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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Beyond the Great War 1.35
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File Listing: Dwarf Fortress: Beyond the Great War 1.35
Last Updated: Jan 21, 2021, 10:34:34 pm
First Created: Nov 01, 2020, 04:42:39 pm
File version: 1.35
For DF version: 0.47.04
Downloads: 73 (334) Size: 27.62 MB
Views: 345 (1,744) Type: ZIP
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Amongst all the great powers of the world, the empire of Vandel was absolutely without peer. Possessed of great military strength, vast swathes of land, and a stable political base, unrivaled in its scientific and alchemical skill, its rivals were legion and its foes many. However, the world was progressing into one were honor, glory, and chivalry would become things of the past in the face of the cold rationality of the battlefield, the aristocracy slowly giving way to new ideas and ways of doing things. It was only natural that enemies of Vandel would circle the old tyrant like vultures, eventually uniting as a single Free Entente with the intent of bringing the empire to heel once and for all.

And the ensuing war saw them utterly crushed.

No one had anticipated the sheer devastation that would be unleashed by both sides, but the imperial family's ruthlessness far outstripped the beleagured Entente's efforts to push inwards. One by one they collapsed into anarchy as chemical gasses, new war machines, and other, far more terrifying weapons of war were unleashed on the battlefield. In the end, the empire of Vandel stood alone and victorious, its borders a ruin of no-man's-land and chemical storms, where strange things lurk. But its glory was short-lived, for even the great empire could not withstand the terrific strain of such an unprecedented war, and fractured into countless feuding states. In the chaos, the creatures once confined to the darkness walk free, and great battles are waged by all who style themselves as successors to the legacy of Vandel. It is into this maddened world that you are thrust. Will you bring the people of Vandel under a single king once more? Profit as a dog of war? Fight for freedom and democracy? Or stamp out all dissidence under the iron boot of a new world order. All this and more awaits you beyond the Great War.

Do you like my stuff? Consider donating to my patreon:

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.
What is Beyond the Great War?

Beyond the Great War is my attempt at a "weird war" setting, or one which focuses on the period near world war one and two, taking the themes present in that time period and adding various fantastical elements. Players will fight off vampires, werewolves, the undead, and far stranger and crueler things using bolt-action rifles and trench clubs, when they aren't busy dealing with the threat of foreign nations and scheming gangsters. There is more of a focus on huge battles, with the recommended maps being the ones labelled "huge pop" in advanced worldgen, which create large worlds of one million+ NPCs, in an attempt to more realistically simulate the population and complexity of a game world roughly the size of Iceland. In a situation like this, ending up as the capital would be unrealistic, so rulers will stay where they are, though there is certainly the opportunity to rise in status. Rather, you should focus on a specific theme for your fort, like mine, farm, military academy, mafia hideout, factory, or an actual fortress. Either way, I hope you enjoy my work.

On another note, the default population cap in d_init is set rather low by default because I do so much long-term fort testing and need the game to not take ages to go through the years, so my apologies for the minor inconvenience. You can adjust that to a higher number to get a larger fort.

NOTE: I would not consider this mod as being past beta status as of now. I am publishing it because 1. I need bug reports and 2. I will probably add more things to it quicker now that I have to deal with the expectations of an audience. Please tell me if you find things that aren't working.

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.

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.



1.35 Changes:
-Gigantic horrors added to no man's land (evil biomes) for the purpose of making it properly intimidating. Smaller horors added too.
-Some more magic added
-Coffee, opiates, and cocaine added as drinks (its like an opium tea or something idk it needs to be a liquid to spawn in bars) with appropriate effects. Coffee makes you restless and anxious but more focused, while opiates give a massive mood bonus with a 10% chance to have a major negative mood debuff which can last for years (addiction) that can only be countered by regular doses of opiates (alcohol may help a little though). Cocaine has the same downside and many more upsides, improving focus, willpower, and potentially removing fear entirely for the duration of the effect, but also a 1 in 100 chance of dying from a heart attack. Use your drugs wisely
-Armor overhauled a little. I gave helmets names using the in-game language as a guide, but they aren't too out there. Read the armor section for what is what. The exception is helmets which are descriptive rather than using a word that isn't a proper noun or based on a location, because I don't need to change that.
-New civ added, Troglodytes. Despite the barbaric-sounding name, they're just civilized mutated humans who were trapped underground during the Great War and have adapted for a subterranean lifestyle. Their fortresses can be found in No Man's Land.

1.3 Changes:

-New school of magic added, Xankotic ritualism. This school studies the ancient arts of the quasi-mythical empire of Xankot, which mastered necromancy and the creation of bronze golems, along with manifesting rays of killing light.
-Another school added, Hermetic Occultism. Normal Occultism is changed to Sadic Occultism, and its nerve magic spells are moved to Hermetic Occultism. The new Hermetic school is based on unseen magic and the summoning of creatures from other realms, be they small familiars or larger fighters. Sadic Occultism uses one's own flesh, blood, and bone to fuel their power, rather than being reliant on outside forces.
-New human civ added, cultists. They wear robes and masks, don't use body armor, and are hostile to all outsiders.
-Overhaul to races. I've gotten rid of the ones besides Steeljacks and Reanimates, and added several types of beast men and one major civilization, ghouls, which serve as an invader race
-Various other small fixes

1.2 Changes:
-Added a new school of magic, shamanism, based around controlling living beings and the elements.
-Some new guns

1.1 Changes:
-Accidentally forgot to add underground and freshwater animals, this has been fixed
-You can now only get leather from cows, sheep, goats, and pigs, along with other large mammals. On the other hand, skin is now edible if cooked, enjoy.
-Megabeasts added, the Lords of Vandel. The aristocracy of the empire put their brains into gigantic war machines which menace the countryside. They are also all insane, have fun.
-Magic massively overhauled. I've found something better than the current placeholder system, that works in a manner similar to the Long Night's magic system, with a few notable differences. Magic is divided into esoteric science, which is magic that has been quantified and mass-produced under the auspices of the government, and occultism, which is the sort of finicky culty stuff that involves carving sigils on your chest or erupting into tumors to heal a wound.

1.0 Released
Raw Data: JSON / Text
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SHA-256: 3a34f4223fbb636bbfbe9f6283567fea202a866d66cfdfcbb897c57d4a7650a5
IP: logged
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