As the gods take a closer interest in the Dwarfrealm, not only are in inhabitants affected but the very land itself is changing.
The high priests called the stones scared prohibiting their use, but the ever intrepid dwarves will not be contained by doctrine. They've discovered it's secrets and have learned to use the sacred stones to transform the mundane metals into something more.
Though rumors now spread of fiendish corruption spreading from the magma seas. Maybe the High Priests where right, or perhaps their own resentment brought this corruption. The answer ultimately lies at the bottom of their volcanic graves.
Welcome to my first mod after coming back to DF from a several year hiatus. This mod is the result of some inspiration from the new divine metals, and an all-night binge read of the Urist De Vinci's material science threads.
I wanted something that could breath some addition usefulness into the more base metals, and provide a route to (theoretically) more balanced "special" metals. As well as adding some more flavor into the game, in a controllable way.
Features:
Two Families of enhanced metals, Etheric and Fiendish. Etheric metals are more gear towards defensive performance, while Fiendish metals are more geared toward offensive performance.
Function wise, both etheric and fiendish medium are gathered via an economic stone type, and then processed into a powder. The powders are smelted in a custom reaction with a platinum bar to create Etherium or Pandemonium, the middle stage product. This is to prevent early exploitation of the metals, making them more of a late game resource.
The resulting bars can be alloyed with copper, silver, bronze iron or steel to create different metals. Etheric metals will have a 1.05 sharpness multiplier, while Fiendish metal with carry a 1.1.
Balance will be ongoing until I dial it into where I feel it's good.
This approach also allows for some control over entities access to the metals, by setting which reactions they have access too. You could allow a race only access to specific metals, give one access to the etheric metals for more defense, or another access to the fiendish metals for more offense.
Later goals include making the smelting/mining process somewhat dangerous, and ideally having the reaction be a secret that can be learned via books(please tell me this is possible
). Once I brush up on my syndrome skills, special alcohols are also planned.
I also want to switch the powder reactions to liquid in vials, but am having trouble figuring out how to write the reactions properly. I'm mainly confused on how the units work for them.
I Aim to make this compatible as possible, with the new stones, metals and reactions in distinct files. Only the entity file will require some hands on interaction.
Install instructions:
Copy inorganic_metal_mythic.txt, inorganic_stone_gem_mythic.txt, inorganic_stone_mineral_mythic.txt and reaction_mythic.txt into the raw/objects folder.
Open entity_Tags.txt and copy the permitted reactions into entity_standard into the hills entry. You can add these into any of the civs.
File is here:
http://dffd.bay12games.com/file.php?id=13556I'm open to comments and suggestions, and grant permission to anyone that wants to use this for their mods, I just ask for attribution.
Note that metal values are
really prelimnary right now. I just gave them a minor improvement for the moment, as It took way longer to get the reactions working than I expected and I ran out of steam lol.
I mostly have the mineral spawn rates where I want them, but the gems seem to spawn more often than I want still.
Ideally both should be present on most maps, with the mineral being in the few dozen to several hundred tile range and the gems in the single digits to few dozen.
Edit: I recommend using meph's tileset for this, as that's what I have the tiles set for. I'll make a more vanilla friendly version later. note this should only affect displayed tiles.
Update: I'm paused on this for the v1 release while I do a ton of balance testing for metals and combat, and figure out vials. Figure v1 in a week or so.