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###### PATCH 1.8 ######
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- Added Ironhand tileset!
- 8 Plagues. Might arrive with migrants, might randomly break out.
- All plagues last for rougly 1 season, than slowly subside... you can battle them however, using the apothecarius.
- Hulk, 5% go berserk, rest gets stronger/faster.
- Death, 10% die, rest feels sickly.
- Vomiting, 100% get sick, vomit.
- Sleep, 100% get tired, will fall asleep randomly.
- No Sleep, 100% get no_sleep, but feel drowsy and dizzy.
- Blind, 100% turn blind.
- Plague, 100% get fever and cough blood.
- Sterile, 100% get sterile, !!! lasts forever !!!
- Changed slave stone template to stone vapor template. (bugfix)
- Removed animal trainer jobs from FD races, hopefully no more super warbeasts in sieges.
- Nerfed Bloodbeast strength and syndrome
- Added some GOOD/EVIL tags back in.
- All building destroying units (those that path to your fortress) have the SAVAGE tag now. Calm areas are secure, no more ogres raiding you there.
- Raised population limit for all dwarf chocolate creatures
- Nerfed amount of spells sorcerers, shamans and liches can do.
- Fixed adamantine golem cast reaction
- Added [PERMITTED_REACTION:CRAZY] for tech lab back in. TEST IT OUT, you wont regret it.
- This reaction allows the creation of a random item from a rather random selection of items.
- New colors for the brick oven, can now produce all possible colors
- Added "ornamental" bricks. These need 2 boulders for 2 bricks, but are worth more then normal bricks. All colors. For people who dislike the low value of normal bricks. Again, the brick oven is unbalanced and mostly for megaprojects.
- Added reaction to craftsdwarf: make bed from silver, gold, or bone. All need 1 cloth as well, to keep it balanced.
- Added "make bedroll" to craftsdwarf. A bed made from 5 pieces of cloth.
- Removed religious nobles, no more templars, priests, archpriests or prophets, since the nobles go fixed by today.
- Preacher is still there to meet tantruming dwarves, same function as psychatrist.
- Added philosopher noble (does nothing, not even work) for people who liked them in df40
- Added Overseer noble, for people playing succession games.
- Screw Press reaction "log to paper" only accepts rough wood now, no more steeloak/crystal trees/ironbark.
- Added "scrapwood to paper" to screw press
- Added "scrapwood to ash" to crematorium
- Added 6% chance for an idirium bar to each blast furnace reaction.
- Made frost giants butcherable, to get rid of the bodyparts they leave.
- Removed Buildings Guides for Guildhall and Wheelbarrows. These buildings are not included anymore.
- Lowered range of slade/bullet turrets a bit, and gave them solid instead of liquid globs.
- Living rock is now rarer and not sedimentary anymore. It also gives 10 instead of 1 meat in the kitchen
- Cave fungus is now called rubble and looks more neutral
- You can still find small cluster of cave fungus in the earth, these leave solid fungus that can be made into cheese.
- Added the Thatchery. You can make wicker bales from 5 kinds of plants. Then make furniture and crafts from wicker.
- Raised cost of lye for batch soap reactions from 1 to 5.
- Added wards. Immobile pets you can equip in the apothecarius and immunize your dwarves against plagues.
- You can also make blessed wards in the Altar of Armok. These cleanse possessed (secret) dwarves.
- Added the cult of the carp god, a new secret threat. Armoks Wards help to unveil them.
- The cult will leave signs before they act, so prepare for them, before your fortress gets overrun. You have over 1 season for this.
- Changed layers in worldgen from 25:25:25:25 to 20:10:10:10, to avoid maps with more then 200 zlvls...
- Added 10 short stories from a collection I found online. Some you might know, Tholtig Cryptbrain by darkflragrance for example.
- Shoes can now be worn under boots, allowing for fully clothed AND fully armored dwarves
- Added a glacier world to the embark profiles
- Fixed dwarves collecting ammo from turrets (at least I think so, I tested with turrets in fortress mode and an "accept all" stockpile, they did not touch the used ammo)
- Slighty modifiactions in the stone occurences
- Massive GUI changes
- Armory Button
- Weaponry Button
- Thatchery Button
- Diseases Button
- Disabling gunsmith also removes gun blueprints and tradegoods
- Disabling magic also removes magic books and tradegoods
- Evil version of standard races moved to creatures tab (for space reasons)
- Buildings section ordered alphabetically
- Scriptorium, the 4 library sections and the Garden/Fountain moved into one
- New Training System button combining the above
- Concubines are now optional, and by default OFF
- New balancing feature: Enable or Disable bodyguards for traders/caravans.
- New utility: Perfect World is now included
- New Utility: Legends Viewer is now included
- (I decided on those two since they only add 2mb in total)
- Added bone breastplate to craftsman
- Nerfed Burning/Frozen skulls, no more firestarting. Frozen skulls only in cold areas, and smaller cluster number.
- Raised number of needed essence fractures from 3 to 5.
- New reaction for pet armory: Heal nearby pet, fully heals any pet stationed nearby.
- Automatons got new graphics, new descriptions, replaced CS Gas with Steam (weaker) and no explosion upon death, but mechanisms. The are made of copper now instead of iron. Can also be butchered to get rid of bodyparts.
- They also got caste specific colors, custom named attacks and bodyparts. Way more steampunky now, as I wanted them.
- Made drow bloodsteel and demonbone materials a bit tougher.
- Added reaction to stone grinder to grind boulders into sand. 3 boulder, 1 bag = 1 bag of sand
- New reaction for magma factory: Improve ballista bold, needs 1 ballista ammo and 1 slade. Makes slade ballista ammo.
- New designs for 6 buildings. Armory/weaponry/Magma Armory/Magma Weaponry/gemworkshop/Brewery
- Added "brew drink" reaction to brewery. Same reaction as vanilla still, makes no sense that the bewery cant do this.
- Moved bloodwine, fuel from alcohol and purify water from alcohol from still to brewery.
- Nerfed tame dragons a tiny bit. Slower rate of firebreath mostly.
- Made Sauropods war trainable
- Lowered the number for all teeth to 2. No more "teeth-explosions" creating clutter.
- Changes armoks metal to a gem, instead of an ore. Was being used in any ore-accepting reaction.
- New reaction at transmutation chamber: Work Armoks Metal, gives a random selection of bars, usually around 10-ish.
- Sacrifice Weapon/Armor reactions in Temple have three times more weapon/armor types as products then before
- NEW: GOLEMS FORGE
- Three golem kinds: Sword, Hammer and Spear.
- Slightly more expensive, you need 4 mechanisms for the cast now, and 1 weapon of the chosen material
- Since the boiling stone does not always work, the weapon is preserved 75% of the time
- Golems can be upgraded with more strength, speed or AoE stun attacks using clockwork dropped by Automatons
- Golem can be repaired using mechanisms. Lost limbs are lost however.
- Golems lose oil (harmless) and hydraulical fluid. If too much hydraulical fluid is lost, the golem "bleeds" to death
- Custom named body tissues, if piping/major pipes break the golem might bleed to death.
- Added 3 inorganic materials back in: Rocksalt, Cinnabar and Realgar. Used for salt, mercury and arsenic
- NEW: ALCHEMY LAB
- Two new tools for dwarves: [TOOL:ITEM_TOOL_PESTLE] & [TOOL:ITEM_TOOL_MORTAR] for alchemy.
- Find 6 ingredients: Cinnabar, Realgar, Rocksalt, Olivine, Potash, Silver
- Refine those into: Mercury, Arsenic, Salt, Magnesium, Saltpeter, Truesilver
- Make a philosophers stone from those. 10% success chance.
- Distill the philosophers stone into the elixir of life, which regrowths limbs, fully heals and gives no_aging.
- Use any metal to extract the metal-aether from it.
- Use the philosophers stone and aether to make new metal. The philosopher stone is preserved.
- This means if you have 1 bar of a specific metal, you can slowly make unlimited amounts.
- Distill Tears of Armok into drinks that give constant! +10% speed, no_dizziness and no_exert.
- NEW: PET ARMORY
- You can now armor pets in iron or steel.
- Armor casts are now made of 5 bars, 4 mechanisms, 4 chains and 2 daggers. Try to visualise it.
- Ironclad pets can be bought at embark, steelclad pets you must create yourself.
- Made the new buildings guides for all changes
- Made building guide for Fish Farm. Was somehow missing before.
- Made "conduct experiment (random item) easier. No fuel needed and one stone instead of 1 flux
- 3 new Reactions for the Shrine: Pray for Water(for the injured), Pray for Riches (gems), Pray for Silk (for moods)
- 3 new Reactions for the Temple: Perform Ceremony of Armoks Blessing, Courage and Wrath
- All three function the same way as diseases and spread through the fortress. With positive effects.
- Blessing gives minor boost to speed, strength, endurance and agility
- Courage gives no_fear, no_pain and likesfighting
- Wrath give no_emotion (sic!) stopping tantruming. Shows armoks wrath against his stupid underlings
- Only one can be active at a given time
- Raised time of positive effect from upgraded drinks. Now last 1 month.
- Renamed creatures used for evil race version to: Chaos dwarf, elf fanatic, bandit (human), deep drow. This way you can identify them more easily. Otherwise still the same, modded the chaos dwarves slightly to remove the caste system.
- Set Warlocks to OFF by default
- Removed undead invaders, because vanilla offers undead invasion already
- NEW: ILLITHIDS
- A tentacle-faced spellcaster race that make your dwarves berserk. UNTESTED IN FORTRESS MODE, FEEDBACK MORE THEN WELCOME
- Known from Genesis, but heavily modded, including custom sprites.
- Illithids, unarmed/almost unarmored, should in the end replace undeads and warlock invaders. This is a test for them.
- Added Illithid button to launcher.
- Changed some toys to tools to give them proper tiles, instead of default "toy" tile
- Illithids now drop brains upon death.