File Listing: Dwarvenrealms (Ironhand Pack) | ||||||||||||||||||||
Last Updated: Jan 26, 2012, 06:22:10 am First Created: May 03, 2011, 06:09:29 am Author: Zeltaen
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Description
The version presented here uses Ironhand's Graphics pack (as well as several tiles made by yours truly), which is found here: https://dffd.bay12games.com/file.php?id=2511. If you are looking for the ASCII version of Dwarvenrealms, go here: https://dffd.bay12games.com/file.php?id=4045 This is the Dwarvenrealms mod, intended to bring the world of Dragonrealms to Dwarf Fortress. Dragonrealms is a long-running MUD with an incredibly rich setting. I've been playing it for years, and decided to combine two of my favorite games to see where it would go. The mod includes 220 new creatures, civilizations incorporating multiple races, new metals, new weapons and weapon types, and much more. Though primarily intended for Dragonrealms players, the mod has more diversity, new surprises, and a higher level of difficulty that can appeal to a Dwarf Fortress fan looking for an interesting world in which to strike the earth. For more information about Dragonrealms, visit http://www.play.net/dr. To learn more about the setting, visit Elanthipedia. Quote:
Changelog:
New Civilizations! Kermorians: The main playable civilization. Eleven races, each with different strengths and weaknesses. Their government is structured around creating an outpost successful enough to attract a Trader Guild leader, a daunting task in the perilous world of Elanthia. Gnome: Gnomes are tiny, and very vulnerable in combat, but quick and intelligent. They're good craftsmen and archers. Elf: Elves are taller and thinner than humans, and more agile. They lack fortitude and will succumb more easily to injury or disease. S'kra Mur: S'kra are excellent fighters and craftsmen, but tend toward conservatism, making up for a lack of creativity with a good deal of discipline. They are generally a poor choice for many leadership positions, as they are lacking in social aptitude. Gor'Tog: Gor'togs are enormous and powerful, but rather dim-witted. They make excellent soldiers, but tend to be good for little else. Rakash: Rakash are a race of wolf-men. They are man-sized and supremely endurant, but lacking in dexterity. Elothean: Elotheans are brilliant minds trapped in frail forms. While they lack a gnome's agility, they make up for it with discipline and imagination. Olvi: Olvi, or halflings, are nimble and surprisingly tough, but lazy. However, they absolutely excel in the social world, and make great leaders and diplomats. Human: Humans are boring! Prydaen: The feline prydaen are agile and charming, but a bit undisciplined. Kaldar: Kaldar are giants to all but the gor'togs. They are proud and strong, but lack somewhat in the artistic and intellectual arena. Dwarf: I am pretty sure we all know about dwarves. Gypsies: The forest-dwelling gypsies are humans who have shunned Kermorian society, but are happy to trade with them. Dragon Priests: Terrible S'kra Mur cultists that wish to ressurect their god and bring about the end of the world. They dwell in dark fortresses, where they indoctrinate kidnapped children into their religion and use slave labor to fuel their war machine. Goblins: The primitive goblins are envious of civilization's achievements, and will do anything they can to get a piece of the pie. Subterranean tribes: A great variety of creatures lurk in the darkness below, prepared to wreak havoc on any who intrude on their domain. Among them, the Vykathi, the Kra'hei, the S'lai, and the Faenrae. New Megabeasts! The Lich: An ancient necromancer who has paid a terrible price for immortality, the lich seeks nothing more than the death of all that lives. Beware their acid magic and deadly skill. The Gargantuan Korograth: A humongous reptilian beast that occasionally leaves its nest to destroy everything in its path. The Biter: Bane of the dwarves, the Biter is an extraordinarily rare serpent. This massive creature has a freezing breath attack that can bring a fortress to its knees. New Features! The Ranger Workshop: This is a new building that allows Kermorians with the appropriate crafting skills to create clubs, staffs, slings, sling staffs, knuckles, sling bullets, and arrows. The knuckles and arrows are made with fangs or tusks, but not regular teeth. Sling/Staff Sling: These weapons use the blowgunner skill, and fire stone or metal bullets. They are cheap and easy to make, and do a fair amount of damage. They're great for hunters, but pretty poor against armored foes. Halberds: Halberds are weapons that combine slashing and piercing to strike a balance between swords and spears. They replace the Pike skill, and Pikes have been moved to Spears. Quarter staffs are currently halberd-type weapons. Hammers: Hammers have been made to use the mace skill. The hammer skill is currently unused. Knives: Kermorians use light blades extensively, and they are now a viable choice for any military. Artifact weapons: Some artifact weapons will be objects not normally forgeable. These tend to be better than their mundane counterparts, so long as your minions don't elect to make them out of tin or something equally ridiculous. Equipment size: Due to the fact that the playable civilization ranges from one foot to ten feet tall, gear does not scale to the maker's size. All weapons and armor work equally well for all characters, though a gnome may find plate mail to be a bit heavy. This is the Dwarvenrealms mod, intended to bring the world of Dragonrealms to Dwarf Fortress. Dragonrealms is a long-running MUD with an incredibly rich setting. I've been playing it for years, and decided to combine two of my favorite games to see where it would go. The Jacquard Loom: Silk, cotton, and wool can be woven into more valuable fabrics at the Jacquard loom! New Industry! Sericulture: Silk worms now spawn in temperate and dry tropical broadleaf forests. Their colonies can be managed in exactly the same way as bees, but instead of producing honeycombs, they produce cocoons, which are boiled at the Ranger Workshop and spun into cloth at a loom. The artificer's workshop can be used to create Steelsilk and Shadowsilk from the thread via the strand extracting skill, provided you have the requisite steel or seordstone. New(ish) languages! The pre-existing languages didn't fit the feel of the game, so I replaced them using as much of the gamgweth and S'kra dictionaries as possible. I also faked a lot of it to get a general feel. New Creatures: panthers brown burrowers pards desert armadillo heggarangi frogs trollkin cave trolls scavenger trolls wood trolls rock trolls swamp trolls emaciated umbramagi shadefield eviscerators tenebraelings shadow masters retch fiend wind hounds vile plague wraiths rock guardian giant blade spider queen gelv cyclops telga moradu sky giants sinuous ice adders icy blue ghasts frostweyr bears writhing maiden's tresses basilisks cinder beasts sinister hierophants shadow beasts sluagh shadow hounds mountain giants shh'oi paguur ring-necked gidiis peccaries guinea pigs black apes pards tigers nightweaver unynaen nightreaver unynaen nightstalker unynaen treehopper toads cougars shadow creatures panthers blue peafowls ducks water buffalos firecats heggarangi frog blue-belly crocodile piruati serpents rhoat moda spectacled caimans starry flounder stingrays largetooth carp royal sturgeon river boas sleek hele'la asaren celpeze forest geni bluefin tuna zaulguum blueclaw sand crab small boggles storm aurochs boars antelope vultures gazelles croff pothanitaen giant thicket vipers cheetahs clouded arzumos grass eels hare bobcats coyotes jackals mottled westanurynaen fire sprites thunder sheep yaks meadow sheep granite gargoyles black marble gargoyles yvhh la'tami sky hawks boobries adan'f fendryads water sprites carnivorous gelapods basilisks desert armadillos polo'izh badgers skunks blood wolves giant salt crabs sun vultures inkhorne seordhevor kartais morah vines forest gryphons arbelogs red brocket deer giant black leucros bone wolves blood nyads glutinous lipopod wormwood vines dusky scythewing moth crags blood dryads vela'tohr bloodvines pivuh shalswar bone mammoths silver leucro walruses grizzled red leucro snowbeasts frostweavers hiro bears frost angiswaerd albino forest leeches green blood worms red sand leeches albatrosses doves black widows shrikes gerbils ravens shrews herons magpies hamsters bloodflies ichor rats goshawks weasels mongoose small red blood mites black sand leeches dark sprites retch fiends giant blight bats giant blade spiders giant wolf spiders marbled angiswaerd cave bears beisswurms red-bristled gremlins nipoh oshu corpse grubs merrows silverfish dusk ogres dobek moruryn warklin velvers earthen constructs malodorous bucca atik'et fire maiden fire sprite silk moths transparent shylvics gargantuan bone golems lesser skeletons greater skeletons feral bone mastiffs vaporous blood wraiths Other concerns: *The rare metals (niniam, lumium, damite, etc) appear in the embark menu and are available to all civilizations. I may need to figure out a way to make them magma-only, or require a custom workshop to use. What to do next: *Dial in the damage on individual weapons and the qualities of rare metals. *Work the guilds in a bit more. *Clean up the filenames of the raws etc. *Start making tiles. *Play with the speech files to see if I can get more Elanthian flavor. Simutronics® is a registered trademark and service mark of Simutronics Corporation, All rights reserved. The DragonRealms game is copyright © 1995-2011 Simutronics Corp. All rights reserved. DragonRealms is a trademark of Simutronics Corp. All rights reserved. |
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