File Listing: Fantastic Fantasy Fortress: Modular version | ||||||||||||||||||||||||
Last Updated: Dec 15, 2023, 05:09:43 am First Created: May 29, 2023, 05:37:20 am Author: chipathingy
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Description
Welcome to chipathingy's Fantastic Fantasy Fortress mod! This is the modular version, with all features included in the various parts This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings. It includes 4 new unique races, significant vanilla race changes, lots of new creatures and heaps of items! Now including terrible graphics! COMPATIBILITY: This mod is likely incompatible with any mod that changes/replaces vanilla_creature_graphics, it should be ok with anything else. The main mod page can be found here: http://www.bay12forums.com/smf/index.php?topic=180748.0 Features: Races: Dwarves: Currently the only playable race. Very similar to vanilla dwarves with the following changes:
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 sometimes be found as wild, savage tribes Their blood now causes painful burns on contact. Don't drink it 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 several 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: Primitive barbarians who love to fight, orcs live in tribes and constantly war with their neighbours. The more fights they survive, the bigger and stronger they get. They have several unique weapons, armour 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 Phoenix Doom wolf Other creatures: Lots of creatures from mythology or other fantasy settings. They are mostly found in various savage biomes. There are too many to include here, see the mod home page for a full list. New metals:
New items (non-dwarf):
Other changes to vanilla 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 Planned features: Magic! You might notice some placeholders if you go digging around in the raws Cavern revamp Advanced world generation suggestions: decrease the number of generated secrets to zero, ramp up metal frequency, increase the number of civs 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 Nothing comes up in the error log (apart from removed creatures throwing graphics errors), but if you find a bug please let me know! Credits: ZM5's mods - weapons, materials, probably other things I can't remember Splint's mods - reactions, materials, weapons Taffer's Dwarf Fortress Revised Atkana’s – savage domestics Anyone who's ever put anything on DFFD |
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Checksum / Hash | ||||||||||||||||||||||||
SHA-256: 2b1e260c39fa073e91b2d19ee680891b488c1e0abe50df0704f62e9bfe627b9b | ||||||||||||||||||||||||
IP: logged Commands |
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