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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Fall From Grace 2.51
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File Listing: Dwarf Fortress: Fall From Grace 2.51
Last Updated: May 29, 2022, 07:04:52 pm
First Created: Oct 30, 2019, 11:57:45 pm
File version: 2.51
For DF version: 0.47.05
Downloads: 79 (2,084) Size: 27.34 MB
Views: 502 (12,814) Type: ZIP
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Rating (2 votes): 5.0 / 5.0
Mankind was born from sin, and it seems to sin he shall return. Their empires grew mighty and their knowledge deep, but such was their hubris that they had not considered they were but children in a world far greater than they could have imagined. The known world has been brought low, not by some terrible catastrophe but through a million little poisons which twisted the land and broke its peoples, and now the degraded kingdoms of this wretched world cling to whatever offers hope or comfort, be it the old gods of the earth and sea or the new breed which descended from the very stars above. A time of chaos and stagnation, where nothing truly changes yet lives are broken upon the wheel of fortune every day. A world which has fallen from its lofty status into the blackest pits of despair. If change is to come, it will be a long and harsh quest beyond imagining, and one must take care not to repeat the mistakes of their ancestors, lest an even greater doom befall mankind.
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What is Fall From Grace?

Fall From Grace is a dark gothic horror fantasy where mankind seeks to escape the sins inherent to its nature by turning to the worship of alien gods with unknowable agendas. Sorcery, knights, and strange monsters stalk the land while peasants eke out a living below the rulership of aristocratic warlords which range from the noble benefactor to brutal tyrant. Inhuman civilizations make both war and trade and the further one strays from the lands of civilization the greater the terrors and wonders they will stumble upon. It may seem like somewhat conventional fantasy on the surface, but the deeper you probe into its mysteries the stranger the answers you may find, if indeed any explanation is given at all. Of course, if you're not a degenerate sellsword vagabond going about plumbing said depths, you may be the ruler of a domain instead, in which case it may be the neighboring kingdom and their all-too-common ambition which presents the biggest threat. Fall From Grace aims to provide an experience that ranges from the nearly mundane to the horrific and surreal, consisting of a wide variety of cultures, races, and lands to explore that are all interlinked in the grand narrative tapestry that the world of El-Enlil and the land of Pelestat provides.

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.

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.


Change Log

2.51 Changes:
-Changes to maps, they should have a better "look" to them but this is still a work in progress.
-Some more man-creature types.
-Various bugfixes.

2.5 Changes:

-Races refurbished. The issue with nomenclature in DF modding is that unless the whole setting is a monoculture you will be dealing with multiple cultures with their own languages and inspirations. Taking a race and giving it very specific terminology limits it to that particular niche. As a result, I've been working to make player-end terminology as descriptor-oriented and culture-agnostic as possible. For example, cynocephali are now "man-wolves". Presumably, every culture has their own word for the things. It isn't perfect but essentially there are workable categories now which I can fill out as the mod continues to develop. The bay12 race section will explain what all the new stuff is.
-Armor reshuffled a bit. Cuirasses won't come with pauldrons and such, arm armor is now handled entirely by arm equipment. So you'll be equipping things like a pauldroned vambraced miton. No customization is lost but it should require less chest variations. There's also a greater variety of helmets.
-Soldiers of a civ will now always wear both a cuirass AND mail/gambeson underneath, as opposed to previously when they wouldn't. Mercenaries will always be one or the other though.
-Additional sorcerous shenanigans for you to encounter. Vampires are back along with their undead armies, and a new form of necromancer faction has formed as a horde of flesh-eating giants so have fun with those.

2.41 Changes:
-Fix to cambion civ, they will now invade in worldgen
-Proper angels added to church civ
-Golems re-added to temple civ
-Some other small fixes

2.4 Changes:
-I have redone how armor and weapons work, they should be both more coherent and more varied now.
-I have done my best to remove all new-world plants and animals and fill in the gaps with new old-world animals for that true medieval feel.
-I have added over 100 new colors and replaced all the normal colors with these colors.
-Lore heavily reworked and expanded to be better.
-Magic reworked, what powers you get are tied to spheres but there's a lot of them.
Disclaimer: This is basically a bugtesting version because I have changed SO MUCH under the hood and cleaned stuff up. I would basically consider this version 1.0 of version 2.0 if you get me. If I didn't upload this now I'd spend forever tweaking it so I am putting this out here now. This version is the solid foundation from which I will add a ton of cool stuff.

2.31 Changes:
-Some additional creatures added in, secular necromancers get giant flesh constructs, the church gets angelic flesh constructs
-Arms and armor shuffled around to be more consistent
-Languages tweaked to be more unique

2.3 Changes:
-Many small errors fixed
-The issue of saving taking a really long time is PROBABLY solved. XML files shouldn't be bigger than 3 gigabytes on average now when you generate a large world, which is still a lot but should at least be manageable now until I find a way to make it better
-No more freezing during worldgen
-Monsters altered across the board. There should be much more variety within certain individual strains, some such as ogres have gotten their own civilizations or will join existing ones. Dragons especially will have a lot of detail across individuals.
-Big changes to clothing, everything is now more description-based and should bring to mind images of shapes rather than historical terminology. Each culture will have its own unique fashions and appearance within the limitations of its broader culture.
-So humans. I really thought separating them into different "species" divided by culture was a good idea since it allowed for region-specific interactions and allowed more lore to be explored in the vanilla game, but in the end the inability of these different human groups to breed has caused more problems than it solved. Humans are back to being one singular species, but the cultures previously described still exist, with their descriptions available on the bay12 page.
-A bit of a bold choice but I feel that, looking back, the world is just slightly too much of an overt ripoff of real world geography for my liking. Occidental Yria, the main region where the game takes place, has been shifted to the southern half of the equator. So, the north is hot, the south is cold. These regions are referred to as the Septentrion and the Nadir, respectively.

2.21 Changes:
-Some small issues I missed earlier whoops

2.2 Changes:
-I accidentally made cambions not wear clothing so this is a quick fix to that
-Some civs use firelances now, they're like handgonnes but shoot metal filaments that do slashing damage. They should let out a gout of fire when they do it but the game won't let me do that so just pretend

2.1 Changes:
-mummies will now be aggressive
-tomb builder civ is once more playable

2.0 Changes:
-Big but subtle overhaul to the setting. Lore changed to be less silly and more serious, some things removed and replaced, other things added, other other things tweaked. Overall this could be considered a sort of great restructuring that will make further changes much easier to implement now that the foundation is totally solidified. More will come but right now it should be a playable and enjoyable experience.
-Demonic invasion system implemented, certain nations should be attacked by demons and taken over by them in rare events, like in vanilla. Demons are also now entirely custom creations.
-The magic system of Broken Chain, my occult dieselpunk mod, has been ported to Fall From Grace, with some tweaks added. Broken Chain as it currently exists is simply too similar to Fall From Grace to really exist as a standalone mod, so all the cool magic stuff in it will be ported to Fall From Grace, and Broken Chain will be overhauled yet again into something that can reliably stand out from Fall From Grace without overlapping aesthetically and thematically with it.

-Fauna overhauled. Savage tropical and temperate areas are now populated by prehistoric fauna ranging from mammals to dinosaurs. However, all environments in cold or oceanic regions can host prehistoric fauna, being untamed and savage as they are.
-Wights and Embalmed (mummies) added as specialized undead. The Embalmed should also take over certain southern nations which build tombs. Not violently, but as benign undead Padishahs of the ancient civilization. Wights are less benevolent, and are grudge-bearing undead with an inherent predisposition to cruelty, which they feed on.
-Good biomes overhauled. As everyone knows, space is filled with currents carrying spores of life. These spores land on both planets and other stellar bodies, but the atmosphere burns most of them up, otherwise the world would be overrun with alien life. However, El-Enlil's moon has a special relationship with the planet, and some areas achieve a form of symbiosis between the native ecosystem and the quasi-alien lunar life that has grown to inhabit the region. Who knows, maybe in the future aetherships will be common enough for regular trade between the two realms.

1.72 changes:
-emergency fix for a raw duplication

1.71 Changes:
-Many small fixes
-Some new creatures added
-New "race" added, ghouls. Previously an undead template, they are now their own unique undead creature, and are created when a human survives a necrotic bite from an elder ghoul, formed by curses, or the terrifying Grigori. They're stronger than vampires, but have less magical power.

1.7 Changes:
-updated to newest version

1.68 Changes:
-A bunch of little fixes
-Voidborn have inbred slave-castes (life on a generation ship does things to people)
-Human civs will now send caravans every season but winter to make getting steel easier.

1.67 Changes:
-Some new monsters added
-Some bugfixes
-Northern armor overhauled, and coifs added. Northern civs are meant to be inspired by the 1200s, so hopefully that works out.
-Another southern civilization added. There is now a divide between the henotheistic caliphates of the Great God of Fire and the polytheistic old shahdoms.
-A new race added, the voidborn. They're frail, intelligent humanoids from the Outer Dark who live in cloistered settlements.
-Northern, Southern, Imperial, and Diaspora human civilizations are now playable in fortress mode. I want to keep non-humans unplayable in fortress mode to keep them mysterious and exotic. Making contact with them either as a hostile force or friendly liaison should be an exciting and unpredictable occasion.

1.66 Changes:
-I finally broke and changed ALL the equipment names so they function right in fort mode. Let me know if something has gone terribly wrong.
-Some cool bugs added. Like, the insect kind.

1.65 Changes:
-Quick fix to some bugs
-Golems overhauled
-Automatons added

1.6 Changes:
-Magic users reworked. There are now generic "practitioners" which can learn a wide variety of disciplines. I will add more in future updates as I think of them.
-A new minor faction of humans added. These humans are refugees from a continent to the distant east, driven out of their homes by an oppressive, sprawling empire and arriving on the southernmost portions of the northwest continents. It is said that there are strange and unknown Great Gods in their homeland, but until the westerners find a way to cross the open ocean without being taken by the horrors of the sea these refugees are the only proof such a place exists. They wear strange armor and use strange weapons, and fight alongside their massive insectoid war beasts.
-Dinosaurs reworked, there are now more of them and the names are changed.
-Ghosts added to evil areas. They are easily dispersed when struck but hard to hit and can debuff you with status effects. Some types of ghost are more dangerous than others. As a general rule, you don't want to run into one alone.
-I have decided that there needs to be more monstrous enemy races to threaten civilization, especially with how the new alliance mechanics work. With that in mind, I introduce four invader races; The Excarnate, heretical skeleton crusaders who want to purge the living in the name of holy undeath (schismed from the Sanctified), the Plagued, insane humans carrying a contagious disease, Troll-Men, a troll variant with something approaching intelligent thought, and Blemmyes, failed experiments in creating homunculi soldiers. All are hostile.
-Cthonic monsters used by civilizations will now be special slave variants instead of the sort found in their native habitat. A bit weaker with a better ratio of creatures.
-Relics added. Pre-Deluge technology was vastly more advanced than what exists today, and what examples remain are jealously guarded. The remnants of the Land Of Many Angles, the Roaming Empire, and the First Civilization all make use of melee, ranged, and vehicular relics of immense combat potential, the latter of which can be so powerful that the strongest of knights cannot dent them. Only massed fire from ranks of handgonnes or the cannons of a normal war machine can hope to bring such ancient terrors to heel.
-I really dislike giving the player the ability to do things NPCs can't, but I really don't have a choice here. The player can now make lead ammunition for guns using the smelter. Unfortunately, NPC civs will not do this for a bunch of complicated reasons. But I really want lead ammunition for your gunners, so here we are.
-I switched the skills for handgunner and bowman. Not much of a change, but now hunters will spawn with bows and crossbows instead of handguns, and that sort of detail is important.

1.58 Changes:
-Quick fix to necromancers not having emotions
-Nosferatu will now infect victims with the Strigoi strain of vampirism instead of making them ghouls.

1.57 Changes:
-Some nations with a strong connection to pre-deluge civilization will use advanced firearms like muskets and blunderbusses.
-Orichalum and Black Iron temporarily removed due to bugs regarding material usage. Everyone is back to using steel for now.
-Landships overhauled. There are now four different styles of vehicle, two land-types and two air-types. In addition, land-types will have a mobile workshop variant that can "revive" and repair downed vehicles adjacent to it.
-Some more new armor pieces added

1.55 Changes:
So I found a CTD bug mid-update so now I'm rushing this out, more content to come but your game won't crash no more hopefully.
-Some new armor pieces added
-Languages overhauled to give them a more defined aesthetic and move away from historical cultures in favor of something more unique. Different civilizations can share a language a
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