File Listing: Fantastic Fantasy Fortress 1.0 | ||||||||||||||||||||||||
Last Updated: Dec 10, 2022, 08:51:17 pm
Author: chipathingy
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Description
Welcome to chipathingy's Fantastic Fantasy Fortress mod! This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings. It includes 4 new races, vanilla race changes, loads of new creatures and heaps of items! This release is for the 0.47.05 version of Dwarf Fortress. Development will move over to 0.50+ after this, but I will continue to update with any compatible content if there is enough interest. Races: Dwarves: Short and bearded, dwarves are an industrious race who prefer to live in underground mountain fortresses. They alone can forge both magical and mundane metals, and jealously guard these secrets from the other races. Currently the only playable race. Very similar to vanilla dwarves with the following changes: Males now outnumber females by 2:1 New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and elementium. Requires magma and magma-safe materials New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets as well as mail skirts and armoured belts. The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour Mail skirt: mail leg armour that goes over everything Armoured belt: only covers the lower body Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items New weapons: Can now produce almost any weapon, but that doesn't mean they can use them! New weapons: Boomsticks, shoots pellets Hand Cannons. Bigger and better boomstick. Shoots shells Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes Siege crossbow. A bigger, heavier crossbow that shoots arrows New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively New reactions: wooden statues/slabs/mechanisms, wooden planks, more efficient block making, can grind stone to sand, can burn planks and corpses Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters. These are mostly similar to vanilla goblins with a few small changes. They can They can sometimes be found as wild, savage tribes Their blood now causes painful burns on contact. Don't drink it New varieties: Hobgoblins (bigger and angrier), warlocks/witches (don't do anything yet) They have a bunch of new creatures they will bring to siege your fort as well! Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally self-sufficient and do not send out trade caravans. Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards. High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised" races and will despair at being underground for too long They can use steel, use exclusively edged weapons and have access to several magical warbeasts Humans: Humans are a jack-of-all-trades race that are found throughout the world. Humans have gone through a number of changes in this mod. They now use steel, have a number of castes and two distinct civilisations: The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace. The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their hands on your precious shinies Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade Orcs: Primative barbarians who love to fight, orcs live in tribes and constantly war with their neighbors. The more fights they survive, the bigger and stronger they get. They have a number of unique weapons, armor and warbeasts that can only be used by these huge, rage-filled barbarians Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit of heavenly power and derive their magic from the trees and animals of their forest homes. Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants. Megabeasts: Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials Pheonix Other creatures: Lots of creatures from mythology or other fantasy settings. They are found in various savage biomes. They include: Pegasi Griffins Hippogriffs Wyvern Feathered Serpent Valkyrie Centaurs Gnolls Minotaurs (non-semimegabeasts) Bugbears Bicorn Jackalopes Drop Bears Cerberus Slimes (many varieties) Dire rat/bear/pig Unique pets - Most races except Humans, Halflings and Dwarves have some unique animals they can access New metals: Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold Elementium: A magical alloy known only to the Dwarves. Very light and hard Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood. You'll also find that regular iron is more effective against magical creatures than normal. New items (non-dwarf): Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons Throwing weapons: Fishing spear, rogue's knife, skirmisher's club Thrown ammo: throwing knives, javelins Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types Clothing: harness, chest wrappings, bandana, kilts, Lots of tools that civilians will carry in Adventure mode Lots of toys Other changes to vanilla Leggings are no longer shaped, and can be worn with greaves Hydras now heal themselves much quicker Unicorns now have cursed blood Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs Weapons: I have included the tweaks from Taffer's Dwarf Fortress Revised, and renamed some of them. Planned features: More magical/legendary wildlife Magic! You might notice some placeholders if you go digging around in the raws Cavern revamp Installation: Copy all the contents to your raw/objects folder and overwrite when prompted Compatibility: The following vanilla files have been altered: creature_standard entity_default item_weapon material_template_default reaction_other Any mod that doesn't touch these should be fine. Known issues: Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this Credits: ZM5's mods - weapons, materials, probably other things I can't remember Splint's mods - reactions, materials, weapons Taffer's Dwarf Fortress Revised Anyone who's ever put anything on DFFD Release log 1.0: Initial release |
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SHA-256: 52fa6a979f489e550280653fe47f207da654130d1db6d6204028e8adc8d03b32 | ||||||||||||||||||||||||
IP: logged Commands |
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