so a 50/50 split between normal guns and very powerful guns. This way, very powerful guns will be rarer. Possible side effect is less guns in general.
-3 new melee specialist weapons added.
-3 ranged weapons added.
-Armor system overhauled again. Rather than a 4-tiered system, there are now 30 different exo-armors with their own unique features like material cost, weight, and physical description. This is because NPC factions would only use one armor, rendering the tier system moot since the entire civ would use superheavy and only that, for example. Hopefully this should allow for more varied armor in general.
-New (semi)megabeasts added, autonomous dragon weapons. Like a bioframe, but rarer and more dangerous. Can be likened to naval ships in terms of danger, and are given classifications as such.
-Underground edited to be more lively.
-Non-alpha cyborgs should have varied colors now.
-Bioframe population reduced overall.
-Corvids have their own cave civs instead of just being wandering spawns.
-Uplifted gorillas added as a medieval civ.
-Medieval civs have advanced melee weapons because I want anachronistic knights with drill lances.
-Messed with the mushroom biome, should be less buggy.

1.7 Changes:
-Dolphins no longer 2-headed.
-Feral Bioframes relocated to the mountains (settle there if you want to tame them).
-Rubber and latex added as clothing materials. Both come from mechanical worms. Harvest their "silk" and "skin" to get the materials. You can shear the latter.
-Fext carapaces streamlined. Fext biology streamlined.
-New human species added. Long story short, humans once colonized the solar system before earth collapsed, the colonies could not survive without earth's support, the genemodded masses fled back to the planet but look rather different than they did before. There are four different extraplanetary strains from the moons of Jupiter (and Europa specifically), Titan, and Mars. There are also colonists from Venus who uploaded their minds into completely mechanical bodies but went crazy and brought a bunch of killer robots with them, so people don't like them very much.
-Various feral machines with varying levels of lethality added.

1.66 Changes:
-Quick fix to a minor bug

1.65 Changes:
-Exoskeleton coverage doubled across the board, should make them more powerful.
-Good biomes turned into nanomachine sustained gardens with all manner of fruiting trees and sometimes even grass and flowers. Needless to say, they are fiercely fought over. Just because they are garden-like does not mean they are without dangers, however.
-Bioframes will no longer be restricted to good biomes but will spawn very rarely in any location and different types show up in different biomes. This is experimental.
-Dolphins moved to cave dwelling kobold-type civs instead of medieval-style kingdoms, which will now be populated by humans and subhumans, representing the civilizations that descended into barbarity before the beginning of this era's recorded history. They mostly exist so you can terrorize them in fortress mode. Be aware however that bioframes are living creatures which do not require advanced tools to maintain and as such can be domesticated by even these primitive societies as one might tame a ferocious beast.
-Two new lines of bioframes added, the fortress-like Zuric line and the Noble-exclusive Gundai line.
-You may have noticed that the Pikeman name has been changed to the Melee Specialist. This has been elaborated on as of the current update. Melee Specialists are trained in the use of powerful, oversized melee weapons designed to let them fight bioframes and enemy vehicles in hand to hand combat. While they come in many forms they are universally massive two-handed weapons with no room for shields.
-Corvids are now flightless due to a bug in fortress mode where Corvid visitors would stay up in the sky forever. To compensate for this they are now much faster on land.

1.6 Changes:
-Oceans now have many new forms of jellyfish added because in the future fish will no longer be the dominant form of oceanic life due to overpollution and I wanted to reflect that. Note that in this time period, the term 'manowar' no longer means a particular species, but is used to classify any jellyfish capable of preying on humans.
-Nobles are now mildly telepathic. They can passively sense each other and use an active ability to temporarily grant themselves psychic supersenses, aka they temporarily get the EXTRAVISION tag. This makes sneaking up on them much harder.
-HUGE overhaul to armor. Rather than the standard way of doing things, armors now come in the form of armored exoskeletons for all civilized races except for the Dolphins and Joll, who are too primitive to make such devices. Exoskeletons come in four types (in order of smallest to biggest): Scout, Combat, Heavy, and Superheavy. Superheavy variants are so big that the average human will be slowed to a tenth of their normal speed by wearing them unless they have a high armor user skill. However, exoskeletons protect the ENTIRE body besides the head, hands, and feet. Used in conjunction with these exoskeletons (or just on their own) are exo-helms/gloves/boots/visors/masks which protect what is left. The intent here is to evoke a serious disparity in power between the oppressors and oppressed, because its that kind of setting. Also its super cool.
-Another major overhaul to the Fext. There are now just two castes. The lesser Fext, which are renamed broken Fext, and the true Fext, which are fully intelligent, more powerful, and not psychotic versions (and much rarer). Why did I remove all the other castes? Because armor now fills that role. By wearing various limb implants, heads, and bodies, the cybernetic Fext can assume monstrous forms of all sorts, leading to a fun variance in features through an entirely different means.

1.5 Changes:
-Heavy and Light tanks merged into one species, light tanks twice as common as heavy. Paradoxically this has caused more tanks in general to appear in worldgen battles.
-Bowties and neckties added to human civs, trying to get that office worker/hardened mercenary aesthetic.
-New ascendancy option added for the humans and their offshoots, the Nanoborg transfiguration. They are like cyborgs, but less physically powerful. On the other hand, they are a singular species and a Noble-derived nanoborg can breed with a human-derived one, for example. Also they can control nanomachines.
-Rogue machines removed from good biomes, for reasons explained in the next point, may re-add them later though depending on certain factors.
-So I really enjoyed the concept of bioframes, which if you are unfamiliar is a living creature that happens when you stretch a human nervous system over a Gundam and get crazy. I enjoyed it so much, in fact, that I decided to make it a major mechanic of the setting. Good biomes are now the domain of feral strains of bioframes left over from a long-forgotten war, and can be domesticated by civilizations in fort and worldgen mode. They are probably the most powerful creatures in the setting (as of now). Currently the Fext have a strain that is innate to them (the Surdlers, now called Fext Bioframes) and five different types, with 6 variations/loadouts each, can be found in the wild. One of the six loadouts is an even more powerful custom model that appears rarely. Each type should have its own unique specialization, so have fun finding which one works best for you.
-Intelligent dolphins use similarly cyberized blue whales as mounts and beasts of war. They are not intelligent but very big.
-New languages added for a few civs, "English" remains the dominant one though.
-New mushrooms for the tropical rot forests.

1.41 Changes:
-Minor fix for Dolphins, they need vehicles in order to trade, this should let them do that.
-Dolphins and Subhumans can have 3 civs per world.
-Guardians, the rulers of neo-human civilizations, are now a combination of general and monarch in terms of duty
-Fext have village shamans in every site, comprised of shaman-models who can heal the injured.

1.4 Changes:
-Introducing a new wizard type, the Technomancer. With command over the latent nanomachines scattered across the earth, they can form these microscopic machines into solid projectiles and clouds of dust, or use them to supercharge their own body or interfere with the workings of mechanical enemies (they can serve as a counter to robotic or cybernetic life with some special abilities they have). However, some technomancers turn to darker paths, using nanomachines to reanimate corpses into an army of darkness (reading a technomancer slab gives you 20% chance to gain the reanimation ability, applies to NPCs as well. Non-necromantic technomancers can be in any alignment and role)
-Major overhaul for the Fext. The variety of superior models is decreased in favor of a smaller pool of more unique and interesting types, which have all also been buffed as well. A tip for fighting advanced fext models is to focus on the head and torso, as the limbs are typically armored more heavily to serve as natural weapons. Also, Fext healer models will now always be found in a site's keep or castle in the position of head doctor.
-Noble civilizations respect and admire cyborgs of their own race. Noble cyborgs are prioritized for appointment to aristocratic or monarchic positions. Basically, if a human of the Noble species becomes a cyborg, they are almost guaranteed to become the ruler or noble-equivalent of their civilization.
-Joll swarms now have airborne biomorphs. Swarms of interceptors and plasma-firing bombers soar through the skies on boneless wings. In addition, all Joll biomorphs beyond the baseline will be found in evil (read: Joll-infested) areas.
-Bioframe transformation bugs fixed for real this time.
-Some new clothing options added.
-New minor race added, uplifted dolphins. The primary differences between them and regular dolphins is that they are genetically engineered to have human-level intellect and are born with mechanical limbs that let them walk on land, often decorated in bright, garish colors to signify their clan and nation. They mostly dwell in caves, but will rarely form a populous if primitive society near large bodies of water. Their primary advantages are their optimistic outlooks, resistance to stress, and sheer mass, clocking at ten times the weight of a human, if not more.
-It now takes human children 18 years to reach full size, but they are still considered adults at 13 so you can conscript them into your child soldier armies. I wanted a bigger window for that sort of fun stuff.

1.31 Changes:
-Looking at the description of a bioframe would crash the game, this has been resolved.

1.3 Changes:
-Some new outfits added and some issues fixed
-New biomes added to the warmer areas, such as a forest of giant mushrooms (fun fact, a large group of mushrooms is called a troop, not a forest). This may be expanded later.
-Wild boar swarms moved to moss forests, giant rats will take their place as common encounters.
-Fun new game mechanic. Human children are now considered adults at 13, not 12, buuut will only grow to adult size at 16. They will also o
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