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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: The Long Night 2.82
      
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File Listing: Dwarf Fortress: The Long Night 2.82
Last Updated: Jun 25, 2021, 05:32:53 pm
First Created: Nov 30, 2018, 10:11:43 pm
File version: 2.82
For DF version: 0.47.05
Downloads: 549 (9,194) Size: 26.55 MB
Views: 2,134 (41,890) Type: ZIP
Home:  Visit Homepage
Rating (10 votes): 4.9 / 5.0
Description
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to moons of Saturn. None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Solar Empire, the technobarbarian tribes of posthuman savages, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.
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Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts
If I reach my goals, I can put out more and better content at a faster pace by making it my full-time job. Even one dollar helps!
Do you want to learn more about the Long Night? Click the link on the top right to be taken to the Bay12 forum page.

Are you a patron with a pledge that needs filling or just have questions to ask? Visit my discord: https://discord.gg/dGzGr5svS2

If I can get enough money to reach my goal, I can focus on modding full time and put out bigger and more frequent updates.
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What is The Long Night?

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). It is recommended you read the information on the bay12 page before playing the game.

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. Use the pre-made advanced worldgen parameters when generating a world.

IMPORTANT: Also, there are presets in Advanced World Generation with the proper parameters for playing the mod. Not using these parameters may cause crashes or weird things to happen.
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Change Log:

2.82 Changes:
-Bit of an awkward rollback but we're back to just using energetic compound for ammo. I originally added other ammo material types as a slapdash fix for a perceived difficulty in finding EC material, but I've sinced fixed that and would like ranged weapons to have a more consistent damage output. It has the added bonus of forcing the player to decide if they value their energetic compound as fuel or as ammunition, since it serves the role of both.
-Tweaks to some civ values, I accidentally made martians a dictatorship instead of a republic
-Some changes to the "magic" system abilities, projectile manifestations overhauled. Let me know if this has caused any issues.
-Multiple small bugfixes, please tell me if you encounter something that seems bugged or broken.
-Adventure mode crafting made less grindy.



2.81 Changes:
-emergency fix to duplicate raw bug, game will work now

2.8 Changes:
-All water biomes totally overhauled to be more in keeping with the rest of the setting. I'll further expand on it as I get more ideas but now there's a solid foundation to add more weird stuff.
-A new race, Venusians. These genetically-modified humans lived on floating cities above the clouds of Venus, but their heavy reliance on Earth for supplies led them to flee back to the planet once their floating cities began to sink into the superheated acidic fog. They're snobby but socially adept, Venus was actually a pretty nice place to live during the Imperial Era.
-Nation names changed to be better
-Some bugfixes

2.79 Changes:

-Asura and Deva given the ability to move up a level according to their caste. In short, just like how studying cultivation techniques allows for organics to become cyborgs, Asura or Deva who study them also have a chance to move up a level in power. In worldgen, a lowly Kalakeya brute can reach the level of an eight-armed Asura, but unfortunately in gameplay you can only move one rung up the ladder because you're hardcoded to only get one transformation, so bear that in mind.
-Changes to resource gathering. Dismantle rare technologies and relics beneath the earth to harvest their secrets and energy.
-Changed ammo again. You can now make ammunition out of brass, lead, steel, iron, silver, and depleted uranium as well as energetic compound.
-Deva get their own language now.
-Slight changes to posthuman armor. They're now exo-armors like the rest, and the skull helmets have been altered to be a variant of normal helmets, but open-mouthed. Posthumans wouldn't know or care about the beasts the skulls were derived from, and it would make more sense for them to have an open version of a normal helmet which lets them rip metal apart with their own set of fangs rather than a proxy.
-Bug fixes

2.78 Changed:
-Quick fix to some mild bugs

2.77 Changed:
-Quick fix to a description issue

2.76 Changes:
-The Pale Star cultists, who have supposedly been the main villains of the setting for all this time, are now actually relevant and should serve as a terrifying enemy to face in both fortress and adventure mode. While they start in worldgen as mere mortal cultists, they work towards the Pale Star's goal of total subjugation, and can create monstrous parodies of cultivator cyborgs and even malformed bioframes along with armies of eldritch undead slaves. Due to world generation there is still no guarantee they will become an existential threat but repeated testing has shown it is now very possible.
-The moss forest fauna has been altered significantly. Things should more toned down and less ridiculous now, more fitting with the overall theme and aesthetic, though it should still be interesting. More of a dark and moody sort of feel than the poorly-thought-out menagerie I ended up putting in before for some reason. More little scampering and skittering things surviving in the last natural ecosystem on earth, kind of pitiable more than anything. Except for the horrific monsters, of course.
-Psychic powers have been phased out on account of the fact that I never actually did anything with them and everything they were intended to do has been overtaken by post-singularity superscience and they're just sort of irrelevant now. There were only like two of them and those same abilities can now be obtained via cultivation as nanomechanical augmentations.
-A fun new monster added.

2.75 Changes:
-Updated to latest version.

2.72 Changes:
-So it turns out putting all factory worms as the same species causes errors with resource production, each model is now a separate species to fix this. As splitting them up was a little wonky, I may have done something wrong. Please let me know if this was the case. On the plus side, there will be more of them in the wilderness, so there's a greater chance of being able to domesticate them.
-Additional cyberization technique added, speed boosting. If you learn an ability of this type, you can temporarily move much faster. Useful for attacking and retreating.
-Some other little tweaks and bugfixes

2.71 Changes:
-A quick fix to permanent attribute increases. Basically in previous versions you'd get the ability but wouldn't know you had it. Now it'll be listed in your acquired powers section, though "activating" it doesn't do anything, it's just to keep track of it.

2.7 Changes:
-Additional Techniques added. Learning them allows you to immunize yourself against becoming a Fiend, or possession by certain forces.
-An additional transformation added should one become victim to certain forces. It is not a boon one should seek.
-New fun clade of critters added, the Preservates. These creatures, resembling a cybernetic cross between human, rodent, and insect, were once used as quasi-sentient engineers to maintain the megastructures of earth, but have since degenerated into yet another biomechanical organism in the complex ecosystem of the ruined planet.
-Much-needed rework to the Custodian faction. The Custodians are renamed to "Deva". They are a fully mechanical race of AIs originally intended to uphold the balance of power in the Solar Empire and automatically hunt down those who would seek to overturn the natural statified castes of the empire in the name of their own ego. They were ultimately unable to fulfill this function due to the simultaneous catastrophes of the posthuman rebellion and the pseudosingularity, but still exist as a faction of balance-minded keepers of the order and harmony. They tend to dislike posthumans and cultivator cyborgs, seeing them as inherently flawed in that they magnify the harmful animal passions of mankind into something even more untameable thanks to their strength, and for this purpose have released mighty mechanical megabeasts, the Tribulation Machines, to ensure that the wrath of the earth-spanning security system, 'Heaven', will come down on those with the arrogance to think they can rise above mankind.

Quick Fix:
-Changed file from .rar to .zip so mac computers can open it.

2.7 Changes:
-Quick fix to gorillas not transcending to cybernetic demigods, this should happen now
-Fix to ammo crafting.

2.68 Changes:
-Fix to nanotechne summons not being butcherable
Sorry for all the tiny updates, I keep finding errors after I think I've cleaned them up

2.67 Changes:
-Potential fix to kiln-based crafts and general touching-up

2.66 Changes:

-Change to how ammunition works. All normal ammunition will now be made of "energetic compound", a type of unstable solidified plasma which requires a lot of energy to fire, but has the ability to damage and penetrate the heavy armor found ubiquitously across both monsters and machines. On the other hand, it explains why infantry weapons take so long to reload. Energetic Compound can be extracted in trace amounts from various materials. It always was sort of a stopgap to me that I had super-expensive hyper-adaptable nanotech be wasted by making it into bullets.
-Overhaul to conventional vehicles, they should be better organized and there will be more of them.
-Europans now make cities out of bioengineered glowing fungus.
-Some freaky, purely organic feral mutants added to make the wastes a little more hospitable to normal humans.
-Cultivator Cyborgs no longer have innate bonuses to physical attributes. This incentivizes learning techniques that boost them.
-Some extra techniques add.


2.65 Changes:

-Various fixes to minor bugs people have reported, thank you all for doing so, if I missed one it will be fixed in the next update, just remind me.
-Alternate pre-made map scenarios with huge site caps in world gen. If your computer can handle it you can try and get a megacity going.
-Major overhaul to the technomancy system. Rather than everything being in one slab with a percentage of getting it, each slab is now guaranteed to teach one technique, with a 5% chance of the reader ascending to become a cybernetic immortal. You can gain techniques by reading slabs, defiling the temples of disembodied machine-gods, or drinking the blood of another technomancer, if you can survive the attacks that come after. There should be a wide variety of options for players to choose from as they build their character. Read a more in-depth overview on the forum page.




2.61 Changes:
-A possible fix to a bug regarding farming certain crops, let me know if problems still happen with it.
-Fix to crafting scattergun ammunition in adventure mode.
-Fix to megabeasts burning their fat off.

2.6 Changes:
-Factory worms totally overhauled into utility worms, which are like factory worms but they are bigger and there are way more of them. Many different organic and synthetic products can be harvested from these worms, so take care of them when you get them.
-Some big ol swords added
-Due to living on a polluted megastructure lots of baseline humans get born missing limbs or with failing organs, so they are given replacement limbs if their family can afford it. Basically around 1/3rd of humans will have some kind of mechanical limb. All intelligent races have spinal implants that let them interface with machinery. This change may seem weird and abrupt but because of the way DF works it lets me work around a bug associated with cybernetic apotheosis.
-Speaking of cybernetic apotheosis, the Cyberization secret has been re-worked. If all goes well, entities should be able to transform into hereditary cyborgs (cyborgs that have cyborg children) with coloration that explains what race they were, while also allowing them to interbreed and produce a next generation with unique features.
-Intelligent octopi added to the uplift races. However, due to octopi having alien and solitary natures, they tend to exist in small clans within the underground and only rarely interact with the civilized world.
-Posthumans renamed to Asura-Class, because there will be more posthumans than just them now and I need to differentiate.
-Several new minor Posthuman factions added.
-Nanomachine monsters reworked to fit the theme.
-Venusians reworked into the Custodian faction. Custodians will represent a pervasive mechanical presence that will be found throughout the world as a challenge to players, forming a network of drones, autonomous tanks, hidden assassins, and other lethal devices that can catch unwary players by surprise. Unlike most technological entities, the Custodian System is fully mechanical, a relic of a bygone era where sprawling defense systems were used to suppress an entire planet.
-Lore overhauled to finally explain a lot of things.
-New type of Nanotechne added, Grade-S or "soft" nanotechne. It actually can't be used for weapons or armor or anything, but makes up the innards of several types of machine and is very valuable, so consider it something like gold or platinum.


2.51 Changes:
-Gajasura posthuman subtype now specializes in Toughness rather than Endurance as intended.
-You can now craft scatterpistols, scattercannons, nail rifles, and nail pistols in adventure mode, along with proper ammo for all of that.

2.5 Changes:
-This may be a bit controversial but I feel it will ultimately be beneficial to the setting's coherency. The various posthuman tribes will now be merged together into a single super-race termed "posthumans". The Fext, Technasura, and other posthuman civilizations will all still exist
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 Dwarf Fortress: The Long Night 1.98 (v 1.98.5)  » posted by MrDylers on Feb 10, 2020, 06:47:24 pm
This is a really cool mod, the setting, flavour, and overall execution is fantastic. I just wish I was as good at adventure mode as fortress mode. Went out as a demi god Fext and got capped by a war machine in the head after my dumb party member attacked it for no reason. :roll: Haha

I started a Europan fort, hopefully I can do some fun stuff with water.

comment last edited by MrDylers on Feb 10, 2020, 07:22:14 pm
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 Dwarf Fortress: The Long Night 1.99 (v 1.99)  » posted by polartechie on Feb 28, 2020, 12:08:51 am
Excellent!

I suited up in future gear, tried to stab a scholar for his rifle and got shot to death <3
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 Dwarf Fortress: The Long Night 1.99 (v 1.99)  » posted by Pirotitan on Mar 05, 2020, 09:04:40 pm
"A Stray Roomba (TAME) has given birth to sextuplets."

I love this mod
comment last edited by Pirotitan on Mar 05, 2020, 09:05:03 pm
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 Dwarf Fortress: The Long Night 2.1 (v 2.1)  » posted by Dolphin on Apr 22, 2020, 09:35:10 pm
Made an account just to say this. I can fucking not thank you enough for making this. This is the best thing I've played in my whole life, genuinely. I love it more than I can express and it honestly rekindled my love for Dwarf Fortress. Playing it feels like an experience, I can't explain it. I don't imagine many people feel as strongly as I do but thank you from the bottom of my heart. It brings me a kind of satisfaction I can't describe, it's like playing your first video game as a kid. Please keep updating it if you can! Undeniable 5 out of 5.
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 Dwarf Fortress: The Long Night 2.6 (v 2.6)  » posted by Rag117 on Jun 23, 2020, 12:40:22 pm
First of all i wanna say that since i saw Kruggsmash playing this it quickly became my preferred way to play DF, i absolutely love your mod setting!

but i just recently switched to linux and this might be a very dumb question, but is there any way to get this running on the linux version of the game?

EDIT: nvm i figured it out on my own
comment last edited by Rag117 on Jun 25, 2020, 01:27:19 pm
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 Dwarf Fortress: The Long Night 2.6 (v 2.6)  » posted by Swordhead on Aug 19, 2020, 12:39:39 pm
Pretty Epic mod gamer
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 Dwarf Fortress: The Long Night 2.68 (v 2.68)  » posted by RatKing on Oct 26, 2020, 11:14:52 am
i've been playing the latest version very fun but i can't get very far due to my game constantly crashing. i think i've norrowed it down to a problem when mining in my fort any known problems with that?
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 Re: Dwarf Fortress: The Long Night 2.68 (v 2.68)  » posted by squamous on Nov 07, 2020, 07:21:53 pm
RatKing wrote:
i've been playing the latest version very fun but i can't get very far due to my game constantly crashing. i think i've norrowed it down to a problem when mining in my fort any known problems with that?

How did you install it? Sorry for responding so late, i didn't even know this page had a comment section until just now.
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 Dwarf Fortress: The Long Night 2.7 (v 2.7)  » posted by Dolphin on Nov 24, 2020, 03:45:39 pm
I know this like doesn't matter at all but is there any future plans to add dyes? There's a dyers labour and I could probably mod something in manually but I was curious since there's a labour for it.
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 Re: Dwarf Fortress: The Long Night 2.7 (v 2.7)  » posted by squamous on Dec 05, 2020, 03:53:58 pm
Dolphin wrote:
I know this like doesn't matter at all but is there any future plans to add dyes? There's a dyers labour and I could probably mod something in manually but I was curious since there's a labour for it.

That's a plan, yes, I actually totally forgot to do that
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