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File Listing: Mod of Knight Otu's Legend of Zelda Mod
Last Updated: Jun 03, 2011, 06:46:39 pm
First Created: Dec 07, 2010, 11:27:35 pm
File version: 4
For DF version: 0.31.25
Downloads: 159 (236) Size: 381.5 KB
Views: 2,137 (2,609) Type: ZIP
Home:  Forum Thread
Rating (0 votes): Unrated
Description
This is a mod of Knight Otu's Legend of Zelda mod (v0.4), which adds stuff to both Fortress and Adventure modes, focusing the game more on the Hyrulean races. Vanilla dwarves are no longer available.

To install:
1)install Knight Otu's Zelda mod
2)extract this mod into the raw/objects folder, overwriting existing files when prompted.

v4: For DF .25. Added a quick start guide and a cheat sheet, "0 Getting Started" and "0 Default Skills." Added a Twili civ. Added Shadow Beasts as a type of Spouse-converter nightcreature. A number of enemies from Zelda II have been added, and the majority of creatures from vanilla DF have been removed. Further tweaking done to hyrule civs, in particular the zoras should now work. Additionally, every race is playable from a "Play now" embark.

v3: For DF .21. Further reactions added to differentiate between hyrule civs in fortress mode. Master Sword guardians have been added to adventure mode. Night creatures tweaked from Knight Otu's version to make them more easily killable, much like the stalchildren from OoT.

Fortress mode improvements added (see below for adventure mode): All hyrulean civs are now playable, although I haven't tested thoroughly for mistakes. A Hyrulean civilization was added, with castes representing all the races (hylians, humans, kokiri, goron, zora, sheikah, gerudo).

This mod plays basically like normal DF, with one big change: Since most races in LoZelda are surface-dwelling, only the gorons have easy access to digging tools (they can convert cutting knuckles to digging knuckles at the craftman's workshop).

The Hyrulean civilization can dig after it opens trade with the goron civilization, by trading for cutting knuckles and converting them to digging knuckles at the craftman's workshop. The gorons typically show up after two or three years in my experience, meaning you'll have to live on the surface for a while.

The Hylian civilization can make weak digging tools from cutting knuckles, but these soon disintegrate.

The other species have access to dig spells of varying efficiency, which create temporary digging tools. They will be forced to live mainly on the surface, so embark in an area with lots of trees and good weather.

The Hyrulean, Hylian, and Sheikah civilizations can convert logs to planks at the sawmill (roqi's sawmill mod), enabling them to get 10 pieces of building material from every tree they cut down.

The Kokiri civilization has a unique workshop, the Kokiri Grove, which can be constructed using 3 of whatever you happen to have lying around to mark off a section of the forest floor. Using the reactions found at this workshop, the kokiri can gradually create wood logs from existing logs or from plants, and can create ammunition and weaponry in the same way.

The Zora civilization can craft furniture and building blocks from various creature materials at the furniture workshop (which I stole from the genesis mod).

Zora's also have 3 castes, normal zoras, fighting zoras (Mikau/Zora Link from Majora's Mask), and Fancy Zoras (like Princess Ruto/Lulu). All zoras have decent natural attacks. Basic Zoras use a bite attack that isn't very threatening one on one on land, but in groups or in the water they can quickly tear you to pieces. Fighting Zoras have bladed fins, and Fancy Zoras have spines in their fins, similar to those of the lion fish. Zoras are slower than average on land, but lightning quick in the water.

The Gerudo do not have access to the sawmill, but if they embark on a map with clay they can make sun-fired bricks without using consuming fuel.

I have also implemented random drops via castes. Bundles of ammo and bombs can be traded for bombs and ammo at the Exchange workshop. It requires three blocks to build. As in Legend of Zelda, there are also items in the bushes. To look for them, take plants to the Exchange workshop. You do not receive seeds from plants used in this manner, so be careful!


I have added a Hyrulean Temple workshop which has a variety of useful reactions, including some spells of dubious worth based on the Goddess line of spells below. By the time you can cast them, you probably don't need them, but hey. The temple has other reactions that can be used immediately. Only the Hyruleans and the Hylians can build Hyrulean Temples.

I've had good luck with the following worldgen parameters. To use them, copy and paste into the world_gen.txt file located in the data/init directory. Since digging is very restricted, I prefer to embark around a cave mouth. As such, caves default to visible in this parameter set. I also have ore abundance cranked all the way up, again since digging is limited.
Code:
[WORLD_GEN] [TITLE:HYRULE] [DIM:65:65] [EMBARK_POINTS:1274] [END_YEAR:105] [BEAST_END_YEAR:100:80] [REVEAL_ALL_HISTORY:1] [CULL_HISTORICAL_FIGURES:0] [ELEVATION:1:400:404:404] [RAINFALL:0:100:101:101] [TEMPERATURE:25:75:101:101] [DRAINAGE:0:100:101:101] [VOLCANISM:0:100:101:101] [SAVAGERY:0:100:202:202] [ELEVATION_FREQUENCY:1:1:1:1:1:1] [RAIN_FREQUENCY:1:1:1:1:1:1] [DRAINAGE_FREQUENCY:1:1:1:1:1:1] [TEMPERATURE_FREQUENCY:1:1:1:1:1:1] [SAVAGERY_FREQUENCY:1:1:1:1:1:1] [VOLCANISM_FREQUENCY:1:1:1:1:1:1] [MINERAL_SCARCITY:100] [MEGABEAST_CAP:12] [SEMIMEGABEAST_CAP:24] [TITAN_NUMBER:12] [TITAN_ATTACK_TRIGGER:80:0:100000] [DEMON_NUMBER:64] [NIGHT_CREATURE_NUMBER:1] [GOOD_SQ_COUNTS:3:32:64] [EVIL_SQ_COUNTS:3:32:64] [PEAK_NUMBER_MIN:3] [PARTIAL_OCEAN_EDGE_MIN:1] [COMPLETE_OCEAN_EDGE_MIN:0] [VOLCANO_MIN:1] [REGION_COUNTS:SWAMP:66:0:0] [REGION_COUNTS:DESERT:66:0:0] [REGION_COUNTS:FOREST:264:0:0] [REGION_COUNTS:MOUNTAINS:528:0:0] [REGION_COUNTS:OCEAN:528:0:0] [REGION_COUNTS:GLACIER:0:0:0] [REGION_COUNTS:TUNDRA:0:0:0] [REGION_COUNTS:GRASSLAND:528:0:0] [REGION_COUNTS:HILLS:528:0:0] [EROSION_CYCLE_COUNT:250] [RIVER_MINS:25:25] [PERIODICALLY_ERODE_EXTREMES:1] [OROGRAPHIC_PRECIPITATION:1] [SUBREGION_MAX:2750] [CAVERN_LAYER_COUNT:3] [CAVERN_LAYER_OPENNESS_MIN:0] [CAVERN_LAYER_OPENNESS_MAX:100] [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0] [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100] [CAVERN_LAYER_WATER_MIN:0] [CAVERN_LAYER_WATER_MAX:100] [HAVE_BOTTOM_LAYER_1:1] [HAVE_BOTTOM_LAYER_2:1] [LEVELS_ABOVE_GROUND:15] [LEVELS_ABOVE_LAYER_1:5] [LEVELS_ABOVE_LAYER_2:1] [LEVELS_ABOVE_LAYER_3:1] [LEVELS_ABOVE_LAYER_4:1] [LEVELS_ABOVE_LAYER_5:2] [LEVELS_AT_BOTTOM:1] [CAVE_MIN_SIZE:10] [CAVE_MAX_SIZE:25] [MOUNTAIN_CAVE_MIN:12] [NON_MOUNTAIN_CAVE_MIN:24] [ALL_CAVES_VISIBLE:1] [SHOW_EMBARK_TUNNEL:2] [TOTAL_CIV_NUMBER:13] [TOTAL_CIV_POPULATION:15000] [SITE_CAP:264] [PLAYABLE_CIVILIZATION_REQUIRED:1] [ELEVATION_RANGES:528:1056:528] [RAIN_RANGES:264:528:264] [DRAINAGE_RANGES:264:528:264] [SAVAGERY_RANGES:264:528:264] [VOLCANISM_RANGES:264:528:264]

______________________________________________________________________________________


Adventure mode
Changes gem currency to Rupees, and adds reactions to adventure mode allowing the conversion of one type of gem to another.
TIP: You will often get stacks of rupee coins. Due to a bug in DF, the reaction system will treat a stack of coins as one object in reactions. This is very bad! To separate the stacks, throw (T) the coins at your feet.

Adds spellcasting: Nayru's Love, Farore's Wind, and Din's Fire. This spells are cast using the Druid skill.
Quote:
Nayru's Love: Creates a suit of armor and a pair of sheilds. The material is equivalent to adamantine. The armor will degrade and then vanish over time. Remember to put the armor on after casting the spell, or you won't get any benifit. The Magic Barrier goes on the torso, the circlet goes on the head, and the anklets go on the feet.

Farore's Wind: As you probably know, it is impossible to teleport in DF. Therefore, this spell has been completely changed. It creates set of weapons out of thin air: A Kusanagi-no-Tsurugi and some associated ammo. The Kusanagi is a powerful sword, and can be used to make ranged attacks with the ammo generated. Close range attacks with this weapon use the Fighter skill, and long range attacks use the Archer skill, so you can use it no matter what you're standard weapon is. The Kusanagi-no-Tsurugi, or Grass-cutting sword, is part of the Imperial Regalia of Japan, and is associated with valor and wind.

Din's Fire: Creates a rough din's fire gem. It will begin to burn the turn after you create it, so throw it at your enemies! Most creatures will need to be in close proximity to the burning gem for several turns before they begin to melt, so be prepared to force your enemies into the flames. Ikana undead, however, are especially vulnerable to high temperature attacks.

Rather than try to implement a magic system, these spells are caste from rupees. Nayru's Love and Farore's Wind cost 1 gold rupee to use (equivalent to 100 green rupees or 1000 DF coins). Din's Fire costs one purple rupe to use (equivalent to 50 green rupees or 500 DF coins)

Adds Natural skills to the civs. Sadly, the game does not pick up on Natural skills until after you begin playing, meaning you can end up wasting points during character creation if you don't know what skills you're going to get for free:
Quote:
Note: You can typically proceed directly to the nearest castle and recruit soldiers as you initial companions. Races with many natural combat skills will be more snooty about joining the parties of less-skilled races.

Hylians: Start with Expert Druid, representing their connection to the Triforce and the holy land. 2x skill learn rates, above average strength, agility, and toughness

Humans: Start with none of those things.

Kokiri: Start with Talented ambushing, throwing, and archery. Also start with Competent dodging. They have a bonus to agility and a penalty to strength. Because of their high ambushing skill, all kokiri civilians will be hunters and armed with slingshots. Use wooden weaponry.

Gorons: Start with Talented wrestling, fighter, grasp strike, and armor using. Have some specialized unarmed combat moves, including rolling up into a ball and slamming into their opponents. Their rocky skin makes them resistant to slashing weapons but vulnerable to bludgeoning weapons. They have a bonus to strength, endurance, and toughness, but a severe penalty to agility. They are largely immune to fire, shrugging off the heat of bombs and din's fire alike.

Zora: Start with Competent grasp strike, fighter, and expert swimming. They have a bonus to agility. They have a special bladed fin attack, and their instinctive combat abilities help them make more effective opportunity attacks in melee. They are blazingly fast in the water.

Sheikah: The members of the Shadow clan are trained from birth as assassins and guards for the royal family of Hyrule. They start with Talented dodging and ambushing, Competent swordsmanship, crossbow, and hand-to-hand combat, as well as Adequate Fighter and Archery skills. They have a bonus to agility. In addition, their martial arts training helps them make more effective opportunity attacks in melee (they won't bite or scratch, which I've found to be a liability more often than not). Because of their high ambushing skill, all sheikah civilians will be hunters, and so armed with an assassin's spring-bow instead of a knife.

Gerudo: Typical Gerudo start with Talented dodging and Fighting. They have a bonus to toughness, endurance, and a great bonus to agility. Gerudo kings start with expert dodging, fighting, and leadership, and have a number of skill bonuses. Fire and ice sorceresses start with competent dodging and expert ranged combat, and also have a number of skill bonuses.

Deku Scrub: Start with Talented Ambushing and Archery. They are quite vulnerable in melee, due to their wooden bodies and armor. Their civilians start as hunters, thanks to their high ambushing skill.

Ikana Undead: Start with bonuses to Armor user, shield user, archer, and fighter (expert for great stalfos, talented for stalfos, and competent for stalkin). Redeads get no starting skills but have powerful attacks. The Ikana's undead nature makes them quite difficult to kill, only by chopping off their heads or separating their upper and lower bodies can they be killed. Alternatively, they are quite vulnerable to fire, such as bombs or Din's Fire.

Short List of Natural Skills:
Code:
Hylian Druid 8 2x learn Human None Kokiri sneak 6 dodging 3 druid 3 throw 6 archer 6 Goron wrestle 6 fighter 6 armor 6 Zora fighter 3 swimmer 8 (controls natural attacks) Sheikah dodge 6 sneak 6 sword 3 crossbow 3 throw 3 hand strikes 3 foot strikes 3 fighter 2 archer 2 Gerudo female dodge 6 fighter 6 Gerudo king dodge 8 fighter 8 leader 8 Fire sorceress dodge 3 archer 8 Ice sorceress dodge 3 archer 8

Weapons added:
Quote:
Gerudo dual scimitars

Gerudo glaives

Fuma Shuriken for the Gerudo.

An assortment of knives and other assassin-y weapons for the Sheikah, including Kusarigama and Chigiriki.

Adds the ability to create ammunition directly from rupees.

Adds bombs (sorta)
Quote:
Once lit, a bomb burns at high temperature for 1 to 2 turns. This can set combustible materials on fire, but typically won't do much damage to creatures. In addition, Ikana undead are particularly vulnerable to high temperatures.
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