File Listing: DF Genesis 5.25 Ironhand | ||||||||||||||||||||||||
Last Updated: May 16, 2013, 01:43:15 pm First Created: Nov 02, 2012, 02:19:51 pm Author: Deon
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Description
Changelog: 5.25 - Adventurers forge and smelting pit are workshops instead of furnaces now, so can be built properly with advfort. - Removed piston requirement from steam engine(it already requires quite a lot of materials). - Soulgems can be made from any cut gem. - Removed soul forge and upgrade station. - Removed bronze centurion making reaction. - Former upgrade station reactions are moved to new automaton manufactory. - Added Automaton Manufactory. - Added Flesh Studio. - Added Thaumaturgy Guild. - Added "remade" caste to dwarves. - You can turn dwarves from one House to another using 5 gold bars. - You can turn dwarves into remade in Flesh Studio. - You can turn dwarves into clockworks in Automaton Manufactory. - You can craft spellstaves and magical bolts for them at thaumaturgy guild (ash+gem for fire/inferno spellbolts, plant+gem for webbing spellbolts). - Inferno/fire/webbing block making for catapults has been moved from alchemical lab to thaumaturgy guild. - Tetrahedrite and native gold occur more often. - Sphalerite no longer occurs within limestone. - Added willemite, another zinc ore. More brass smelting possibilities. - Added orichalcum, an alloy of copper and gold. A bronze-level valuable metal. - Renamed nickel silver to argentan. It's now a low-grade weapon material. - Removed rose gold (orichalcum replaces it). - Added bars/ore variants for black bronze, argentan and sterling silver smelting. - Removed inorganic_ddd.txt file. - Added "living" metal, iron-grade material with a very sharp edge. - Added living metal making to flesh studio (1 bar from 1 plant stack and 1 wooden log). 5.24 Graphics - Dwarven militia has got coats and caps. - Policemen wear blue uniform with caps. - Some new noble tiles. - Sylvans look like real plant creatures rather than pointy eared bastards. Plugins - Updated Falconne's plugins to the latest versions. - Added advanced stocks menu and autotrade plugins. -- Pressing Ctrl-shift-z will bring up an advanced stocks menu. -- When viewing stockpiles you can set them to set all items inside for trading or do it automatically. Creatures - Consuming vampire/lamia/demoniac blood now properly turns you into one. - Deep spiders can be bred. - Monstrous spider renamed to blackwood weaver. - Blackwood weavers now appear in ANY savage forests. - Fixed different poison name issues. - Aurochs grow fur and can be sheared properly. Dwarves - House of Anvil dwarves get stone detailing bonus properly. - All castes have proper in-game descriptions about their bonuses to skills. - CMD(sage) is renamed to chief healer. Chief healer must be a dwarf of House of Scrolls. - Chief Healer can appoint additional corpsdwarves who can perform diagnosis. - Broker is renamed to trademaster. Trademaster must be a dwarf of House of Scrolls. - Trademaster can appoint additional brokers who can trade at trade depot. - Bookkeeper is renamed to treasurer. Treasurer must be a dwarf of House of Scrolls. - Treasurer can appoint additional accountants which require offices (can be the same office with many chairs/tables, assign them to different chairs). Workshops and items - Chainmail leggings can be worn over trousers under plate leggings. - Fortress mode alchemical potions/medicine last for 14 days instead of 1 day, an approximate time between dwarf meals. - Feeding festive chest is now done in the festive hungry chest, not in the kiln. - Sauna vent is now 3x3 and is called sauna. It can host multiple dwarves, and magma sauna now works properly. - Added mithril wafer making to smelter. 5.23 General: - Dwarven castes are changed to noble houses. - You can build Chapterhouse, currently cosmetic, soon with new caste changing options! - Only civilized creatures need bones to be set/splinted. Animals and the like regenerate bones just fine. - Timberyard replaces sawmill + furniture workshop. - Fire/inferno/webbing spellbolts and blocks WORK. - Bronze Centurion creation now affects a creature in the workshop rather than an operator. Get souls of your dogs! It means you can train those centurions now too. Adventure mode: - New building - adventurer's forge. - You can smelt bars into ingots in smelting pits (and back if you need to). - Forge weapons and armor in adventurer's forge from ingots. 5.22 - Fix: adventure mode rock anvil reaction. - Fix: adventure mode metalsmith forge, glass furnace and wood furnace creation. - Fix: alchemical still is called alchemical lab. - Add: ability to make fire/inferno/webbing blocks in alchemical lab (for catapults). - Add: adventurers can carve spellstaves from a bone and a cut gem. - Add: adventurers can conjure spellbolts for spellstaves from cut gems. 5.21 General - All wooly creatures produce generic "wool", so now you have "wool shirts" instead of "auroch wool shirts". - Removed "make mead candy" broken reaction. Adventure mode - New adventure mode-only building: smelting pit. Smelt weapon/armor/helmets/shields into bars. - Removed useless buildings from construction list. - Only dwarves can build Deep Furnace, Soul Forge and Tinker's Workbench. - You cannot use "melt metal object" in smelter in adv. mode (no items are designated) so use Smelting Pit for that. 5.20b - Fixed pickaxe knapping reaction. - Adventurers can craft stone anvils now for their first forge. 5.20 Graphics - Phoebus version has non-accented language files (no weird symbols in names). Adventure mode - Removed smelting/forging and some crafting reactions from adventure mode. - Added "mold rock into bolder" reaction, to create boulders from rocks. - Added "burn wood" reaction, takes a log and gives a charcoal. - Included and tweaked Advfort DFHack module. You can now build workshops, tame animals, gather resources, grow plants, mine and use workshops in adventure mode. - Build your bases in conquered lairs. Only lairs save info about your constructions, item placement etc. Manual - Updated manual with info on Companion Orders, abilities, crafting and construction. Workshops - Added "thatchery" workshop. It can turn plants into wicker beds, bins, chests and blocks for construction. 5.19b Graphics - Graphical version: ratkin graphics. - Graphical version: fixed vermin tiles. - Graphical version: added graphical tiles for beholders, fairy dragons and spellbooks. - Graphical version: added graphical tile for werebeast transformation. - Graphical version: removed weird symbols from words in all languages. - Graphical version: fixed some mineral symbols. Naming - Fixed leafy bulb naming. Fixes - Removed AT_PEACE_WITH_WILDLIFE from fallen. 5.19 - Manual has been updated with DFHack, aboveground plants and pets. - The generalised leather is back. - Library studying works properly now. - Added a bunch of swimming creatures: -- crab, giant crab -- great shark, reef shark -- manta ray, stingray -- narwhal -- nautilus, giant nautilus -- octopus, giant octopus -- tuna -- sunfish -- carp - Deeper Dwarven Domestication mod by Wannabehero is merged in. -- Boulder crabs, when butchered they yield a flux stone. -- Dewbeetles, can be milked to get honeydew which can be brewed into mead. -- Shaggy badgerdogs, prone to rage dogs which can be sheared for wool. -- Moleweasels, very fast vermin hunters. -- Leatherwing bats, their wings can be sheared for tannable leather. -- Bearded cavernkeets, these birgs lay eggs and can be sheared once per year for beardwool. -- Cragtooth boars, they have valuable husks which can be sheared and will regrow. -- Woolly mountain goats, they are large and can be sheared for wool very often. -- Horned caveturtles, lays big egg clutches and has horns. -- Mountain tuskoxen, can be milked very often. - Incorporated new DFHack v3 with new plugins and options. -- Assign weapon racks/armor stands to squad with P key. -- Activate workflow plugin with Alt-W. - Changed quicksave to Ctrl-Shift-Q - Added Dwarfmonitor and Resume All plugins. -- Ctrl-F lets you monitor your fort activity. This plugin also shows happiness levels in bottom left corner of the DF window. -- Ctrl-R lets you resume all suspended constructions. - New weather controlling reactions have been added to occult grove: -- clear skies: costs 1 shimmering crystal, sets weather to "clear". -- rain dance: costs 2 shimmering crystals, sets weather to "rain". -- winter call: costs 3 shimmering crystals, sets weather to "snow storm". -- grow forest: costs 5 shimmering crystals, turns all saplings into trees. - New arena mechanic: you can turn any creatures but dwarves pastured inside arena into enemies. -- Blood fiends are the only avaliable enemies for now. They drop bloodred crystals. 5.18 Adventure mode: - Goblin language no longer has weird symbols which broke graphical version names. - A major currency overhaul. Different civilizations use different materials for currency, for example goblins make obsidian, iron and steel coins. - Friendly civilized races with towns have a following currency scheme: nickel coins cost 1, copper 10, silver 50, gold 100 and platinum 500. They are also labeled by year. - Now if you find a gold or a platinum coin, get it! You can buy a lot with them. - Goblins now build cities so you can raid those or meet their leaders. They are hostile to most people though, sometimes even to each other. - Fallen now inhabit cities too, so you can go work as a mercenary or slaughter them in adventure mode. - Added bonecarving to adventure mode: you can now make bone skullcaps, breastplates, crutches, daggers, spears, bows and carve bone figurines. - Added decoration to adventure mode: you can now cut gems and decorate items with gems and bone. 5.17b - A really small graphical fix for dalesmen noble tiles. Changes black square of a general, a captain and a sheriff to a proper graphic, and fixes some other tiles for noble positions which you almost never see. 5.17 A save-compatible fix. - A first version of the manual is included. - Mead cakes can be baked from any type of honey. - Festive hungry chest is no longer called a "display case". - Library now requires 1 building material and 3 cabinets. - Civilized creatures are no longer weak to bloodsteel (it was breaking every quest description). - Bloodsteel is now like steel, but it's much much sharper. - Bloodsteel smelting reaction now has and additional 50% chance to give an additional bar. - Mithril making has much better output now and no longer requires bauxite. - Moonsilver making no longer requires obsidian. - Voidsteel making takes 2 iron bars instead of one but still 1 obsidian boulder and creates 2 voidsteel bars now. 5.16 Materials - Titanite is smelt in Deep Furnace, not smelter. The reaction name is fixed, and there's no more 10 bars from 1 rock. - There's a chance to get a titanite bar at 50%, 30% and 10%, so in a very rare case you can get 3, but usually none. Tools - All other races which did not get tools for some reason now have them. - There's a new tool "toolset" which can be found on people in hamlets (the same probability as carving knife). Adventure mode - All races but undead now get a high "excitement seeking" personality value; adventurers can hire almost anyone now. - Adventure mode advanced reactions now require a toolset (reactions like metalworking or breaking down of armors/weapons into bars). - You can now craft rocktip bolts and arrows as adventurer, you need rocks and bones for that. - You can craft a leather slingshot as adventurer. You can knap stone bullets for it from any rocks laying around. - All crossbow professions for all races are renamed to "marksman" for a reason. - You can craft a leather hat as adventurer. Everyone knows you need your own fedora. - New adventure class "treasure hunter". No special abilities, but 5x skill learning rate and faster stat gain. And an affinity to whips and hats. 5.15 Buildings: - Added "hungry festive chest" building. Feed it vermin remains for a small chance of a prize. Alchemy - Added different alchemical food items you can make out of animal venom glands and shrooms. They are stored with plants and your dwarves will eat them. - Titanite ores are no longer "ores" by default; a reaction to smelt titanite is only avaliable to dwarves to stop bandits, humans, goblins and the like from getting titanite gear. - Sphene is now a titanite ore too. Misc - WHY DID NOONE REPORT THIS? Power core and flamethrower attachment reactions are no longer free. - Added a few new toys (medallions, flowers) and food items (quite a lot). - Husks from dark religious reactions are toned down a lot, they won't slay half of your military now. 5.14 Creatures: - Megabeast graphics are fixed once and for all. - Added a selection of birds: albatross, buzzard, eagle, owl, penguin, seagull, vulture. - Added a new megabeast: chimaera. A huge quadruped scaled beast with two small rudimentary arms on its chest. Its bite turns victims into corpsebugs (if they survive). - Added a new creature: rat. A big rodent found in caves. - Added a new wetland dweller: bog frog. They are many and usually harmless, and you can butcher them to get glands of sleeping venom or domesticate for eggs. - Added a bunch of sounds to a big number of creatures for adventure mode. - All megabeasts have sounds. You will notice them from far away now. Poisons/venoms: - In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated. No more poisoned clubs and it makes spears more useful. - Added a lot of different animal venoms. Animal venom glands can be gathered from butchering of multiple different creatures, even if they are not poisonous per se. - Venom glands are considered "plants" and are stored as such; use plant processing job to get venoms as extracts from them. - Agony venom glands come from: spore colonies, thallids, salamanders, green slimes. - Fever venom glands come from: rats, sand rats. - Hex venom glands come from: zauri, kodo beasts, pekyts. - Madness venom glands come from: gully shriekers, red slimes. - Paralysis venom glands come from: black spiders, monstrous spiders, scorpids, scorpions, deep spiders. - Sepsis venom glands come from: monitors. - Sleeping venom glands come from: saprolings, blue slimes, bog frogs. - Weakening venom glands come from: scarabs, deep spiders Adventure mode: - Adventurers can no longer pull poisons "out of thin air". You have to find creatures with glands, butcher them and press glands into waterskins to get venoms. - As a bonus, you can still poison any weapon, but don't waste your hard-earned venoms on blunt weapons. - Adventurers can now craft leather pants. 5.13 Buildings: - New coating vat building, use it to coat your weapons/ammo in poisons. Materials: - Iron-bearing ores now do not yield iron 100% of the time, only siderite is 100% iron and limonite is 90%, other ores yield less. - New metal: titanite. Steel-grade, but lighter and sharper than steel and occurs naturally. - New mineral: anatase. A 80% ore of titanite. - Ilmenite yields 50% iron and 30% titanite. - Meteoric iron is gone. Meteorite ore yields 100% titanite. - Rutile is more frequent and can be used for glazing. - Rutile yields 25% titanite. Entities: - A proper fix has been applied, other races can use leather properly too. Plants: - Underground plants are reworked, there are more edible plants now and there're dyes for every color. - New poisons: fly-agaric and bloodboil poisons. Adventure mode: - Added custom adventure mode classes: barbarian, magician, necromancer and vagabond with starting abilities. - Added ability to sew waterskins from leather. - Added ability to create bitterroot, bloodboil, fly-agaric and shadowleaf poisons. Requires an empty waterskin. - You can coat your weapons in poison. You can use multiple poisons for better effect. Creatures: - New cavern creature: crystal lizard. It's domestic and it can be butchered for crystal glass gems. - Added missing graphics for chaos witch and iron titan. - Fixed subterranean creature graphics. - Added crawling stumps to wetland, they are weaker versions of treants. - Added |
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SHA-256: eabf6bff2f13d96618b225b248d79029493550d2324591de1f0cc88c53867640 | ||||||||||||||||||||||||
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