v 1.1.1Older versions upon request.
To use this mod, replace your Objects folder with the one contained in this .zip file.
v1.1 doesn't have as much new stuff as I wanted, but I felt like I needed to update this...
----------------------------------
This is some stuff I threw together. General features include:
-2 new races
-21 new creatures
-Uranium (unfinished)
-Bronze and Iron tweaked a bit
----------------------------------
Changelog:
v1.1.1:
-The aforementioned "uranium-related easter egg" actually requires uranium now
v1.1:
-removed zippers from Haunted Pants creatures
-tweaked GRS and Fell Dragons a bit
-Goblin and Luftoden caravans (should) no longer arrive at the same time while playing as Monoliths
-added creatures: holy carp, grue, firebird, white riptides, sunder flayls, frost flayls, waste flayls
-tweaked an existing easter egg a bit
-added new feature to riptide and white riptide "products"
-added a uranium-related easter egg
----------------------------------
Spotlight Creatures and Features: v1.1
Flayls
(From an article in the Urist Advocate, the Kingdom's official newspaper
There have always been tales of dubious struggles with Giant Cave Spiders, Skeletal Elephants, Carp, and other dangerous beasts floating around the taverns, but several less-than-reliable reports of a previously undiscovered, rarely seen, but very dangerous creature have surfaced recently. "It had four huge, squirming tentacles with big'ol claws at the tips," says Moldath Erongugath, a local drunk, "And a mouth like a gaping, tooth-filled pit. Damn near shat my pants." Moldath was recently discovered hanging upside-down from a rope tied to the rafters of an abandoned fortress some thirty miles south of the famed outpost-turned-capital Nist Akath, and is believed to owe an enormous sum of gold to the local Dwarven Mafia.
Grues
If you see one of these things heading towards your fortress, lock the doors, raise the bridges, batten the hatches, hide the women and children, get to the emergency bunkers, and hope it gets bored of waiting around and looks for another fortress to terrorize. These deadly beasts, though not large, are almost impervious to every form of attack imaginable, including magma floods, drowning pits, war carp, and even cage traps
----------------------------------
The To-do List (will probably add to this later)
-add more uses for Uranium products (detonating smelters, mini-nuke launchers?)
-More ores of Uranium?
-HIDDEN FUN FEATURES
-more creatures, in particular Good and Benign nasties so the Evil regions don't hog all the fun
-make Monoliths more interesting to play as
----------------------------------
Known Issues and Bugs
-Monolith trading is a bit buggy (they weren't meant to trade with each other, but sometimes they pull horses out of their marble asses and ride them to your fort; sometimes a diplomat will show up without traders, despite the fact that their raws have no mention of a diplomat at all... I suppose there's a lot of hardcoded crap that deals with this sort of thing)
-The pants dropped by the Haunted Pants creatures are all size seven, i.e. do not fit either playable Fortress race.
-I apologize if the "tabs" in some of the files seem a bit erratic, I think my text editor did that.
----------------------------------
Things That I Have Yet to Test
-Whether the new civs siege Dwarfs
-Whether the good civs siege Monoliths
-Anything pertaining to Uranium
----------------------------------
Questions? Comments? Flames? Bug reports? Feel free to post them here.
[ March 30, 2008: Message edited by: Untelligent ]
[ April 20, 2008: Message edited by: Untelligent ]
[ April 20, 2008: Message edited by: Untelligent ]