Dicemod: Egotistical Title or Just Lazy?
This is a pretty simple mod, just to add some more variety and flavor to the core game. Nothing too wild as of yet, mostly just reasonable expansions. I plan on adding more (and more fantastical) content over time, so it'll probably get larger, though how fast depends on how bored I get/how many other things I need to procrastinate on.
I've playtested it pretty much, but I might have missed something. If something is broken, let me know.
Anyhow, the contents as of 1.11:
+Westerlings: These are a human subtype with higher ethical standards. They tend to build and live in wetlands, and near bodies of water. They cannot make shields, but their unique weapons penetrate deeper than their standard counterparts. Westerlings also live longer, mature at a younger age. Finally, they have discovered the secret of steel forging. By default, they are friendly, and will arrive in the Spring.
+Orcs: Larger, more civlized cousins of the goblins. Orcs are citybuilders, yet are still evil and will attempt to steal dwarven children as slaves. Orcs have reportedly stolen the secret of steel forging from fallen mountainhomes, and now the Orcish foundries produce powerful weapons and strong armor. Orcs mature younger, and have greater potential for physical development than goblins.
+Daemons: At first glance, a Daemon is an elf writ large. Should you come upon one in the dark, however, their glowing eyes would quickly reveal the truth. Daemons bear superficial resemblence to their lesser cousins, and even retain some of their attraction to wood. However, Daemons shed no tears for the destruction of trees, much less greater atrocities. They are larger than any of the other sentient races, faster, stronger, and more enduring. They are utterly devoted to violence, and can destroy small structures with their bare hands. Fortunately, they are incapable of forging armor, and make very few weapons from the copper and iron they wrench from the earth. With proper tactics, they can be defeated, despite their natural advantages.
+Desert Gnomes: These diminuitive beings live in the deserts and wastelands of the world. They are smaller than even the dwarves, but are an old race. Their weapons are simple in comparison to the works of the dwarves, humans, or orcs, but they are born fighters. Their harsh environment and demanding lives leave little room for weakness; they do not feel pain, and can continue to fight even with severe damage to their nervous system.
+Truesilver: Little better than iron on its own, this ore is valuable mainly due to the fact that it is used in the forging of Mythril.
+Deepsilver: This rare ore, found only in small clusters, is fairly valuable once smelted, and can be used to make highly effective blunt weapons, as well as a component in the forging of Heartstone.
+Raw Starmetal: This ore, born in the death of fallen stars, is incredibly rare and equally valuable. Once smelted, it can be used to forge weapons and armor which have been reported to be nearly twice as effective as the fabled adamantite. However, if one takes the effort, it can be smelted with steel to create shining steel. Due to its rarity, only the most skilled smiths are allowed access to what small deposits are discovered.
(Note: Truesilver occurs in veins in sedimentary and igneous extrusive layers, and will be roughly as common as hematite. Deepsilver and raw starmetal occur in small clusters in sedimentary and igneous layers, and will be about as common as platinum; depending on the embark, anywhere from 0-120 units, generally speaking. All three can be much improved by alloying them with steel, and in Deepsilver's case, other things as well, which I did specifically to encourage the continued production of steel rather than have it ignored because 'better' things are available.)
(Note: as of 1.1, changes the reactions so that while any entity with metalforging capability can smelt the ores, only dwarves can refine them into usable equipment. This should prevent kobolds with starmetal daggers and such. This is a 2-step process: First, smelt the ore, then use the make X bars reaction to refine it.)
+Truesilver: Roughly as effective as iron; can be alloyed with steel to create Mythril.
+Mythril: A very useful metal, it falls between steel and adamantite in terms of effectiveness.
+Deepsilver: The basic form of this metal; better for blunt weapons than silver. Can be alloyed with: steel, platinum, and lead to create heartstone.
+Starmetal: Very good, very rare. Roughly 2x lighter and 2x better than adamantite for everything except blunt weapons. Can be alloyed with steel (plus a flux boulder) to create shining steel.
+Shining Steel: Is to starmetal what starmetal is to adamantite. Roughly 3x better than adamantite for everything except blunt weapons. If it existed in real life, it would probably float.
+Heartstone: Despite the name, this is a metal. An alloy of deepsilver, platinum, lead, and steel. Has approximately 1/4 the density of slade. Obviously, very good for blunt weapons. Very heavy.
+Bastard Sword: Midway between a longsword and a 2h sword. Just barely small enough for a dwarf to wield one single-handedly.
+Dirk: Midway between a large dagger and a shortsword. Bit of variety for the smaller races.
+War Axe: Small handaxe; variety, esp. for the kobolds, because the kobolds are the best.
+Naginata: Large spear with a sword-like blade; Westerling-specific. Primary attack is slashing, rather than stabbing.
+Katana: Slightly smaller than a bastard sword; Westerling-specific. Better than average penetration.
+Tanto: Westerling short sword equivalent with better penetration.
+Longbow: Larger, more powerful bow, used primarily by Westerlings and Daemons. Uses Large Arrows.
+Javelinthrower: Exactly what it says. Allows the user to hurl javelins long distances with great force. Javelins are small, but still larger than even large arrows. Used by dwarves and desert gnomes.
+Rapier: A small, thrusting sword.
+Glaive: Similar to the naginata, but penetrates a bit less. A spear with a sword-like blade used for both thrusting and slashing.
+Claymore: A 2-handed sword with a v-shaped crossguard, slightly large than a bastard sword. I certainly did not add it just so I can keep rolling up female demigod swordmaster adventurers with silver eyes and then go wild.
+Hasta: A small spear used by desert gnomes.
+Gladius: A short sword used by desert gnomes.
+Spatha: A medium-length sword used by desert gnomes.
+Kiteshield: A large shield with a curved top tapering to a point; covers more than a roundshield.
+Heater Shield: A small shield, between a round and a buckler, similar in shape to a kiteshield; the inspiration for the shape of many coats of arms.
+Mail Hauberk: A coat of mail with sleeves reaching to mid-thigh.
+Mail Coif: A coif made of cheese mail, made to be worn with a hauberk.
+Burgonet: A partial helm; more coverage than a halfhelm or cap, but less than a greathelm (vanilla helm).
+Ironwood: New species of broadleaf tree.
+Blueberries
+Black Raspberries
+Golden Raspberries
+Cranberries
+Blackberries
+Sour Cherries (Technically, these probably shouldn't be a shrub, but they're close enough, at least until I figure out how/if I can make fruitbearing trees.)
+Elderflowers (Inedible, used only to make Elderflower Cordial, not eaten by vermin. Yes, I do know that it isn't technically alcoholic, but unless/until I make a reaction to process it into proper booze, just assume your beardies are spiking it.
)
+Oat (inedible raw)
+Saskatoonberries
+Gooseberries
+Potatoes (inedible raw)
+Blackcurrants
+Redcurrants
+Bread
+Muffins
+Pie
+Soup
+Balls
+Dumplings
+Stir Fry
+Kebabs
+Wrap
+Porridge
+Gruel
+New entities (desert and hill human varients, the latter hostile; possibly more once I have a greater handle on creating creature raws
+New plants, armor, weapons: Easy, quick, give a bit more variety. Why not?
+New metals/ores: Specifically, something to alloy with bronze to make an ironless steel equivalent, and possibly also a construction-type metal that gives a large number of bars when processed but is relatively worthless.
+Whatever pops into my head.
Again, these are pretty basic additions for anyone who wants to spice things up a bit without DIYing or any radical alterations. That may change as I add more, of course. Originally, this stuff was just a pile of things I was working on to make my own games more interesting, but someone expressed interest, so I figure if anyone else would enjoy this, I should put it up. Enjoy!