IntroductionThe idea behind this mod is to increase the complexity of DF without attempting to increase the difficulty (in this case, I'm counting difficulty as the numerical figures of the game, ie large amounts of very strong enemies is difficult, whereas complexity is planning and forethought, ie having to plan out your fortress to deal with a certain amount of migrants) along with a variety of changes to the creatures of the game in an attempt to simulate the various game areas better.
GoalsMy goals are threefold:-
- Increase the complexity of DF without a goal of considerably increasing the difficulty of elements already included.
- Increase the variety of gameplay elements within the game itself.
- Do this with a modular mod system so that people can cherrypick the elements they wish to include.
To achieve this, I am going to (for modules):-
- Increase biodiversity of the game world, especially increasing the variety animals in semi-empty terrains (ie deserts, tundra, taiga etc)
- Change the farming system to require that players plan out their farming before setting out their crops for the year. It should also require considerably storage space to store the large amounts of foodstuffs harvested in Autumn and required for the rest of the year. Changes to herbalism would also be included here, namely a vast increase in the amount of non-food herbs.
- Make smithing a more complex and demanding process via a system of complex metallurgy.
- Integrate player suggestions to the mod to increase complexity.
DownloadComing soon!
ChangelogComing soon!
AcknowledgementsComing soon!
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So, what does everyone think? And any suggestions for things to be included?