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 Dwarf Fortress File Depot » Major Mods » [0.31.25] Genesis Mod [3.27b] - ASCII
      
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File Listing: [0.31.25] Genesis Mod [3.27b] - ASCII
Last Updated: Jan 15, 2012, 04:03:48 am
First Created: Nov 12, 2010, 12:39:38 pm
File version: 3.27b
For DF version: 0.31.25
Downloads: 507 (5,324) Size: 21.57 MB
Views: 4,399 (13,472) Type: RAR
Home:  The forum thread
Rating (2 votes): 5.0 / 5.0
Description
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ASCII version.

For the details visit the forum thread.

Forum Thread

Changelog:

** 3.27b
* New "anthracite" coal.

** 3.27
* Fixed a MAJOR typo which removed some subterranean creatures (and all in ASCII version).
* Many small typos and errors are fixed.
* Beetles now breed.
* Blast furnace no longer requires any additional coal.
* No more zero value meat.
* Shield clan dwarves now train properly fast ALL combat skills.
* Dunedwellers no longer use elven armor.
* Dunedwellers now use a unique weapon "bladed chain" (sword type, pierces armor).
* Pegasi dwell in good mountains
* Rocktip arrows are now considered "wooden" by the game so dwarves can store them in ammo stockpile.
* The birth of genesis-mod.webs.com

** 3.26
* Fixed a few typos and small bugs (like buffalo gender).
* Animated armor now appears on evil battelfields too (grassland, savanna, shrubland), so you should see it more often.
* New demons by Naryar. Bebilith, obsidian colossus, hell hound, nightmare, strige, frost wraith, devilkin.
* New meteorite ore, found in soil and sedimentary layers. Can be smelt into meteoric metal (steel grade).
* Finally the return of the threats mod: now threats and "I have no family" phrases for adventure mode are greatly expanded (again, I kept forgetting about it for a lot of versions).
* Golems and elementals are spread around cave levels a bit better.

** 3.25k
* Merge with some fixes and upgrades for Ironhand.
* New critters to diversify benign/normal/savage and good/normal/evil biome combinations (giant chipmunks and squirrels, various abominations, magical critters etc.).
* Ezrakim elves are "Dunedwellers" now.
* Orcs language is finished (thanks Patchouli).

** 3.25j
* Stonecutter's workshop works now as intended
* Different caverns have totally different critters and plants (a preparation for a major cavern overhaul)
* Minor fixes

** 3.25i
* Fixed creature files (now ALL of them are read by the game)
* New creature: xen (just the first caste)
- Xen infector caste
* New trees:
- evil: antiaris, black pine, blackwood, hangman tree, hairy palm, spiny cactus.
- good: crystal fir, faraway tree, golden oak, vallenwood tree.
* Mechanixm's reactions expanded stonecutter's workshop's usage greatly:
- Craft rocktip arrows (50), Craft rocktip bolts (50), Grind non-economic rocks, Craft rock animal trap,
Craft rock anvil, Craft rock axe, Craft rock bucket, Craft rock chain, Craft rock crutch, Craft rock enormous
corkscrew, Craft rock giant axe blade, Craft rock maul, Craft rock mechanism, Craft rock mechanism (magma safe),
Craft rock menacing spike, Craft rock pick, Craft rock serrated disc, Craft rock spear, Craft rock spiked ball,
Craft rock splint, Craft rock traction bench, Craft rock tube section, Craft rock vials, Cut obsidian into gem,
Cut large gem into gems.

** 3.25h
* More creature sorting
* Added Mechanixm's reactions to the furniture workshop (more glass/rock items, wooden quern, metal beds)
* Added locusts (grasstrampling vermin), TomiTapio's idea.

* Grass reworked (now in many cases you can identify the biome by grass names)
- Common grass: short grass, thorny grass (savage)
- Tundra: tundra grass, moss, lichens (savage)
- Grassland: meadow grass
- Savanna: savanna grass
- Desert: desert plants
- Mountain: highland plants
- Forest: forest grass
- Wetland: swamp grass
- Good grass: sparkly grass, transparent grass
- Evil grass: fungal eyestalks, oily grass, wormy tendrils

* Fix: blood is red, skin gets scars.

** 3.25g
- GLOBAL rework and reorganization of creatures: they are now sorted in appropriately named files (by evilness and savagery).
- Apes no longer have tails.
- More Size/type additions to descriptions.
- Added coyotes and hyenas.
- Some creatures got additional sounds.
- Fixed "fracturing" skin.
- Changed color palette.

** 3.25f :
* Creatures from benign-normal regions were reorganized:
- Benign-normal creatures' descriptions tell their size and body type/stance (bipedal, quadruped etc.) for better understanding of relative sizes.
- Ferrets now appear in the wild and are called "polecats".
- Sheep now appear in the wild.
- Llamas and alpacas now appear in the wild (mountains).
- Water buffalo is now just "buffalo" and appears in more places (I didn't want to be too specific with buffalo types, but I want ezrakim elves to have large bovine skulls with curved horns :P).
- Guineafowls now appear in the wild.
- In addition to Tomi's "marsh owl" added a common "owl", forests and shrubland need a night bird variant too.
- Some birds are no longer benign, to populate normal-normal areas with more birds.
- Most of apes are no longer benign.
- Added herons and storks.
- Macaques are now benign.
* Werewolves are now "beastmen", they settle the savage forests now (they were living in benign forests before).

** 3.25e (development version)
- Most of TomiTapio's tweaks and additions included (just no carpets, once I had a whole village wearing carpets :P).
- Different animals now have different leather (suede, leather, hide, mythskin, deephide), a great work made by TomiTapio.
- More of Genesis-added items are included in the dwarven entity profile.
- Changes to Altar of War (actually useful now), new toys and other minor items etc, all by TomiTapio.
- Added a stab attack to a crossbow, they have bayonets now (TomiTapio).
- Sylvans now use longbows instead of bows (TomiTapio).
- Underground illithids were removed (they were not spawning anyway).
- Adamantine and mythril are less valuable (TomiTapio).
- Most of metals can be used to make ammo (TomiTapio).
- Almost finished the orc language file (aka japanese).
- Cloak no longer covers head, better leg coverage; a new item: cape, like an old cloak.
- Removed "fiber" adjective, so now "cotton fiber shirt" is named "cotton shirt".
- Chitin material is now called "raw chitin", and tanned chitin is called "chitin", so you won't have "scorpion treated chitin leggings" (just "scorpion chitin leggings" now).
- Brain material is "brain tissue" now, so you don't damage "brain's brain", but "brain's brain tissue" now.
- Major plants' raws reorganization and tweaks.
- Subterranean seeds = spores; aboveground seeds = seeds.
- All subterranean plants now grow in any season (the subterranean light level/temperature do not change).
- The plants are now sorted alphabetically.

- 3.25d
* fixed GRASSTRAMPLE for domestic animals
* fixed moon silver creation reaction
* orcish language is almost finished

- 3.25c
* obstacle course is fixed
* vocalizations for domestic and some wild animals
* mammoth wool is fixed

- 3.25b
* fixed a typo in a graphical file
* dralthas are grazers now
* grazing animals do not trample grass

- 3.25
* re-added tetrahedrite
* a lot of fixes to entities
* renamed rock grinder to stonecutter's workshop and added stone weapon creation
* added alchemical workshop with an alchemy system
* added 50 placeholder reactions for the future use
* added feldspar (works as cassiterite for glazing)
* added more tree variety to swamp biomes (no more "willow only swamps")
* fixed ironworks
* renamed pure iron to coarse iron
* vilified elves
* beautified some weird-looking custom workshops (theatre, blast furnace etc.)


- 3.24b
* appearance of Phoebus version
* two-handed swords are now properly two-handed
* fixed keepers' trading goods crashing bug
* finally fixed "cave fish skin"
* yet another tweak for keeper profession names (hammerman - paladin, swordsman - knight, maceman - templar)
* latin language for keepers
* added beekeeper graphics
* added platipus child graphics
* added dodo graphics
* fixed centaur/scavenger adventure tier conflict
* made all races playable as outsiders even if they are extinct

- 3.24
* fixed "make wooden millstone" reaction
* goblins do not avoid traps
* sped up combat skill training (TomiTapio)
* skill fixes for some animals (TomiTapio)
* fixed grazer so huge animals no longer starve (TomiTapio)
* fixed kobold/serpentfolk/scavengers outdoor farming
* lashes -> halberds; lashers -> halberdiers
* bread baking now makes 1 bread out of 1 flour, candy making makes 1 candy out of 1 sugar
* added demons as a late enemy (bigger size, black bronze weapons/armor)

- 3.23
* bread baking and candy making
* blast furnace is more efficient
* training reactions now have reagents and products (due to a vanilla change)
* obsidian dwarves now REALLY don't have fire attacks
* tweaked dyes to have more avaliable colors
* tweaked plants a bit
* removed archery training from Obstacle Course
* expanded manual with new info (added missing races, farming, metalworking, workshops)

- 3.22a Duplicated raws fixed

- 3.22
* early help file (genesis manual.chm)
* tweaks to castes (ice dwarves removed, skill tweaks for castes, check the help file)
* wild strawberry -> strawberry, klamath -> coneflower
* multiple tweaks to plant values and their products
* re-added magnetite, added siderite (iron ores)
* decorations for adventure mode (you can decorate items with bones/hooves/teeth/gems)

- 3.21 Fixed multibodied deer, mammoth/goat wool now regrows back, new sprites for snakemen (with differentiated soldiers).

- 3.2
* Moving to a new DF version (0.31.25).
*a lot of tweaks by TomiTapio, I agree with most of his ideas.
*genitals have their own tissues and materials.
*material tweaks.
*illithids have a new tile.
*demonic union -> goblins and barghests (goblinoids).
*new hostile entity: scavengers (pigmen).
*common otters in addition to previously existed giant otters.
*dire bears for savage areas.
*floaters, flying jellies with tentacles for caves (by Vorthon).
*updated some graphics for existing animals.
*cave spiders renamed to spiders; "gcs" arachna is now arachna/arachnid.
*changes to dwarven castes (no fireballs for obsidians, skill tweaks for other castes).
*only niths and mephits adopt dwarves now; other verminhunters (cats, ferrets) do not.
- 3.19a4 Fixed glazing (now required for earthenware again); rock grinder has a chance to extract iron/copper/coal from ordinary rocks; graphical fixes.
- 3.19a3 Fixed "no reaction" in Smelter (+ turkey fix later).
- 3.19a Removed beekeeping and new reactions from many non-playable races to fix an adventure mode crash.
- 3.19
* Moving to a new DF version (0.31.19.).
* All reptiles and birds lay eggs now.
* Goats and mammoths have wool in addition to existing wooly animals.
* Brick making reaction removed because of the appearance of clay and clay reactions.
* Tweaks to soils so more types net clays; sandy clay loam is the best soil now because you can find BOTH clay and sand in it.
* Global plant rework; many new plants have seeds which can be grinded into oil and later made into soap.
* Small tweaks to existing creatures.

- 3.18f2 Fix for duplicate entries for the saltwater crocodile and the vulture.
- 3.18f2 Patch for the mod manager, removed two unneeded materials.
- 3.18f Stones, ores and metals are now sorted by category in the "stones" menu. Some tweaks to creatures. Two new evil monsters: rancor and leaper. Mod settings avaliable through Valdemar's mod manager.
- 3.18e Werewolves are smaller and come only in winter; new enemy: centaurs; thunderbird max.age fixed; new mosquito vermin (delivers malaria); harmless minnow -> piranha; other minor fixes.
- 3.18d Fixed the "everyone is wrestler" issue, obsidian/ice dwarves now get proper skill increase for both genders.
- 3.18c Attack/siege triggers are fixed, expect to see enemies earlier now; also werewolves will come; plant/plant products tweaked (TomiTapio tweaks).
- 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors; also some plant tiles and light yellow diamonds are fixed (again).
- 3.18 DF 0.31.18 support, ported some raw fixes, some vermins which had non-vermin tiles are fixed.
- 3.17f Hauberk->coif, orcs get proper skin color and fangs, most of animals recieve natural skills, tools are somewhat nerfed.
- 3.17e Tweaks to armor/helmet sizes (you can now wear masks over everything, hauberk under helms, only two chainmails etc.); kobolds got claw hammers, clubs, capes and cloaks (and sometimes tunics/wests); multiple new tomes for the Library; a chance to recieve platinum tomes when writing new tomes; skill to write tomes is now Teaching (was "Student").
- 3.17d Better penetration for weapons.
- 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
- 3.17b Fixed a local banditry oversight which made other towns of your nation except for your native one to treat you like a raider.
- 3.17 DF 0.31.17 support, a new version's tool is incorporated in adv. crafting (replaced the old carving knife), a fix for snakes' castes.
- 3.16 DF 0.31.16 support
- 3.14 Invisible shrubs fixed, update to 0.31.14 (thanks to Darkchaos)
- 3.13 DF 0.31.13 support, ents now respawn, tweaks to graphics and creatures, minor fixes which are important, some civs get dark towers instead of towns until Toady fixes towns.
- 3.12 a lot of tweaks to existing creatures and entities, graphical improvements (noble graphics for other races, new orcish graphics), three new critters by TomiTapio (boa, python, bronze statue); sorry for a bad changelog, I am currently ill. Also metalworking line was finally balanced; check the wiki for more info.
- 3.1

* a major weapon overhaul; weapons are less deadly now, spears/hammers/whips are a bit better in comparison to old slashing/blunt damage output
* tissues bleed much more; now it's harder to walk off wounds (balanced with weaker weapons which do NOT always dismember)
* graphical fixes for those critters which had no graphics (10)
* fixed caste problems on 3 critters which caused crashes
* made peat IS_STONE so it's listed in stockpiles properly
* new critter: penguin
* multiple fixes to creatures (LARGE_ROAMING, size tweaks, NOEXERT to megabeasts/semimegabeasts and other minor things)
* removed leather from vermin (so you don't get rat leather armor and knuckle worm leather gauntlets)
* new red steel alloy (steel+bauxite, in "magma crucible" furnace only)
* werewolves do not use animals (and mounts)
* illithids have a bit worse biome settings for expansion; also they require level 5 triggers to appear now

* you can now turn a leather in 5 vellums in tanner's shop
* added a scriptorium where you can use 2 vellums to make a tome of some profession
* library studies now require an appropriate tome to study a profession; there's a 5% chance that the tome will be destroyed when used

- 3.03 new creature: ent.
- 3.02

* new creature: ent.
* new "giant sandworm" savage desert huge predator (hiding).
* dragons, sea serpent and hydra get "dragonscale" which can be tanned and is twice stronger than a leather.
* animated armor for graphical version has its body fixed.
* ironwood density 100-600, feather tree 100-200.
* lady's fingers plant -> okra plant.
* cocoa tree adjective: "cocoa tree wood" -> "cocoa tree".
* sandstone and conglomerate aren't "aquifery".
* no training weapons on other civs.
* goblins get bronze.
* cave crocodiles and alligators get NOPAIN.
* fire imps are dog-sized and have horns.
* kobold fix to attr_rates.
* dread trolls and ogres get tough materials, lower frequency for ogres.
* sasquatches' caste names fixed.
* dragons and hydra get higher speed (780).
* giant tigers live in temperate forests and taiga and get higher petvalue.
* desert scorpion and cave tortoise description tweaks.
* tigermen speed is increased.
* fixed double "NATURAL" on some vermin.
* floating guts are no longer a pet.
* cave crawler & cave ogre & manera & cavedragon & rutherer get tough materials.
* flying hungry head gets 600 speed and tough materials.
* giant earthworm gets [LARGE_ROAMING][BENIGN][MEANDERER] and
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