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File Listing: Dwarf Fortress: Relentless Assault
Last Updated: Mar 02, 2010, 11:13:46 am
First Created: Oct 16, 2009, 09:43:10 pm
File version: 1.21
For DF version: 0.28.181.40d
Downloads: 361 (1,343) Size: 27.8 KB
Views: 2,083 (3,940) Type: ZIP
Home:  Bay12 Forum Thread
Rating (2 votes): 4.3 / 5.0
Description
Relentless Assault adds 8 new civilizations and heavily modifies all four non-dwarven stock civilizations. Most civilizations are now hostile siegers. While there is some static here, owing, I think, to the RNG and what civilizations your fortress site is close to, in general you will be attacked by progressively more dangerous enemies:

-FROGMEN-
Small, phlegmatic, and armed with crude wooden cudgels and sharpened sticks, frogmen are usually only a threat to very young fortresses. But while they are the weakest of the dwarves' enemies, they're also the first, able to strike within the first year.

-KOBOLDS-
Physically, kobolds are not much more dangerous than frogmen. However, their copper weapons, while simple, tend to be pointy and therefore much more deadly. Like the goblins, humans, ogres, and giants, they will kidnap babies, and their armies are sometimes led by members of other species.

-LIZARDMEN-
Lizardmen use shields, light armor, and a variety of copper weapons. They're also bigger than previous enemies, and have a powerful bite attack that makes their wrestlers nearly as dangerous as their armed soldiers.

-GOBLINS-
Mostly the same as vanilla, except with less armor and relatively more size.

-ELVES-
Almost all elves use bows, making them a uniquely deadly enemy. Since they do not use metal, they have few other choices--what else would they do, come after you with wooden swords?

-HUMANS-
Far taller than any dwarf, wearing decent armor and wielding various iron weapons, the humans would be a threat even if they were mindless beasts. Instead, they are among the most intelligent of non-dwarven races and are able to avoid simple traps.

-WEREWOLVES-
Bigger, stronger, and in particular faster than almost anything out there, werewolves specialize in running things down and tearing them to bits. Their extraordinary agility allows them to dodge traps as well. Fortunately, werewolves are lightly armored and lack ranged weapons.

-OGRES-
These are like big, dumb, ugly humans. And I do mean big--half again the size of humans, and well over twice as big as a dwarf. Ogres' skin is highly resistant to heat; they are even able to wade through molten rock without injury.

-TREANTS-
When the forest spirits consider you a threat, they send the elves. But when they're really pissed off, they send treants. These tree-like beasts are nearly indestructible, massive, tireless, and able to withstand even deadly injury without faltering. (see also)

-GIANTS-
The only thing worse than a big tree strangling you to death is an even bigger man swinging an enormous ax at you. Giants wear steel armor and weapons, including ranged weapons, and are way, way bigger than you. They aren't stupid, either, and will easily avoid weapon and cage traps. Hopefully by this point you've either built effective defenses... or trained a dwarves hard enough to fight an army of dudes who are bigger than whales.

Wealthy fortresses will have to contend with gremlins . While small, gremlins are crafty, surprisingly tough and extremely quick, making then excellent thieves. You may also encounter wizards, humans who have mastered the arcane arts to bolster their defensive abilities and bring fire to their enemies.

As of 1.0, there are two friendly civilizations. The gnomes will send a caravan in the winter, when enemy attacks are least frequent. Gnomes use steel equipment effectively, but are very, very small; you should support them whenever possible. Minotaurs will send well defended caravans to more developed fortresses in the fall, trading exotic gems and animals.


The dwarves are a little smaller than they used to be, and their caravan now comes in the summer, but they are otherwise unchanged. Enemies in general are more lightly armored than in vanilla. In some ways this makes things easier, but it also prevents you from fueling both your metal industry and your exports with dead invader gear. I was actually surprised how far this went to returning a feeling of scarcity to the game. All megabeasts have been slightly boosted.




INSTRUCTIONS:

Download and unzip file. Take the eight text files not in the "backup files" folder and put them into Dwarf Fortress Folder > raw > objects. Replace the all existing files. You can then move the file world_gen.txt into data > init if you wish to use the included world_gen settings; skipping this part will cause no major problems. To uninstall, put the files in the included "BACKUP FILES" folder into the objects folder, replacing the existing files, then remove the text files item_giantarmor.txt, item_relentweapons.txt, and entity_civgnome.txt. Note that you will need to regenerate the world after both installation and removal.

Relentless Assault is made for a large world. Medium worlds will usually allow 1-3 races to die out in worldgen, and worlds smaller than that won't work at all.

Changes for version 1.21:
-Gremlins slowed down a little, bones made more valuable
-Treant weapons removed, innate damage nerfed, size and damblock boosted
-Giant size slightly boosted, equipment slightly lightened
-Spears added to frogmen
-Names created in worldgen more customized
-Significant megabeast boosting
-Minor worldgen modifications
ver 1.2: Gremlins added, Treants no longer sever on breaks, lower damblock, added weak bludgeoning weapon, Giants always and ogres sometimes wear plate mail, giants wear greeves, more megabeast boosting, Minotaurs only use two-handed weapons, triggers mostly based on production, again, Werewolves have 0 damblock, significant worldgen modifications
ver 1.1: Treants equipped but slightly gimped, giants use enormous weapons, giant and ogre thieves use enormous daggers, giants boosted, minotaurs fixed, maces gimped, scimitars/flails/morningstars boosted and enlarged, werewolves gimped (but werewolf weapons boosted), harpies removed (they never really worked anyway), triggers based on population
ver 1.0 Added minotaurs, megabeast modifications, fixed a bug with the treants, removed mounts and assorted balancing.
ver 0.91 Cleaned up a few seige-related entity tags.

Graphics can be found here.
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