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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
File version: 1.2
For DF version: 50.11
Downloads: 65 (106) Size: 3.31 MB
Views: 556 (1,111) Type: ZIP
Home:  Forum page
Rating (0 votes): Unrated
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:
  • Males now outnumber females by 2:1
  • New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
  • New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
  • The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
  • 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

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:
  • 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
  • Orihalcum: 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
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
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 2b1e260c39fa073e91b2d19ee680891b488c1e0abe50df0704f62e9bfe627b9b
IP: logged
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