Hypans is a collective term for various human tribes that splintered from their parent civilizations at some point in time. Living in isolation most of them never developed beyond the hunter/gatherer state and have adopted a nomadic lifestyle, relying on bone or even wooden tools for their everyday needs. Some of them however have chosen to form more permanent settlements. These tribes would often establish trade relations with neardby towns resulting in a flow of goods and technological knowledge.
- "On The Human Species", Urist Alestride, Explorer/Cartographer -
0. DISCLAIMER:
This is still in a "work in progress" state and as of 18/10/19 this post needs to be rewritten as it doesn't discribe the latest changes properly...
Any suggestions or feedback is welcomed.
1. About the mod:
The goal of this mod is to provide a higher challenge than vanilla Dwarf Fortress, without altering the gameplay too drastically. To that end, I have chosen to limit what resources are available to the Hypan Civ:
- Metalworking is limited to a few basic items (maces, battle axes, picks, arrows,) that can only be made out of copper. The forging of metal weapons and smelting of copper ores will take place in two new workshops, the primitive forge and the primitive smelter respectively.
- Most of the hypan specific reactions for weapons and tools will be available at the "primitive tools' category in the craftsman's workshop. Wooden and bone arrows can be made in bulk (stacks of 25) at the bowyer's workshop.
- Wooden spikes, wooden spiked balls and wooden cages are still available as trap components.The rest of the trap components are available through trade.
- A new item the "Leather Jack" is basicaly the same as the standard Leather Armor but it's worn in the "over" instead of the "armor" layer in order to allow breastplates to be worn over it. Think about it as a gambeson.
- Farming as a labour has been disabled in order to provide a bigger incentive for hunting, fishing and plant gathering. I don't expect food shortages to be a problem but it should limit the effectiveness of turtling as a defensive tactic. The mason's workshop has been disabled to reduce the incentive to mine out your fortress in stone and (maybe) force the players to choose between weapon production (ie bone arrows) or trade goods (ie bone crafts). Prepared meals and traps can still be exploited...
- Trading with other civs is far more important as it's now a major source for higher quality equipment/tools. Raids (assuming they work correctly) and sieges should serve as an interesting alternative.
- Hypans are considered adults as soon as they reach their 6th year but have a shorter lifespan compared to other creatures in hopes of forcing players to replace their workforce/military more frequently. They are also about the same size as humans (same average but should tend to be shorter) meaning that they should have a slight advantage in combat and they can use two handed weapons BUT they can't use regular steel armor since dwarves won't produce armor for their size. For now they can also enter in battle trances and they learne striking, dodging, wrestling and kicking 20% faster.
- There a few premade embark builds for anyone who might be interested in them.
- There is now the option to play without any priorly domesticated animals meaning you won't be getting any caravans from your parent civ, you will only get the first two migrant waves and those migrants will not bring any pets with them.I've made a workaround to get more migrants using dfhack but i'm not sure if or how well it works.
2. Installation:
*The mod is intented to be played with DFHack so certain labours can be disabled without having to disable their whole category. Playing without DFHack is possible but players will now have access to farming so try not use it, I guess.*
- Only use the version that corresponds to the graphics you are using. As of version 0.1 , supported tileset are the vanilla DF's ASCII and Phoebus graphic's set (for now the mod uses the human graphics for the hypans).
- Place the mod's raw files in their respective folders within your DF folder (raw/objects to raw/objects , raw/graphics to raw/graphics etc). Replace the old ones where necessary. You might want to keep a back up of anyhting that gets replaced.
- If you don't want to play with already domesticated animals reaplace the entity_hypan.txt inside Dwarf Fortress 0.44.12/raw/objects folder with the one inside the "no trade". This will also mean that you are going to get any caravans from your parent civ or any more migrants after the first two migrant waves that are hardcoded.
3. Credits:
- Tarn and Zach Adams for creating Dwarf Fortress in the first place.
- Random_Dragon, his Kobold Kamp mod was an inspiration for me and I often used his work as a template
- Phoebus and everyone else that has worked/added on "Phoebus's graphics set".
- Sackhead, for his More Leather Mod
4. Changelog:
- 0.1 Initial release
- 0.2 Noble system tweaks, personality changes
- 0.25 Changed Noble positions again to fit the Civ(lore) better. Bone and wooden arrows are now made by bowyers at bowyer's workshop.
Anvils are now required to build a primitive forges. Crucibles are now required to build a primitive smelters.
Hypans will now justify eating sapients/kill if extreme reason. - 0.26 Initial version of "Bad Health" system.
Bone daggers no longer require wood. Should help with surviving in areas without trees. - 0.27 Bad Health system has been turned off for now.
Gave Dwarven and Human civs a reaction for making clay crucibles.
Allowed crucibles to be made of hard materials. (for testing).
Reduced the amount of hypan starting civs and the amount of hypan historical figures.
Gave the Hypans access to outdoor farming. They still won't be able to farm but you can now embark with alcohol.
Changed the name of "bone daggers" to "daggers"
Removed [STRANGE_MOODS] from hypans.
Increased the size of both "Wooden Clubs" and "Great Wooden Clubs" from 800 to 850 and from 1300 to 1400 respectively. - 0.28 Tribe Leaders should now get promoted to Chieftain when the position becomes available.
Chieftain can now appoint Great Hunters too.
Removed crucibles as a necessary item for the Primitive Smelter, because trade caravans don't seem to bring any of them.
Dwarven/Human trade progress triggers has been changed from population to production. - 0.30 Reintroduced Crucibles for testing. They are not used anywhere.
Reduced the penetrations depth of the hatchet's edge attack.
Enabled production/trade triggers for both caravans and sieges.
Gave hypans a reaction for making stone blocks since they don't have access to masons. Building with only raw stones were too much of a hassle
and required too much mining in order to build anything out of it. This is also meant to make areas with less trees more viable since you'll be chewing up
those logs making ammunition/weapons.
Changed what types of clothing are available for crafting.
Removed currency.
Hypans now choose names from the VIOLENT,FREEDOM,MYTHIC and MYSTERY symbol groups.
Increased the size of both "Wooden Clubs" and "Great Wooden Clubs" from 850 to 2000 and from 1400 to 4000 respectively.
Changed "plates vest" to "plated coat". It is now made out of 3 copper bars and a tanned animal skin. Extended the covered parts to the upper arms and both upper and lower legs.
Removed wood from the reagents in the reaction to produce large copper daggers.
Removed mandates from the "Chieftain" position. They will still have demands.
Added an option for wooden slabs. (not usable/engrave-able for now)
Lowered the chances for fliers to appear in the map. You are supposed to hunt for your food and hunters don't work with that.
Added a hotkey ('T') for the for the primitive tools category.
Added some custom embark profiles. (If you have 44 points remaining you are MISSING the pick).
Charcoal reaction no longer makes ash bars as byproducts. There is now a different reaction for that, in order to avoid item clutter.
Removed the "Tribe leader" position. With the exception of the "Master of the hunt" all other position are now available from the start.
Added a reaction for stone querns at the craftsman's workshop.
Horses and dogs are the only animals available at embark. - 0.31 Hypans can now salvage pieces from chain mail shirts and chain leggings and use them to make armor for their use. This is mostly intended to use "smal" versions of said items.
Removed death from the hypan pantheon.
Lowered some stress related personality values
Removed mason as a permitted job
Disabled the MULTIPLE_LITTER_RARE token
Added the More Leather Mod by Sackhead. - 0.32 Restored most of the labors. The mod will now rely on DFHack's "change-build-menu" script to limit available workshops.
While hypans won't have access to Mason's Workshop, a mason will still be usefull as he is necessary for certain constructions like bridges, trade depots etc when these are to be made of stone materials.
The custom reaction for making stone blocks will now use the mason's labor instead of the stonecrafter's.
Wooden Slabs can be engraved now.
Gave hypans the ability to produce clay products and thus also clay crucibles. Primitive Smelter now needs a crucible as well.
Removed the custom reactions for ash and charcoal. Their production will happen at the Wood Furnace like in vanilla DF.
Removed demands from the chieftain position, because it can ask for items that are impossible to produce localy.
Law enforcment responsibilities have been moved from chieftain to exemplar. Chieftains can no longer be used to form a squad.
Exemplar's execution skill changed from dagger to mace. Exemplars can now form squads.
Removed "build morale" responsibilities from exemplar.
Progress triggers are now based on production/trade for every race except the goblins. Goblins have all of the triggers enabled.
Removed the option to forge copper armor. Post embark, metal armor will only be available through trade or salvaging equipment.
Restored hives as a craftable tool. This is to better allow settlements in evil areas were most vegetation is dead and thus unsuable for brewing.
Set a DFHack script to run on auto sending a migrant wave every 3 months. (for the no caravan version). Needs testing.
Removed some clothing options.
The reaction for bone daggers will no longer consume the whole stack of bones.
Primitive forges are built by weaponsmiths now.
Added a new workshop (Scrap yard) where all salvage reactions will take place.
[SHAPED] metal armor pieces can now be turned into metal arrowheads. These can in turn be made into crude arrows at the bowyer's workshop. Metal arrowheads are considered as ammo so they can be
produced in stacks. Consider whether to disable them from your main ammo stockpile.
Chainmail pieces can be broken down to "chain mail sheets", which can be used to make mail armors, coifs, and mail leg guards. They are stored in "Finished goods" stockpiles with the "tool" option on.
I suggest you use a different Scrapyard for each proccess type (one for breaking down equipment and one for producing armor). That way you can control with stockpile links what type of items get broken down
and what can be stored for actual use / trading.
Removed the wood requirement from forged weapons reactions.
Replaced hatchets with vanilla DF's battle axes.
Added reactions for making fuel using lignite/bituminous coal.
High/low boots and breastplates can now also be made out of shells or bones.
Picks can now be made out of bone. It used to need horn but then they wouldn't be stored in weapon stockpiles.
Fixed some errors in the raws.
Removed [RELIGION_SPHERE:TREES] and [RELIGION_SPHERE:FREEDOM] from the hypan pantheon. Civs tended to have too many gods which in addition to constant rain could lead to severe stress problems for citizen's who worship
more than one god.
Wooden statues can now be made at the carpenter's workshop.
Increased the skill learning rates of wrestling, strinking, kicking, dodging skills by 20% for testing.
5. Known issues: