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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Fall From Grace 2.73 BETA
      
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File Listing: Dwarf Fortress: Fall From Grace 2.73 BETA
Last Updated: May 25, 2024, 10:18:53 pm
First Created: Dec 30, 2023, 06:12:13 pm
File version: 2.73
For DF version: 50.13
Downloads: 128 (414) Size: 2.08 MB
Views: 1,270 (2,920) Type: ZIP
Home:  HOMEPAGE/GUIDES/LORE
Rating (0 votes): Unrated
Description
Man's reign was born from sin, and to sin he shall return. So it has always been said. Since the days of the First Men, who ate the flesh of gods and in doing so became them, only to turn against one another in anthropophagic frenzy, ruin has followed our people. Stumbling from one madness to another, the world crawls with our mistakes. Warring kingdoms, monstrous creations, shameful degenerations, and things far worse. But even so, the degraded world clings to whatever yet offers hope or comfort. The Great Faiths, wardens of civilization, grant what succor they can, and salve the cannibalistic hunger inflicted upon us through the deeds of our ancestors, so long as we follow the alien scriptures they have brought forth, carried from the fathomless Outer Dark. And at the fraying edges, the powers banished by holy writ yet ever watch for weakness.

In this world, El-Enlil, the soul of man is laid bare, in all of its terrible wickedness and all its righteous passion. When humanity is truly a people cursed, afflicted with consuming destructive impulse only restrained by devotion to alien gods, what figures shall rise among them? Who shall pick up the sword or the sigil or the word and strive for greatness, or become but another forgotten soul in a realm which ever seems to change, yet never truly has. Here, in the distant and untamed Borderlands, is a place where futures can be made or broken through skill and chance, through cunning and bravery. So will you seek glory? Power? Respite? Or will you simply be a pawn to those who do?

We have fallen from grace, and little hope remains.

We can only struggle on.

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What is Fall From Grace?

Fall From Grace is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a dark religious fantasy setting inspired by media like Berserk, Dark Souls, and other dark fantasy fiction, where humanity, afflicted by the supernatural burden of their past actions, have pledged themselves to alien gods for salvation, or through hubris have sought to become gods themselves. But such apotheosis is not to be our story. Ours takes place in its periphery. The ruins of countless civilizations litter the land, and the place where the tale is told, the ever-changing Borderlands, is a dismal patchwork of feuding kingdoms and decaying empires. It may seem like a typical medieval fantasy world on the surface, but the deeper one pries, the stranger things become. Play a landed lord, a noble knight, a powerful sorcerer, a cunning mercenary, a wandering barbarian, an inhuman monster, a cannibal demigod. The world of El-Enlil, the grand argument for the soul of man, awaits.

Would you like to help support the creation, maintenance, and improvement of this mod and others like it? Consider donating to my patreon: https://www.patreon.com/themodsmith
Have an issue? Report it in the bug report channel of the Discord: https://discord.gg/hDY8KT7pXE

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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. Fall From Grace 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 Fall From Grace 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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2.73 Changes:
-Clockwork hound has a better bite
-Clockwork destroyer has steel plating
-Fix to outpost liaisons not appearing in some civs
-Various other tweaks

2.72 Changes:
-fix to clockwork demihumans

2.71 Changes:
-fix to raw error

2.7 Changes:
-Change to races and race terminology. See the bay12 page on races for more details. Basically this makes it easier to tell what is a human, what is mostly human, and what isn't human. These distinctions are important.
-Multiple new races added, golems overhauled, and more clockwork constructs added to the world. Landships are back, but they are very expensive and exclusive to clockwork using factions, at least at first. Said factions now include clockwork men, demihumans who incorporate clockwork prosthetics into bodies that would otherwise fall apart.
-Regarding demihumans, angelic demihumans and half-giants (now called demigiants) now exists as castes WITHIN the human creature. This is actually important because it means that civilizations of humans can and will be ruled by them. Titan-worshipping realms will be ruled by giants and demigiants, while angelic demihumans will appear prominently where the faith of the Sacred Host dominates.
-Dragons altered. There are now dragons, wurms, drakes, and wyverns, in addition to serpentine men becoming dragon spawn and draconic demihumans.
-Some new spells. More powerful banes and an AOE variant have been added for logotheurgy.
-Monsters reworked. Thanks to bugfixes, I can now cram more variety per biome, which is nice.
-New lore. The sections on the Great Gods each have several paragraphs which state plainly their faith's idea of heaven, their greatest virtue, greatest sin, benefits, and flaws. Hopefully this aids in roleplay of such factions.
-Various bugfixes.



2.67 Changes:
-Fix to some wizard transformations not working, and elemental-based ones are now castes within the human creature.
-New creatures added to the fungal zones of the Deep Continents.
-Blighted humans should rot slower.
-Fix to some nations not having altars.
-Two new kinds of beaver added.
-New spell type added, "Bane". This makes enemies more vulnerable to physical attacks.
-Demonic invaders should be more aggressive.

2.65 Changes
-Updated graphics for the current version

2.64 Changes:
-Fix to mesotheurgic ranged spells not functioning as they should.


2.63 Changes:
-Fix to being unable to appoint sheriffs.

2.62 Changes:
-A fix to being unable to appoint multiple captain-equivalents. It may still be restricted depending on if you have nobility in your fort or not, depending on your faction, but you should be able to appoint them when you are supposed to as of now. However, this change is an experimental one to streamline the process of appointing soldiers, so if it fails it may cause issues. If you find anything odd pertaining to off-site wars or the ability of nobility to appoint soldiers, please let me know.


2.61 Changes

-I accidentally left in an old set of worldgen parameters. New ones have been given which I feel are better. Use these for a better experience, unless you really like the old ones.
-Fix to the Altar of Gnosis system. It didn't work but now it does. You can use the Altar of Gnosis to learn mesotheurgic spells, the simplest and weakest ones, but still formidable. Want to learn stronger spells? Send parties out into the world to steal books of powerful magic, or enlist a powerful sorcerer as a citizen of your fort.
-Giant chieftains will now be elected without waiting for 50 citizens to join your fort.
-Fixed a crash caused by eel duplication
-New spells added. Mesotheurgy gets the spell Lesser Slowing, which can reduce the speed of an enemy. Logotheurgy gets Greater and Mass Slowing.
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