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 Dwarf Fortress File Depot » Major Mods » Legendary Lands - Pre-2010
      
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File Listing: Legendary Lands - Pre-2010
Last Updated: Jul 19, 2009, 12:17:27 pm
First Created: May 28, 2008, 10:03:52 am
File version: 1.11e
For DF version: 0.28.181.40d
Downloads: 1,126 (3,406) Size: 471.3 KB
Views: 3,894 (9,888) Type: ZIP
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Rating (0 votes): Unrated
Description
This mod includes much of Chariot's creatures, components of Sean Mirrsen's Martial Arts mod, and much more.
Now have extended growth times much more. Have also included LordNagash's mod containing shadow creatures, shadow steel, shadow dust, and some more creatures and weapons.

What is this mod?
This mod is intended to richly diversify the world of DF, and to provide a far greater challenge.
Megabeasts and Power beings are far stronger in Legendary Lands, for starters.
There are also a greater variety of civilisations.
Lizardmen, Tigermen and Frogmen (Skalassi) join the ranks of 'annoying' civs.
Chaos Lords, Wizards, and Avatars are intended as mere background figures in the world. They have magic weapons.
Humans now come in three flavours, good, bad, and normal. They will fight each other, and you, at times.
Goblins have been expanded into goblins (lower tech, smaller creatures, with less weapons), and hobgoblins (more obsessed with valiant acts).
All these enemy races will attempt to steal from you, and Goblins and Hobgoblins will go after your children.
Finally, the Avari. A race of winged humans who are obsessed with bringing about the vision of their god, a breakaway Avatar. This vision does not include the other races.

The world is more dangerous in general, although you shouldn't usually notice it. I do suggest building a strong entrance early on, and setting a military up early on is a good idea.
Megabeasts will prove a serious challenge for your fortress, as will the masses of thieves and attackers.
Wildlife can be quite dangerous. Smaller animals may be hunted down with wooden and bone bolts, but larger animals will either need these to be very good, or for you to use quality metal bolts. The wildlife, if savage, can be exceptionally dangerous. Dwarves should not generally be allowed to venture beyond the walls of the fortress exterior.

You'll also find that growing plants is much harder now, and provides less reward. Food, indeed, is nearly valueless. Instead, much can be gained by selling off your metal crafts. I feel this brings dwarves more in line with how they are commonly portrayed in literature. Crafts remain much the same price, though obsidian and marble are worth slightly more.
All metals are worth a lot more, reflecting their rarity, or how precious they are considered. Gems are also worth somewhat more. Constructing items of gems and metal is bound to net you a fortune.

New easy install.
If you prefer manual install, please consult the readme.
Readme also contains multiple creature descriptions and metal notes.

1.11c Correcting some stupid header issues for files. Nothing is changed except these small items. Probably okay to move 1.11b games into this.

1.11b This release corrects a few issues, it removes some crash causing tags, for the most part, and fixes the frozen winds. Also corrected the batch file to actually work with the new versions.

1.11win This release is primarily to make a couple small fixes, primarily to prevent hobgoblins and avari from trading. They will now steal from you instead. Appears ITEM_THIEF will prevent trade. Also, fixed the executable so it recognizes the proper executable for the win version, in the recent re-release of the current version of DF. If anybody would like to compile the batch files, or write them so that they operate in linux and mac, I will include them in the package.
I'll still be hanging on to the old files, so if you need them, message me on the forums and I will make them available.

1.11 Several bugfixes. Races no longer get deep metals. Darkelves exist in the game now, replacing one of the former Elf nations. Total civs is still at 30. Have included a worldgen sample to create reasonably epic worlds. Revised languages.


1.10.1 - Fixed problem with name in Megabeasts file for "STEEEL_COLLOSSUS"
Raw Data: JSON / Text
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SHA-256: 8d40820a3599410fca2a156d12cdd3329fe171f5349ec9d606a92d43f1920039
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 LL mod  » posted by Ralnir on Jul 19, 2008, 09:11:13 pm
Be careful not to get Gargoyle'd.
http://i33.tinypic.com/148gf1h.jpg
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 Gargoyles are well and truly fixed.  » posted by CptMayday on Dec 29, 2008, 12:58:14 am
Gargoyling no longer happens. As amusing as it was.
Travel across the lands is largely safe unless you wander into savage lands.
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