Welcome to chipathingy's Fantastic Fantasy Fortress mod!This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings.
It includes 4 new races, vanilla race changes, loads of new creatures and heaps of items!
0.47.05 download:
https://dffd.bay12games.com/file.php?id=16207Steam Workshop link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2905522743Steam modular version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2941967784DFFD full version:
https://dffd.bay12games.com/file.php?id=16721DFFD modular version:
https://dffd.bay12games.com/file.php?id=16720Races:
Dwarves: Short and bearded, dwarves are an industrious race who prefer to live in underground mountain fortresses. They alone can forge both magical and mundane
metals, and jealously guard these secrets from the other races.
Currently the only playable race. Very similar to vanilla dwarves with the following changes:
Males now outnumber females by 2:1
New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items
New weapons:
Can now produce almost any weapon, but that doesn't mean they can use them!
New weapons:
Boomsticks, shoots pellets
Hand Cannons. Bigger and better boomstick. Shoots shells
Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes
Siege crossbow. A bigger, heavier crossbow that shoots arrows
New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively
New reactions: wooden statues/slabs/mechanisms, can grind stone to sand, can burn corpses
Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters.
These are mostly similar to vanilla goblins with a few small changes. They can sometimes be found as wild, savage tribes
Their blood now causes painful burns on contact. Don't drink it
[/s] They have a bunch of new creatures they will bring to siege your fort as well!
Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally
self-sufficient and do not send out trade caravans.
Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards.
High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the
pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised"
races and will despair at being underground for too long
They can use steel, use exclusively edged weapons and have access to several magical warbeasts
Humans: Humans are a jack-of-all-trades race that are found throughout the world.
Humans have gone through a number of changes in this mod. They now use steel, have a number of castes and two distinct civilisations:
The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace.
The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their
hands on your precious shinies
Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they
have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade
Orcs: Primative barbarians who love to fight, orcs live in tribes and constantly war with their neighbors. The more fights they survive, the bigger and stronger
they get. They have a number of unique weapons, armor and warbeasts that can only be used by these huge, rage-filled barbarians
Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit
of heavenly power and derive their magic from the trees and animals of their forest homes.
Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers
Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants.
Megabeasts:
Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials
Pheonix
Other creatures:
Lots of creatures from mythology or other fantasy settings. They are found in various savage biomes. They include:
Pegasi Griffins Hippogriffs Wyvern Feathered Serpent
Valkyrie Centaurs Gnolls Minotaurs (non-semimegabeasts)
Bugbears Bicorn Jackalopes Drop Bears
Cerberus Slimes (many varieties) Dire rat/bear/pig
Unique pets - Most races except Humans, Halflings and Dwarves have some unique animals they can access
New metals:
Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper
Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace
Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold
Orihalcum: A magical alloy known only to the Dwarves. Very light and hard
Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard
Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood.
You'll also find that regular iron is more effective against magical creatures than normal.
New items (non-dwarf):
Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons
Throwing weapons: Fishing spear, rogue's knife, skirmisher's club
Thrown ammo: throwing knives, javelins
Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types
Clothing: harness, chest wrappings, bandana, kilts,
Lots of tools that civilians will carry in Adventure mode
Lots of toys
Other changes to vanilla
Hydras now heal themselves much quicker
Unicorns now have cursed blood
Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs
Planned features:
More magical/legendary wildlife
Magic! You might notice some placeholders if you go digging around in the raws
Cavern revamp
Advanced world generation suggestions: decrease the number of generated secrets to zero, increase the number of civs
Known issues:
Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from
them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons
Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this
Credits: ZM5's mods - weapons, materials, probably other things I can't remember
Splint's mods - reactions, materials, weapons
Taffer's Dwarf Fortress Revised
Anyone who's ever put anything on DFFD
Release log1.0: Initial release
1.01: increased raw mithril spawn rates
1.1: Graffiks! Plus some minor tweaks
1.1x: graphics tweaks
1.2: Modular version
1.3: New creature pack!