File Listing: [TC] Genesis Reborn 5.43 | ||||||||||||||||||||||||
Last Updated: Nov 10, 2013, 04:31:20 pm First Created: May 18, 2013, 08:05:00 pm Author: Deon
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Description
Changelog: Genesis Reborn 5.43 - renamed lions to sabertooth cats. They can be found in temperate savanna now too. - good areas are now more good/plantlife based. - moved crawling stumps, living trees, saprolings, thallids and spore colonies to good regions. - allowed shroomers (mushroom people) to appear in good wetlands. - moved beholders from good areas to 3rd caverns. - added foxes to temperate forests and taiga. - griffons are properly summoned from air temple (not fire temple). - added Berserker axe, made from battle axe, to fire temple. It grands no exertion, no fear and no pain while it's held. - added Warlord banner (staff) to fire temple. The wielder can rally troops, granting them no fear and no exertion for a short period, and increasing their willpower. Genesis Reborn 5.42 - added butcher products - venom glands to 2nd and 3rd caverns' dwellers. - renamed troglodytes to trogs. - added iron centurion. - renamed utility spider to clockwork spider. - renamed jade cannon to clockwork turret. - clockwork turret and spider are made out of copper - automaton making is changed -- inactiva automatons are removed. -- build iron/bronze/copper frames in automaton manufactory. -- build bronze/iron centurions from 3 bronze/iron frames and a soulgem. -- build clockwork spiders from 1 copper frame and a soulgem. -- build clockwork turret from 1 copper frame and a fire crystal. - gargoyles are properly summoned from earth temple (not fire temple). - you can summon clay golems in earth temple (they live for 1-2 years). - suede is considered to be "leather" type (for stockpiling). - skull throne is re-enabled. 5.41 - Fixed warding items making for Ironhand. - Fixed shadowscale making for Ironhand. - Summoning reactions now work differently. It does not transform the user into a creature, it spawns a separate pet creature instead. - Summoning reactions now cost more crystals. -- You can summon imps, magma guardians, hell hounds, bebiliths and pit fiends in fire temple. -- You can summon giant crabs in water temple. -- You can summon griffons in air temple. -- You can summon gargoyles in earth temple. 5.40 - Ironhand version did not have some magical items, my bad with merging. It's fixed. - Creatures are "reborn" as a different caste in Aether temple now instead of Chapterhouse (for 1 aether crystal and 1 soulgem). - New item: Ancestral gown. Crafted in Aether temple, it makes the wearer sterile but shields him from most of curses and spells. So long, Void dwellers. 5.39 - New worldgen maps (Numenor, Middle-Earth, Tamriel). - Gemgrinding chances to get mana crystals has been increased. - Skull throne now has a chance to grant any type of gem during bone sacrificial ritual. - Changed religious buildings so they follow the same scheme as mana crystals. Each temple uses appropriate mana crystals. - Aether temple -- Cultist rite, turns into cultists. -- Make nightwatch scarf, a scarf with extravision (ignores darkness/blindness). -- Make shadow veil, a veil which allows to hide in plain sight. -- Conjure shadowscale, turns leather/hide into dragonscale-tier leather. - Air temple -- Clear skies, clears weather. -- Rain dance, calls rain. -- Winter call, calls snow storm. -- Make hermes hood, a hood which makes wearer very fast. - Earth temple -- Make warding armor, which reduces damage to 1/3. -- Make warding greaves, which make immune to nausea and paralysis. -- Make warding helmet, which makes immune to stun and dizziness. -- Make barkskin belt, which increases endurance, toughness and reduces damage to 3/4. - Fire temple -- Summon Hellhoun -- Summon Bebilith -- Summon Pit Fiend -- Make Titan belt, which increases strength to 150% and grants no exertion. -- Forge Wand of flames, which allows to shoot fireballs. - Water temple -- Druidic rite, turns into druid. -- Farming rite, which grants random plants. -- Grow forest, which turns all saplings on map into grown trees. -- Make triton fascia, which grants ability to require no breathing (no drowning/suffocation). 5.38 - Added Ctrl-H to view all current active DFHack hotkeys. - Updated manual with new hotkeys. - Updated manual section about religious reactions. - Updated all falconne's plugins to the most recent versions. - Added autochop plugin (Ctrl-C), allows to keep required (mix/max) amount of logs and auto designates trees for cutting in burrows. 5.37 - Added light rendering system (Rendermax by Warmist), Ctrl-L and Alt-L to turn it on/off. - Updated manual with gem grinder/infirmary/alchemy/calcinator. - Added new tabs to ModLoader with hotkeys and zoom toggling. - Changed some ironhand tiles to make them look better (stone walls, one plant tile). - Fixed a few small errors. 5.36 - Calcinator, gem grinder and infirnary are back. - Removed redundant geomancer's workshop. - Fixed hotkeys for custom buildings. - Blood fiends drop fire crystals again. - Clockworks and Remade's prosthetic arms now are (again) made from frame and casing, preventing easy beak-offs. - Clockworks have crystal eyes. - Clockworks don't eat/sleep again (they still need alcohol for fuel). - Air/fire/water/earth/aether crystals are back. - Cement is back. - Abyssal growth (grass) and pestilent trees are back for the Abyss (caverns lvl 3). - Tower-caps -> tree roots (cavern 1). - Cement making, flux from bones are added back to calcinator. - Elexir brewing replaced old potions in alchemical still. - New religion, calcinator, gem grinder and alchemy lab reactions are added back. 5.35 - fixed oil pressing (kitchen, cooking skill). - removed demoniacs (too bad effects for gameplay). - readjusted biome and population information for creatures. - changed fallen population ratios. Liches and revenants are very rare. - ghouls (fallen caste) are slower but much stronger. - added options to launcher to toggle following features: -- House of Scrolls only main nobles: on/off -- Clockworks: bronze/steel -- Fast maturation: on/off (original 12 years to mature, or just 1 year to be a child). 5.34 - First cavern layers no longer have big mushroom trees. There're tree roots and fungiwood. - Second cavern layer gets all shroom trees. - Fixed "elixtir" typo. - Elixir consumption labor now requires alchemy skill. - Third cavern layer gets blue "abyssal growth" for grass and pestilent trees, also all plants are blue too. - Juggled around creatures between 2nd and 3rd layers; now 3rd layer is more dangerous and 2nd is less so. - Added Opium Snails to caverns. They can be milked for poison which turns into cheese. They are also dangerous predators and vermin hunters. - Calcinator can turn bones and boulders into flux. - Calcinator can make cement blocks from boulders and sand bags. 5.33c - Engravings start obscured. 5.33b - Fixed elemental gem religious reactions. 5.33 - Clockworks no longer need to eat or sleep (they still need booze, it's like a fuel). - Clockworks no longer shatter and lose limbs from punches and hard hits; they now consist of "frame" and "case". - Clockworks get gem eyes. - Bloodred/dark/shimmering crystals are removed. Added air/fire/water/earth/aether crystals. - New building Gem Grinder; grinds gems in gem powder (glazing) and has a chance to produce air/fire/water/earth/aether crystals. - New building Calcinator. - Removed war shrine and sacrificial pit. Removed % chance to become something religious reactions. - Religious reactions now require air/fire/water/earth/aether crystals and have certain outcomes. - Alchemical lab now brews permanent stat/skill boost potions from elemental gems. - New building "infirmary" where you can force dwarves to take drugs I mean stat boost potions. 5.32 - fixed all body sizes to be static; fortress born creatures will be of proper size now. 5.31 - new werecreature curse - werelizard. Smaller than werebeasts but can hide when running. - fixed "nickel argentan" name (now argentan). - argentan added to the list of undead/werecreature harming materials. - husks and wights from curses and religious actions are now weak to silver, argentan and moonsilver. - clockwork and remade metal tissues are splintable. - fire, inferno and web blocks/ammo are "wood" types (for stockpiling). - living metal has to be made from void stalks instead of any type of wood. - dragons drop dragonbone carcasses on death. - dragonbone carcass can be transmuted in thaumaturgy guild. - transmute a dragonbone carcass into 20 dragonbone and dragonscale bars (new metals for weapons and armor). - fixed voidspawn crazy material resistances, reduced their frequency and cluster sizes. - fixed wicker bed reaction. - added diagnosing, animal training, smelting, weaving, dyeing, glazing, beekeeping, wax working skills to library. - fixed previously missing crafting tablet for library, sorted library menu. - reduced amount of items required to build thaumaturgy guild/library/chapterhouse. - reduced amount of blocks required to build religious buildings; removed plants as a component of occult grove (to prevent building withering). - improved odds of titanite smelting in deep furnace. - added quartzite smelting in deep furnace (makes clear glass out of quartzite boulders). 5.30 - Clockwork and remade transformations now work properly for both genders without issues. - Removed screw press and soap maker's workshop. - Soap making moved to alchemical lab, pressing to kitchen. - Finally tracked down and fixed "encrusted with _" error. - Vulture tile is fixed. - Magma steam engine is properly avaliable. - Bronze centurions and utility spiders now are inactive by default. Activate them in automaton factory for 1 soul gem. - No more bronze centurions and utility spiders arriving as pets with migrants. - Automaton manufactory has a brand new look and it's 3x3 now. 5.29 - Automaton manufactory and alchemical reactions appear correctly. 5.28 - Fixed Phoebus mineral and vermin tile graphics. - Only for Phoebus users, totally save compatible with 5.27 (click "update savegames"). 5.27 - Added rivebows, crossbows shooting chakri (serrated disks). - New workshop "gunsmith's forge". - Moved axebow making to gunsmith's forge. - Added chakri and rivebow making reactions to gunsmith's forge. - Added musket making to gunsmith's forge. - Added musket shot and incendiary shot making to gunsmith's forge. - Added new trap parts "serrated disks", smaller variants of large serrated disks which hit more often. - Added jade cannons, stationary jade turrets which shoot exploding balls of flames. - Fix: Werebeasts cannot transform immediatelly after being bitten, so no more "bitten by wearbeast, stransformed, killed werebeast in beast form" situations. - Fix: Caste changing in chapterhouse now requires 5 gold bars AND a soulgem. - Fix: Clockworks cannot be reanimated by necromancers. - Fix: Proper tiles for tools (minecarts, wheelbarrows). 5.26a - Phoebus tileset - Creature graphics work . Sorry. 5.26 - Clockworks no longer have "NOSTUN". - New modloader for settings. -- Toggle INIT options in a graphical modloader. -- Change tilesets and update savegames with two button presses. -- Ironhand and Phoebus both use Ironhand tileset for now, I will update it in the next release. |
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Checksum / Hash | ||||||||||||||||||||||||
SHA-256: 4dc927168ea320656ce82c0604535ff6c73f87820cd24492cc3e10770fef24a0 | ||||||||||||||||||||||||
IP: logged Commands |
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