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File Listing: Beastfolk Mod
Last Updated: Dec 04, 2012, 07:53:27 pm
First Created: Dec 04, 2012, 02:31:42 pm
File version: Unspecified
For DF version: 0.34.11
Downloads: 152 (155) Size: 448.9 KB
Views: 694 (716) Type: ZIP
Rating (0 votes): Unrated
Description
This mod is one that I have been working on for quite some time now, that adds a bunch of new entities, and modifies the default ones a little. The main difference is that the world map is populated with a bunch of new civilizations, as well as new arms and armour types, there are many other tweaks to vanilla that I haven't kept track of.

The civilizations:

Jackalfolk
Tricky jackal-like creatures. They are very intelligent but disorganized. They are dwarf sized and quick. I would have added [ITEM_THIEF] but it makes it hard to play them in fortress mode, feel free to add it if you want to see tham as adversaries instead of trading partners. They are technologically advanced enough to use bronze and mechanisms, and have their own small graphics set made by me.

Minotaurfolk
Similar to appearance the monstrous minotaurs, that is about all they share in common. They are industrious and skilled crafters, their technology is almost at the level of the dwarves (they have steel making). While about half the size of their more beastly cousins, they are still much larger than any of the other "civilized" races.

Satyrs
Now their own civilization (complete with female satyrs). Kind of inspired by the Pangaea faction from the strategy game Dominions 3. Like they elves, they will bug you if you cut down too many trees.

Ratfolk
Rat like humanoids, they are almost half the size of a human, and will come to steal your items and your children. They are cunning enough to use mechanisms in fortress mode.

Bugbears
Largly inspired by the bugbears in civilization forge, they are large and savage.

Elves
The elves have been changed somewhat in flavour from the vanilla elves, but are mostly the same.

Dwarves
Mostly unchanged from vanilla, they are the only race to use adamantine and one of the only two to use steel (the other being the minotaurfolk).

Humans, Goblins, Kobolds
Also mostly unchanged. Humans can use bronze but do not have the technology to use steel. Goblins can't use bronze or steel.


Dwarves, Humans, Jackalfolk, Minotaurfolk and Ratfolk are playable in fortress mode. Pretty much everyone is playable in adventure mode (except for bugbears and goblins, since they have NO_EAT to prevent them from dying off in worldgen, something I hope will be fixed eventually).

I have really tried hard to make every race have their own flavour, as expressed through things like clothing, weapon and armour usages, art and religion spheres, ethics, allowed reactions, etc. To do this I used lots and lots of spreadsheets which helped me keep track of which entities had which tokens, and how they compared with one another, which really helped me customize every race.

With this mod I wanted to keep fairly close to vanilla, the main change is the addition of the new races, however there are a bunch of little tweaks here and there that have been added over time. The other main change is the addition of more weapons and armour types, which helped me differentiate the civs a bit better. This mod is basically my modest personal collection of Dwarf Fortress tweaks and additions that I have been very slowly building since 2009 or so.

***INSTALLATION***
Copy the object and graphics folders to dwarf fortress' raws folder.
Optionally copy the contents of the "english names" folder to raws\objects to make all races use plain english names and words.

***CREDITS***
Being a personal collection, there are a bunch of things that I have incorporated from other mods, which I would like to give credit for:

Civilization Forge - Inspiration for Bugbears and Ratfolk, as well as some of the armour types I created (though mine are not quite the same).
Joben - Archery Rebalancing
Grim's Historic Arms - I changed some of the names to be less historically accurate but more familiar.
Samthere - Minotaurfolk graphics.
Mayday - Satyr and Ratfolk graphics.
Can't Remember Who - The english language files.

***UPDATES***
- Fixed a bug cause by a recent change I made that was preventing minotaurfolk from trading - apparently they can't be made to just pull their own wagons. Which is too bad, since that would have suited them perfectly, flavour wise.
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