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 Dwarf Fortress File Depot » Minor Mods » Exotic Biome Overhauls 6.1
      
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File Listing: Exotic Biome Overhauls 6.1
Last Updated: Jun 18, 2018, 09:38:28 am
First Created: Jun 06, 2018, 02:11:11 pm
File version: 6.1
For DF version: Multiple
Downloads: 235 (292) Size: 400.4 KB
Views: 1,458 (1,808) Type: ZIP
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Rating (0 votes): Unrated
Description
Its a known fact that in Dwarf Fortress, only a few of the biomes are really actively colonized by the main species. Sure, goblins go everywhere, but when it comes to less hostile races only the forests, plains, and mountains are really sought after by the current civilizations. What this mod seeks to do is add life and variety to the more exotic areas of the world, by adding in a host of civilizations, races, and creatures to the far ends of the map. This mod does NOT come with the full game. Simply drag and drop the raws into the vanilla game to install. Almost all races in this game should be playable unless specifically intended not to be. In addition, each pack includes an entity file that adds a unique human culture to the game, which shares the aesthetic as the new races included in the pack. If you want to play barbaric snow-dwelling humans or humans belonging to a jungle empire, this will allow you to do so. If you do not want these new human civs, do not install entity files with the word "human" as part of the title.

Permissions: Feel free to use this stuff in your own mods, just throw me a line of credit somewhere.
Changelog:

6.1 Changes:
-Minor fix to duplicate tiles. This wasn't a game-breaking bug, just a fix for two creatures having the same tile.

6.0 Changes:
-Looming Mountains pack added. This pack fleshes out the mountain biomes with a great deal of new creatures, and six new industrialist civilizations with can universally manufacture and use muskets, cannons, and other firearms. Some of the civilizations are also capable of forging steel, as the dwarves do. See the main page on the Bay12 forum for a comprehensive overview of all the changes.

5.0 Changes:
-Sprawling Coasts added. This pack adds eight new civilizations of semiaquatic races, which will only found sites around coastlines (with the exception of three races that can make their way inland as well.) In addition, the oceans are now filled with monsters known as Illhveli, or evil whales, which are essentially the oceanic equivalent of dragons in terms of danger. Some of them are even capable of lumbering on to land, making coastal fortresses much more dangerous than they were before. See the main page on the Bay12 forum for a comprehensive overview of all the changes.

4.5 Changes:
-New mini-pack added, The Note Quite Humans pack. This focuses on fleshing out the more mundane biomes without completely overshadowing the intended exotic feeling of other biomes. This pack directly takes the human-descended races of Centerra and place them into the various plains and grasslands of Dwarf Fortress. If you do not know what I am referencing, read this (http://goblinpunch.blogspot.com/2013/10/i-killed-all-humans.html). The details will also be available on the bay12 mod page.
-Wendikyn civs shouldn't die so early in worldgen.

4.0 Changes:
-Trackless Deserts expansion pack added. 7 new civilizations have been added to the various desert biomes, along with an ecological overhaul. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-Atrocious Crows added to temperate swamp regions for the Murky Swamps pack. They are awful animals that do horrible things. Have fun.
-Civs in the Ancient Jungles pack can turn green jade into pure jade, which can be made into weapons and armor.

3.0 Changes:
-Murky Swamps expansion pack added. This one is a little different because of how expansive wetlands biomes can get. This pack is divided into temperate and tropical wetlands overhauls, each having four civilizations added and its own unique roster of creatures. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-Additional human civilizations added, as I wished to uphold humanity's role as the everyman of various cultures as is found in most fantasy universe. Each pack includes an entity file that adds a unique human culture to the game, which shares the aesthetic as the new races included in the pack. If you want to play barbaric snow-dwelling humans or humans belonging to a jungle empire, this will allow you to do so. If you do not want these new human civs, do not install entity files with the word "human" as part of the title.

2.0 Changes:
-Ancient Jungles expansion pack added. This pack focuses specifically on jungles and tropical forests, turning them into vibrant and diverse places of ancient empires and terrifying predators. Six new civilizations have been added along with a lot of other content. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-2 new creatures and 2 new vermin added to the Frozen North pack.
-The vast majority of megafauna in the Frozen North pack are now building destroyers.

1.0 Changes:
-Exotic Culture Overhaul released, featuring the Frozen Lands biome overhaul. This focuses on tundras, taigas, and glaciers. Six new civilizations have been added, as well as a great deal of creatures. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
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 Exotic Biome Overhauls 6.1 (v 6.1)  » posted by Pogo on Aug 08, 2018, 10:02:24 am
Hey! Just want to say, thanks for taking the effort! This looks really promising!
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