This mod is planned to include:
in and tested
in but needs proper testing
currently being put in
still in planning
need to verify that I can do it
removed for whatever reason{which will be listed as shown}
subject to change
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5 new stone types-
6 new gem types-
6 new metals-
2 new plants-
3 new races-
changes to currently existing races-
3(?) new workshops (with matching professions)-
The ever popular Display Case-
2 new nobles-
a new power source{incapable of being done apparently}
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various new furniture and itemsInorganics-Arcanium: the base metal to all the new metals. It is the only one mined and is relatively useless. However it contains Arcane crystals, which are used in all the new reactions to make the new metals.
-Fireid: the stone containing firegems and used with Arcanium to create fire ore.
-Fireore: this ore has an unnaturally high base temperature. Careful about making it armor in hot biomes, you could melt your dwarves. Although it is magma-proof and can prevent freezing in glacier environments.
-Frostid: The stone containing frost gems and used in the making of Frostore.
-Frostore: This ore is chilling to the touch, great for hot biomes, but keep it off of wet dwarves unless you want Axedwarfcicles. Although not magma-proof, it can be used as flooring in magma forges to keep dwarves from overheating.
-Concertid: The stone containg concertium and used in the making of Concertum
-Concertum: this ore, equal to steel, holds the unique quality of (healing/inducing a martial trance)1 2. The benefit does not need to be explained to any wise military commander.
-Microtid: the new Microcline. Contains Microtium and is used in making mithril.
-Microtium:This gem, when left in an Arcanium stand, will spin at a rather rapid rate. This could be very useful as a small scale power source.
-Mithril: Mithril seems to be equal in all aspects to iron, save it's weight. This ore is unnaturally light, weighing less than an equal amount of copper. Another interesting ore for the generals.
-Riftid: Riftid contains Riftium and is used in the crafting of Riftore.
-Riftore: [have an idea? leave a post or PM me.]
-Runestone: a byproduct of all the above reactions. Once the "magic" is drained from the stone into the Arcanium it is useless. The only thing left is to grind this up into Arcane Powder, which is needed to smelt ANY "magic" metals.
1:{incapable at the moment}
2: The ore is now a super ore.
Plants-Shadow reed: this plant only grows in evil biomes and produces shadow thread, a cloth grade material
-Bright reed: the same as it's evil cousin except it only grows in good biomes. The elves seem to favor this over rope reed cloth.
Races-Skyelves(please help me change this name): A race of elves that has abandoned the forests and nature in favor of the Arcane arts. This research has led to unique discoveries, including how to CREATE adamantine. They make their home in evil lands to keep their taller cousins at bay, as well as harvest their coveted Shadow reed. They are shorter than their Forest dwelling cousins, but still taller than humans. They have also lost some of the elven resilience, but have grown in intellect to make up for it. They only see the time for trade at the beginning of the year, before their work consumes them.
-Vallans(as above, a name change is desired): These giant humans dwell in the coldest regions of the world. Towering over their human bretheren, They hold the same fondness for drink as dwarves, but also a thrist for war. They can be a powerful ally, or a feared enemy. They only come out for trade in the winters as "It's much too hot around here the rest of tha time, wee man."
-Skavir: A race of bipedal scorpion men who make their homes in the deserts and badlands of the world, and their living as slave traders and death dealers. They do however hold a certain respect for nature and can be quite the trade partners if your in the market for "exotic" meat.
-Elves: The elves will see a change in appearance, mostly. They will gain claws and fangs, as well as be given bone armor to wear. I hope to get them to replace rope reed with bright reed.
-Humans and dwarves: I don't really see any changes I can make here at the moment.[have an idea?leave a post or PM me.]
-goblins: goblins will be getting in on this magic action as well. A new caste will be added with a "Psychic missile"(a breath weapon) attack.
Workshops-Alchemists workshop: this is the (?) after three. I don't know if this is still in or if it needs to be added. Either way, it's going to be where Arcanium is turned into all the other new metals.
-Scribes Workshop: This is where the crystals can be used to make scrolls with paper(made at a farmers workshop).they are really only for trade goods at the moment.
-Arcane loom: this is where shadow reed and bright reed are turned into cloth.Unless there is an outcry It will be implemented, but if enough people don't want a new loom for two cloth, than I'll remove it.
Display Casehttp://www.bay12forums.com/smf/index.php?topic=57243.msg1249306#msg1249306 -this thread explains what it is.
Trap Lever Test Subjects Nobles-The Head Arcanist: A noble that will arrive with the DM. He can make demands and mandates. Like the DM, he has very specific tastes(only instead of rare and valuable stuff, he likes arcane stuff.)He demands a room and study(2 if I can make him) and 2 chest, 1 cabinet, 2 Alchemists stands (new furniture, requiring a vial and table), and an Arcanium stand(furniture as well).
-The Arcanist Apprentice: he will only require a room, chest, cabinet, and alchemists stand. If I can, I want him to like the Head Arcanist and the Head Arcanist hate him.
Furniture and items(ever expanding list)
-Arcanium stand: used in the magic power station and as a gem equivalent to an armor/weapon stand if I can.
-Alchemists Stand: no benefit, just something for nobles to demand.
I CHECK THIS DAILY AT THE LEAST, IF YOU ARE INTERESTED, POST.Daily ProgressI worked on the races, but hit a snag at the moment.