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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: The Long Night 4.61 BETA
      
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File Listing: Dwarf Fortress: The Long Night 4.61 BETA
Last Updated: Mar 08, 2024, 12:04:43 pm
First Created: Nov 22, 2022, 09:29:40 am
File version: 4.61
For DF version: 50.11
Downloads: 49 (1,968) Size: 1.46 MB
Views: 230 (9,233) Type: ZIP
Home:  HOMEPAGE/GUIDES/LORE
Rating (0 votes): Unrated
Description
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.

But this is all ancient history, long forgotten to the rising powers of the new Earth. They live in a different world entirely, an endless jungle of steel and carbon in which even the mightiest of cities are but mere drops in its ocean, in which even the greatest scientific achievements known to their ancient ancestors are but wheels and torches compared to the hypertechnological relics which they rely on to survive. Where mankind no longer rests at the summit of existence but submits to the authority of those who dare follow the path carved out by their forebears and seek to transcend the limits of mere biology. Where even posthuman demigods struggle for survival against ceaseless danger and overwhelming violence. A world in which the power of the individual once more reigns supreme, the ideals of equality and unity reduced to laughable fantasies. An era that waits with bated breath for its own end, and the rise of a new existence which will finally bring order to the anarchy and terror of a star system gone mad, or deliver the killing blow to what remains of intelligent life. But this terrible night of humanity's history will be long and harsh indeed, and only the greatest among the great stand a chance of bringing forth a new dawn.
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What is The Long Night?

The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an unrecognizeable earth, filled to the brim with genetically-altered monsters, rogue machines, warring states, and countless other threats. Central to the game experience is the use of nanotechne; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal nanotechne to develop new cybernetic augmentations, and slowly obtain an immortal posthuman body which can survive the chaos to come. Of course, for every such madman who would seek such a thing, a thousand more live as mortal humans and struggle every day to make ends meet. Play a mercenary scoundrel, a village of hydroponic farmers, a biomechanical mech pilot, a posthuman barbarian, and much more. Countless stories wait for you in the far future of pan-humanity.

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If you like what you see, please consider donating to my Patreon so I can continue to work on it: https://www.patreon.com/themodsmith

INSTALLATION:


To install it, drag and drop it into the 'mods' folder in the dwarf fortress main folder. If there is not one, make one. DO NOT PUT IT IN THE installed_mods FOLDER, THAT IS NOT THE RIGHT FOLDER.

This mod is an entirely self-contained experience. When selecting it for world generation, DEACTIVATE all other raw files, including the vanilla ones, from the selection. The Long Night comes with copies of those raws within it, meaning it needs nothing else from any other folder to function. All you need is the mod to be active. Feel free to experiment if you really want, but if it causes problems I can't help.

Also, it comes bundled with custom worldgen and colors data. Copy the worldgen data into the worldgen file in Dwarf Fortress\prefs (if you do not have a prefs folder go to advanced world generation and hit save, this will generate one). You do NOT need to override any pre-existing worldgen templates. When you load the Long Night mod, only choose from these world presets in Advanced World Generation unless you really know what you are doing. If something goes wrong and you haven't used these to gen your world, I won't be able to help you, because that can cause a lot of problems I can't fix. You don't need to delete these if you want to generate a vanilla world, just don't choose them when generating a non-Long Night world. These parameters may change, requiring an update, but I will announce in the changelog if that is done. If you do not have a prefs folder, got to advanced world gen and SAVE the parameters. That should generate one.

The colors are not as necessary, just choose them if you prefer that palette.

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Changelog:

4.6 Changes
-Some new creatures added.
-Fix to an error in bulk manufacturing armor
-Fix to ex-anthropics arriving to trade.


4.61 Changes
-Updated graphics for the current version


4.59 Changes
-Fix to combat drones not attacking things, probably. Due to hardcoded issues ranged drones may still behave strangely but the functionality is now present.

4.58 Changes
-Fix to hydroponic fruits and vegetables not yielding seeds, they should now be found in the edible products of said plants.
-Added some military skill to all races, could lead to wars being more fun.

4.57 Changes
-Regrettably, I am rolling back the removal of forgotten beasts. The trick associated with it did cause problems, just not frequently enough that I was able to catch them on my lonesome. Big thanks to the community for bringing it to my attention. The other changes will remain in place.

4.56 Changes
-Forgotten beasts will no longer spawn. While they are cool, many of them just do not fit the aesthetic of the setting. This is an experimental change as it relies on a very funky trick, which will spawn a lot of stuff in the errorlog. As far as I can tell, this does not actually cause any problems, so you can ignore it, but let me know if anything strange does happen.
-Machine life will probably no longer rot
-After multiple investigations I have determined that the error regarding exhuman transformation only occurs in the fortress-produced tablets due to the way consumable transformations work. Exhuman transformations will now produce exhumans with the normal amount of arms, legs, and heads. If you want more powerful configurations, then two exhumans must be made to reproduce.
-Other small fixes

4.55 Changes
-Hydroponic and factory-type "plants" can no longer be found in the wild. They can now ONLY be purchased, stolen, or produced in the manufacturing block workshop. NOTE: I have yet to see this myself, but this MAY cause freezes in that mode. It may be something super rare and thus impractical for me to test myself so if you get inexplicable freezes let me know and I'll roll this back.
-Fix to interaction targets being bugged, transmuter attacks should now only target enemies
-Fix exhumans sleeping
-Possible fix to the exhuman tablet interaction only creating one type of exhuman

4.544 Changes
-Fix to drill warlances requiring two hands
-fix to attribute tablets not functioning properly, you should now be able to have one of each tier

4.543 Changes
-Fix to upload categorization allowing for proper implementation of transmutation mechanics

4.542 Changes
-Fix to weapon misnamings
-Fix to hyperupload humanoid blueprints not being created when they should

4.541 Changes
-Fix to tertiary blank tablets not being craftable

4.54 Changes
-Fix to references to high frequency, should have been replaced by hardlight.
-fix to certain weapon powers not working or functioning incorrectly.
-fix to cyborgs lacking discipline.

4.531 Changes
-Fix to the blank exhuman tablet producing the posthuman tablet instead

4.53 Changes
-Change to harvesting lipofluid from certain creatures, should be more costly and cause less lag
-fix to title of core programs being CORE_PROGRAM
-fix to misnamed clothing
-other small fixes

4.52 Changes
-Robots will now bleed coolant
-Predators improved, they should now be less skittish and more likely to fight. Let me know if I have overtuned this. They should still run away if sufficiently threatened.
-Fix to possible issue of posthuman ascendance not happening in worldgen
-Some other small fixes

4.51 Changes
-Fix to posthumans, who are no longer immune to magma. They had the issue of coming to trade, and if magma were around, would dive right in, causing their items to burn up if even if the traders were fine. Exhumans and hyperpredators are still magma immune however.

4.5 Changes
-Hardlight is back, this time in the form of weird, ghostly entities which lurk the megastructure, capable of all sorts of weird phenomena. Some are benign, some are decidedly less so. Kill them to collect the bodies for their exotic materials or tame them as exotic companions, but either way, mess with them at your peril.
-This won't be obvious currently, but I have overhauled adventure mode crafting to be up to date with all the new additions I've been making. This means that when the adventure mode update drops, you can create pretty much every weapon, armor, and power available in fortress mode as an adventurer right off the bat. Of course, as I cannot directly test these things, I might still have made a mistake here and there, but that will be a lot quicker to fix than trying to add everything after adventure mode has already been released.
-The "high frequency" weapon variant has been renamed to "hardlight", or "HRDLHT" weapon variant. The faster attack speed remains the same, but this serves to integrate hardlight technology more closely into the world and make it feel less like an unrelated thing just shoved into it.
-New enemy class, Citizens. Grotesque cyborg monsters that seem to spawn from the megastructure. No one knows if they're a parasite or a function of the city but they're always bad news.
-Nanosuits altered. In terms of mechanics they remain the same as a light underarmor coming in flexible and solid varieties, but are now differentiated stylistically between body suits of thick tubing, mechanical exoskeletal struts, muscle fiber, and undifferentiated gel-like substance, in order of tech level. This should provide a greater level of variety in suit design between civilizations. Two individuals wearing the same armor suit style might now have a secondary style of the plates being affixed to formless semi-fluid matter or clunky hydraulics instead.

4.44 Changes:
-Fix to biojets not flying
-Fix to voidcladers and all hi-caste not properly responding to cyberization tablets
-Fix to nerve program yielding the trance power
-Other small fixes

4.43 Changes:
-Disassemblers (mining tools) can now also be made from hyperalloy. I've noticed some weirdness coming from them only being able to be made out of hard alloy so if anyone is having issues making them this should fix it.

4.42 Changes:
-Small fix to names of wasteland creatures showing up as 'nothing's.
-Hi-Caste caravans should show up in the summer now, give some space between visits


4.41 Changes:
-Fix to plants and animals not spawning in taigas.
-Fix to some machine nomenclature
-Fix to duplicate raw bug
-Change to preservates. Their healing ability being free and their cost being low didn't sit right with me. The new repair option is a drone variant which can be purchased for a hefty sum on embark or from subsequent merchant caravans when they arrive. Preservates (in the sense of a vaguely mammalian organism with a shell-bearing exterior) are now a variant of wasteland fauna you can have as a normal pet instead. They basically look the same but are made of meat. A few other creatures can now be made into pets as well, but don't expect them to be war animals. War is something waged by sophonts, machines, and biomechanical horrors. No place for an attack dog.



4.4 Changes:
-More new creatures added. There's a fair amount more now, especially underground. The plastsects have gotten many new members, as have automachines. There's a few new birds as well.
-Moss forest now has some lichen, with lichen trees found near pools and rivers in said forests. Should break up the greenery a bit.
-New weapon classifications, scythes and staves. Scythes can function like warpicks in the case of smaller ones, or glaives in the case of larger ones, with both stabbing and slashing attacks. They have saw-blade, rocket, high-frequency, and antigravity variants. Staves are blunt weapons, like hammers and maces, but are built with more agility in mind and a wider variety of attacks, coming in high-frequency, shock emitter, and antigravity variants.
-You can now breed nanotechne with both hard and soft alloys, with the soft alloy option having a 50% chance to spawn an additional bar. You can also butcher nanotechne for a chance to regain some materials, but this is mostly a trick to make civs have access to the right metals on embark.
-Change to architectural materials. Instead of using the feral architectural variants for construction, they are all convertable into domesticated architecture on a 1:1 ratio, or more enhanced architecture forms with the addition of various materials. My previous half-measure caused more problems than it solved, so this solution should ensure architecture variants are either used for all construction, or none, and there is a process for converting the unusable to the usable. You can also scavenge reprogrammed architecture from the "soil", remnants of prior attempts at settlement no doubt. This should allow for players to more easily create high-value rooms and materials, as you can commit resources to creating more valuable forms of architecture now.
-Uploads have their own power system instead of being tied to postbiology. While normal uploads can become vehicular uploads, which are larger, or they can become hyperuploads which have a hyperalloy carapace, hence the name. While not as mutable as a nanotechne one, it is equivalent in terms of durability and the hyperupload possesses enough reparative nanites that they aren't doomed to decay like their unimproved compatriots. These hyperuploads subsequently can have their own vehicular variants. In addition, a corrupted upload variant exists as well, working similarly to corrupted cyborgs and postbiologicals, being hostile to conventional life. Unlike highly mutable postbiological life, uploads have defined tiers of power and more reasonable body plans, but can have much larger bodies than exhumans. In this world, a true machine intelligence that can operate independently is expensive and valuable, so vehicular uploads are worth much more than bioframes and the like.
-A change to the Hi-Caste. Instead of being one monochromatic skin color, it's now divided into two parts, a normal skin tone and a sort of biological tattoo comprising the colors that previously made up its default skin coloration, termed heraldic pigmentation. So a civclader might have tan skin with pale red biological heraldry spreading all over its body, or a warclader might have pale skin with dark blue biological heraldry. The reason for this change is that, for various reasons both lore and bug-prevention-wise, pure-born hereditary cyborgs have default human skin, and are born from a union of any normal hereditary cyborg. By having the Hi-Caste have human skin tones now supplemented by the secondary coloration that marks their clade, two high-caste cyborgs having an unmarked offspring feels more natural in my opinion and the intergenerational change flows more smoothly.
-Sciclade can now form larger civs. They will be a technocratic counterpart to the bureaucratic a
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