preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Feb 21, 2019, 02:25:40 pm
 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Dying Earth 1.66
      
Registration is not required to download. However, it will allow you to vote, comment, and upload. Forgot your password?
File Listing: Dwarf Fortress: Dying Earth 1.66
Last Updated: Feb 13, 2019, 12:24:05 am
First Created: Nov 30, 2018, 10:11:43 pm
File version: 1.66
For DF version: 0.44.12
Downloads: 10 (181) Size: 19.62 MB
Views: 83 (1,203) Type: ZIP
Home:  Visit Homepage
Rating (0 votes): Unrated
Description
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. There are few monsters in this mod, with most life forms being either vermin or unimportant bottom feeders, with rogue war machines being a deadly but rare threat. The basic idea of this setting is to have it so that the challenges and events experienced by the player primarily come in the form of humans and their relatives, along with one other new faction that should be fun to interact with. 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 rogue war machines with anything less than steel weaponry, or in one-on-one combat. Of course, this applies to the domesticated war machines too, so if you're invaded by an enemy's mechanized divisions in fortress mode and you have iron-tier weaponry or lower, you're basically dead.
-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. I primarily added this because it increases the odds of an adventurer or NPC soldier spawning with an iron-equivalent weapon or above, and so increases the world's overall lethality.
-Armor works differently from how it does in vanilla. The bay12 page explains this in more detail.

HOW TO INSTALL:
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:

1.66 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 only start growing facial hair at 13. What I'm trying to do here is work in that child soldier aesthetic. You can wait for them to mature before conscripting them, or send teenage kids off in ill-fitting armor to be mowed down, ripped apart, eaten alive, or even win and be subjected to various psychological traumas as they slaughter an enemy village. And of course, your enemies will likely send children to battle as well. Overall I'm looking forward to seeing what sort of interesting stories could come of this new context.
-In worldgen, there are two kinds of secrets to be discovered. The first is the technology to become a bioframe, a mechanical humanoid about the size of a small rhinoceros that encases the bundle of nerves and organs that you have become. Basically you sacrifice your humanity to become an intelligent mecha. The second secret is less drastic, and is the technology of becoming a superhuman cyborg. More powerful than your peers, but less powerful than a bioframe. Both bioframes and cyborgs are immortal. Fext cannot become either, as they are already immortal cyborgs and quite content with their current existence. Subhumans can only become bioframes, and corvids are too different for nanomachines to restructure. Joll even more so.
-Fext now have an amazing sense of smell, and can hunt by scent as well as they do through vision. This should suit their aesthetic as techno-barbarian nutcases.

1.2 Changes:
-Biomes more refined and separated, "forests" are now giant jungles of moss, lichen, and fungi.
-Subhumans will rarely spawn a single city-type civ in addition to their normal status as cave-dwellers. They'll have all the same stuff as the average human civ so watch out.
-New intelligent species, Corvids. Some people theorize that should humanity vanish, crows and ravens would be a strong contender for the next species to evolve into self-awareness. In this setting, they have done so alongside humans, growing to about the size of a large dog and living nomadic lifestyles in the wilds or joining up with human civilizations. They are inquisitive and excitement-seeking and so can easily be recruited into adventures. They are rather weak but strong enough to hold a pistol with their talons.
-Many poison gas clouds added. My favorite part of this new update if I'm being honest. Basically the world is now full of debilitating toxins with various effects from getting you sick and feverish to killing you outright. Cyborgs and machines are immune to everything but nanomachine swarms. There
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 7662700884f1c1f3dbf94237092ba0bedf5887361624fce9d53c33f799e4559f
IP: logged
Commands
More From This Author
Comments
No comments have been posted for this file yet.
HomeSearchRankingsStatisticsAboutContact

Website © 2019 FenriSoft. The core site script is PHCDownload (© 2005-2019).
Hosted by Linode.