Dwarf Chocolate
Version 0.34.11 (not save compatible)
- Updated material, entity raws to DF 34.11
- entity_resource.txt: modified trade/attack behavior for extra elf and kobold civs
- Tweaked nearly all spell interactions (extended cooldown duration, efficacy)
- Fixed broken drain spell targeting
- Secret-bearers and Wizards no longer have Hide interaction
- Reduced lethality of Ink Man syndromes
- Fixed Paper material raws and reassigned to Soil template from Wood
- This should stop the strange 'fire' wood showing up in some elf caravans
- Corrected doubled workshop hotkeys for crematory
- Fixed erroneous adventure mode reactions (thanks, Parametter and Ari Lazarus!)
- Moved Adventurer Practice reactions to optional extra folder
- Included Meph's MasterworkDF graphics pack (should work as-is, just enable in the init)
The mission of Dwarf Chocolate is to add a large amount of content (mythological and actual creatures, plants, tools, metals and minerals) intended to fit in naturally with the default content of DF. Changes are implemented in style and format similar to the default, and there are very few changes to the original raw files, in order to ensure smoother updates and better compatibility with other mods.
Features:- Hundreds of real-world plants and animals, and dozens of mythological monsters
- Additional entities for sentient races, with ethics and power structures based on real-world cultures
- New interactions, terrain effects, and magical secrets
- Extra lines of dialogue, artwork descriptors and languages
- Metals, minerals and other materials from the natural world
- New types of item displays, workshops, weapons, clothing, prepared meals, and other miscellaneous crafts
- New tools and creative reactions for Adventure mode - smithing, skinning and more
Dwarf Chocolate includes up-to-date versions of Flora and Fauna and the Speech Expansion mod.
The
Wizard Tower mod is now part of Dwarf Chocolate and can be found in the /extras folder.
Graphics are supported, courtesy of Meph and his graciously-provided MasterworkDF graphics pack, included in the mod archive.
Download Link:
http://dffd.wimbli.com/file.php?id=5919Installation: Extract the .zip file to a fresh Dwarf Fortress folder. Overwrite the pre-existing files.
* * Remember to re-install Dwarf Chocolate if you update the copy of Dwarf Fortress running it!
Be careful installing the mod over incompatible versions of DF - check the version numbers first.
If you install any other mods over Dwarf Chocolate (like graphics packs), check the compatibility notes below. * *
Compatibility Notes: This mod conflicts with other mods that change the following files:
-
c_variation_default.txt (some added creatures will break if certain variations go missing)
-
inorganic_mineral.txt (Adventurer ore smelting will fail to work)
-
material_template_default.txt (Many custom reactions in adventurer mode will break)
-
entity_default.txt (standard dwarves and other default races won't use new buildings/reactions)
-
plant_standard.txt (breaks adventurer reactions involving default plants)
Uninstalling: Dwarf Chocolate overwrites vanilla files, and uninstalling requires re-installing DF raws.
This is why a separate folder is recommended, but changes to vanilla files are listed in Dwarf Chocolate Changes.txt.
The 14th century tech limit is largely adhered to here - there are many included reactions that dwarves simply cannot use without additional modding.
For gunpowder, rocketry and more, check out
Jake's Black Powder Firearms for DC.
Notes:
- Dwarves can use a few metals outside of historic human limitations of the 14th century:
More documentation will be included (someday), but the mod should be easy to navigate if you know how to play Dwarf Fortress. This mod adds challenge as well as opportunity, and is not intended for players who are unfamiliar with the game. Good and Savage regions, along with the deeper caverns, are much more dangerous places thanks to new monsters. The new secrets are powerful, whether they are used by the player or by their foes
A
full list of the included Flora and Fauna is available.
You can start adventurer mode as a Wizard outsider, which will give you access to spells right away, but you won't be able to learn secrets later. An adventurer of a mundane race can learn secrets by reading the books or the slabs, the way the Necromancer secrets work in standard DF, but most of the new secrets and their holders are found in keeps and such rather than Towers.
As for finding them, the surest way is to check out the slabs in Legends mode and try to follow their trail. Slabs which are stored in inaccessible locations (like Mountain Homes and Elf Cities) appear to be un-findable.
Playing as a Wizard Outsider should be considered as Very Easy mode.
Enemy magic users can be extremely powerful and will make mincemeat of followers.
Fortunately, there are some defenses one can use against them.
- Antimagic, if you have it, use it.
- The wood of the Cloudbark Tree will provide an antimagic effect to anyone touching it.
- If you are hit with a Curse of Endless Sleep, do NOT fall asleep.
- You can cast awareness on yourself or drink brewed coffee to stay awake. Evercoffee works better.
- You can also curse yourself with insomnia to stave off the effect.
- If you are hit with status effects, try and take cover. The magician can't hurt you without seeing you.
- Beware of fire. Fight fire-wielding magicians near water or carry filled buckets to put yourself out.
- Or jump in some water prior to fighting them, to make their attacks less effective.
- Kill the magician first. Ignore the minions.
- If the magician is using webs, try and sneak up on them from behind - getting webbed means defeat is much more likely.
A wizard fight. The pink pot-shaped tile flashes over one of them displaying that he is cursed with endless sleep. The
$ is someone unlucky enough to have been Scarecrow'd.
Another fight, this time between Secret-holders. This fight shows that a body wrapped in filthy strands will melt and then for some reason burn for eternity when exposed to pyromancer fire.
Non-nercomatic secret-holders will lead relatively normal lives in their home town, but the secret can be lost if they are routed from their homes during world gen.
Certain civs will choose to settle down in Good areas, allowing you to experience the wonders and beauties of nature's finest.
Other civs with looser morals will live near more questionable biomes. Do they learn from the land or does the land learn from them?
Serve your masters well so they will never expect your sudden rise to power as a Trickster Druid Lich.
Confront fearsome beasts and restore peace to the land.
b_detail_plan_resource.txt
---------------------------
- Some extra detail plans. Few of these are actually used right now.
body_resource
--------------
- Contains bodies required by certain creatures. Most of these parts are currently used only by the extra mons.
building_custom_resource.txt
-----------------------------
- Contains the following buildings:
Alchemist's Laboratory - Perform alchemical reactions based on real-world chemistry to make new materials.
Alchemist's Magma Laboratory
Crematory - Burn excess bodies and organic debris to produce useful ash.
Crystal Ball - A decorative piece unless the SCRY reaction (which trains observation) is enabled in the entity raw.
Desk - Read, write, and perform other reactions that need both a working surface and a place to sit
Display Case - Built from blocks, a glass box, and any item in the fortress. Use to display artifacts and boost room value.
Firepit - Ignite logs and pieces of coal. For fireplaces, or pair with dumps for sanitation and removal of sieger corpses
Pedestal - Like the display case, no glass necessary.
Podium - Perform public speaking reactions that practice oration. Good for mayoral candidates and dining rooms.
Potted Plant - What the tin says, but as there is no way to water them, they wither after a few months
Shelf - Like a display case, but for multiple items
Stone Circle - Decorative for entities without the COMMUNE_WITH_NATURE reaction (trains Druid skill).
c_variation_attacks_resource
-----------------------------
- These are variations used by an assortment of FF creatures, and some have self-contained material properties.
The extra mon raws make heavy use of these.
c_variation_magic_resource
---------------------------
- Variations applied to assorted magical creatures. Makes it easier to set up creatures with similar abilities.
c_variation_resource.txt
-------------------------
- Generic creature formation templates, this will get bigger over time
descriptor_color_resource, descriptor_pattern_resource.txt
------------------------------------------------------------
- Extra colors and patterns for use in new creatures
descriptor_shape_resource.txt
-------------------------------
- 199 new shapes and images to appear in decorations and engravings
Each are connected to appropriate word symbols and have adjectives to increase variation
entity_resource.txt
---------------------
- New civs: 2 dwarven, 2 elven, 2 human, 1 goblin, 1 kobold, and 1 wizard (adventurer outsider only)
- Each new civ varies in many ways from their counterparts but are still true to form
inorganic_metal_resource.txt
-----------------------------
- Raws for Calcium, Chromium, Cobalt, Cobalt Chromium, Lithium, Magnesium, Potassium, Quicksilver,
Silver Zinc, Sodium, Titanium, Tungsten, Uranium, and Zirconium
- By default, only dwarves may make* only Cobalt, Titanium, Quicksilver, Silver Zinc, Titanium and Zirconium
* Most must be produced at an Alchemist's Workshop, Titanium via the Hunter or Kroll process (the Urist process)
inorganic_other_resource.txt
-----------------------------
- Raws for Alum, Basal Salt (carbonate), Fire Salt (manganese chloride), Fortified Salt (sodium nitrate),
Glitter Salt (magnesium chloride), Iron Salt (ferrous chloride), Lime Cake, Lime Salt (calcium chloride),
Paper, Potash Lye, Quicklime, Slaked Lime (calcium hydroxide), Soda Ash (sodium carbonate),
Salt Cake (sodium sulfate), Silver Salt (silver nitrate), Silver Cake (silver chloride),
Vitriolic Iron (Ferrous Sulfide), Vitriolic Salt (various sulfates), Yellowcake, Chemical Fire
Names are based on or inspired by old alchemical terminologies
inorganic_stone_mineral_resource.txt
-------------------------------------
- Raws for Brookite, Native Chromium, Mirabilite, Molysite, Octahedrite, Petalite, Trona, Salammoniac,
Thenardite, Tobalchite, Scheelite and Wolframite
inorganic_stone_soil_resource.txt
----------------------------------
- Dry Peat, charcoal source
language_DARK, language_WIZARD.txt
-----------------------------------
- Ported from Wizard Tower with extensive revisions, used for extra human civs
material_template_resource.txt
-------------------------------
- Energy, Ectoplasm, Plant Juice, Plant Milk, and Plant Cheese Templates
reaction_adventure_resource, reaction_adventure_smithing_resource.txt
----------------------------------------------------------------------
- Adventurer friendly reactions allowing construction of most items in game
Uses tools rather than workshops. The tools can be acquired several ways.
You can get started by killing animals and crafting with their bones and hide.
You cannot chop for wood, but you can go into someone's house and smash up their wooden furniture.
Then you can build a crucible and burn the wood for charcoal, so you have fuel.
After that, you can make an anvil and hammer by melting down metal. Then you can forge.
There's quite a bit to it but it shouldn't be too hard to figure out, I'll make a proper guide someday soon.
reaction_alchemy_resource.txt
------------------------------
- Reactions based on real-world chemistry that can transform elements and minerals and produce exotic metals.
Ported from Wizard Tower. Only dwarves have access to most of these and even they haven't got all of them.
reaction_other_resource.txt
----------------------------
- Raws for making wigs, slings, whips, fires, public speeches, wax paper and sling bullets.
Engraving artistic slabs is included but doesn't seem to work properly.
reaction_smelter_resource.txt
------------------------------
- Raws for making Silver Zinc and turning Dry Peat into charcoal
reaction_writing_resource.txt
------------------------------
- Raws for reading and writing many kinds of books and scrolls at the Desk workshop
Contents of the Creature and Plant raws can be found in the "List of Flora / Fauna" texts.
For interactions, see "List of Interactions." There is also a list for items.
===============================
== Changes to Vanilla files: ==
===============================
\data\speech\*.txt
-------------------
- Speech Expansion mod adds hundreds of lines to Adventurer Mode dialogue
c_variation_default.txt
------------------------
- [GOOD] added to Animal Man variation to make them uncommon
material_template_default.txt
------------------------------
- Material reaction products added to feather, sinew, plant thread, extract and alcohol, and scales (for tanning)
- Chitin defined as [SHELL]
- Blood and Ichor defined as [EDIBLE_COOKED]
entity_default.txt
-------------------
- Dwarf Chocolate reactions and buildings added to default entities where appropriate
plant_standard.txt
-------------------
- Plants receive various material reaction products for local materials
As of 34.11, weapon practice reactions are optional, and stored in the archive's "extra" folder.
* - denotes an item dwarves do not produce, often or ever
item_ammo_resource.txt
-----------------------
Sling-bullets
item_armor_resource.txt
------------------------
Brassiere*
Plated Mail Armor*
Lamellar Armor*
Jacket*
item_food_resource.txt
-----------------------
- Level 2: balls, cookies, crisps, gruel, mash, muffins, porridge, wafers
- Level 3: dumplings, loaf, pudding, salad, soup
- Level 4: broil, cakes, skewers, pies, sausages
item_gloves_resource.txt
-------------------------
Bracers*
Vambraces*
item_helm_resource.txt
-----------------------
Bonnet*
Brimmed Hat*
Circlet*
Eyeglasses*
Great Helm*
Horned Helm*
Neckscarf*
Pointed Hat*
Wig
item_instrument_resource.txt
-----------------------------
(only 14th century or less, as usual)
Bagpipe
Bell
Cymbal
Dulcimer
Fiddle*
Horn
Lute*
Lyre*
Ocarina*
Pan pipe*
Rattle*
Triangle*
Tambourine*
item_pants_resource.txt
------------------------
Belt
Hose*
item_shield_resource.txt
-------------------------
Round Shield
Tower Shield
Staff
item_shoes_resource.txt
------------------------
Clogs*
Slippers*
Stockings*
item_tool_resource.txt
-----------------------
Axe, Billhook, Bottle*, Bow Saw, Broad Axe
Caliper, Chisel, Coin Purse, Comb, Crucible,
Dinner Fork, Hammer, Hand Saw, Hand Spade, Helical Spring,
Hunting Knife, Lancet, Lens*, Mattock, Mixing Spoon,
Sheet of Paper, Sheet of Parchment, Peasant Knife, Pitchfork*, Quill,
Rake, Rasp, Razor, Satchel, Scroll,
Scissors, Scythe, Shears, Sledgehammer, Sickle,
Spade, Splitting Maul, Sponge, Soup Spoon, Spreading Knife,
Tong, Trowel
item_toy_alchemy_resource.txt
------------------------------
These are placeholders until gas can go into vials
item_toy_resource.txt
----------------------
Toy Alchemy Set
Toy Armor
Toy Bow
Dice
Doll
Board Game
Toy Horse
Box of Marbles
Play Mask
Toy Fishing Rod
Toy Shield
Toy Staff
Tinker Kit
Toy Wagon
Toy Wand
item_weapon_resource.txt
-------------------------
Bill*
Club
Dagger
Falchion*
Katana*
Elven Longbow*
Poleaxe
Sai*
Hatchet
Quarterstaff*
Trident*
Training Dagger
Training Pike*
Two-Handed Training Sword*
Mallet
Cudgel
Sling
Wand*
interaction_attack_resource.txt
--------------------------------
There are many material emissions using all kinds of substances, but these are omitted for the sake of brevity.
Material emissions include and are not limited to cheese, molten metal, oil, acid, lightning, smoke, ice, grime, blood, etc.
[INTERACTION:AGILITY_ATTACK]
User's agility is raised.
[INTERACTION:BARRIER_ATTACK]
User's toughness is raised.
[INTERACTION:CHARGE_BEAM_ATTACK]
A charged beam of lightning is fired at the opponent, paralyzing them.
The user becomes numb and immune to certain paralysis effects for a while.
[INTERACTION:CONFUSION_ATTACK]
Target becomes dizzy.
[INTERACTION:DISABLE_ATTACK]
Target's grasp is impaired.
[INTERACTION:DISCHARGE_ATTACK]
User discharges an undirected blast of lightning.
[INTERACTION:FLASH_ATTACK]
User flashes with light.
Target's eyes are briefly impaired.
[INTERACTION:FOCUS_ENERGY_ATTACK]
User's kinesthetic sense is increased.
[INTERACTION:GLARE_ATTACK]
Target's extremties become paralyzed for a time.
[INTERACTION:GROWTH_ATTACK]
User's strength is increased.
[INTERACTION:HARDEN_ATTACK]
User's toughness is increased.
[INTERACTION:HIDE_ATTACK]
User disappears from sight.
[INTERACTION:HYPNOSIS_ATTACK]
Target becomes drowsy, possibly falls asleep.
[INTERACTION:PSYCHIC_ATTACK]
Target is hit with many possible effects ranging from mild to death-inducing
[INTERACTION:RAGE_ATTACK]
User becomes enraged, tougher, stronger, and dizzy for a short while.
[INTERACTION:REST_ATTACK]
User falls asleep, recuperation is increased.
[INTERACTION:SAFEGUARD_ATTACK]
User's disease resistance is increased.
[INTERACTION:SCARY_LOOK_ATTACK]
Target receives a penalty to speed.
[INTERACTION:SMOKESCREEN_ATTACK]
Target is shrouded in smoke.
User disappears from view.
interaction_magic_resource.txt
-------------------------------
[INTERACTION:ALERTNESS_SPELL]
Target resists the effects of sleep, dizziness and stunning for a time.
[INTERACTION:ANTIMAGIC_SPELL]
Target becomes untargetable by magic spells for a time.
[INTERACTION:BALDNESS_CURSE]
Target's hair dissolves.
[INTERACTION:BASILISK_FREEZE]
Target is permanently immobilized, moving at a pace too slow to notice.
Used by Basilisk (ranged) and Cockatrice (touchable).
By eating or wearing Basilisk meat or scales, one gains immunity to this effect.
[INTERACTION:BASILISK_WARNING]
Target hears a terrible sound. Used by Basilisk and Cockatrice to warn of the danger they pose.
[INTERACTION:BERSERKER_CURSE]
Target becomes filled with rage, stronger, faster, tougher and crazed for a while.
[INTERACTION:BLEEDING_CURSE]
Target begins to bleed internally.
Technically this targets [SMALL] so it will affect everything not ordinarily targetable by attack
[INTERACTION:BLEEDING_BRAIN_CURSE]
Target suffers a stroke.
[INTERACTION:BLOODLETTING_CURSE]
Target bleeds slowly over a long time.
[INTERACTION:BLOOD_FOUNTAIN_CURSE]
Target bleeds heavily from the throat.
[INTERACTION:BLINDNESS_CURSE]
Target's eyes are blinded by a flash of light. Requires material emission.
[INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
As above, without an emission.
[INTERACTION:BLINK_SPELL]
Target becomes incomprehensibly fast for a moment.
[INTERACTION:BLISTERS_CURSE]
Target's skin breaks out in blisters.
[INTERACTION:BREATHLESS_CURSE]
Target has trouble breathing for a time.
[INTERACTION:CALM_SPELL]
Crazed target is made of normal mind for a time.
[INTERACTION:CHOKING_CURSE]
Target has much trouble breathing for a time.
[INTERACTION:CLEANING_SPELL]
Target is cleaned of grime.
[INTERACTION:CONFUSION_CURSE]
Target is made dizzy.
[INTERACTION:DARK_BANISHMENT]
Target is paralyzed and all internal body parts are disabled.
[INTERACTION:DEADEN_CURSE]
Target is made undead for a time.
This adds [NOT_LIVING]. I don't yet know if it prevents ghosting if used before death.
[INTERACTION:DEVIL_BANISHMENT]
Target devil is destroyed on the spot.
Targets only those creatures with [CREATURE_CLASS:DEVIL]
[INTERACTION:DISSOLVE_BONES_CURSE]
Target's bones rapidly dissolve.
[INTERACTION:DISSOLVE_EYES_CURSE]
Target's eyes rapidly dissolve.
[INTERACTION:DISSOLVE_FLESH_CURSE]
Target's flesh rapidly dissolves.
[INTERACTION:DRAIN_BLOOD_CURSE]
Target loses blood (and the need for blood) for a time.
[INTERACTION:DRAIN_HEALTH_SPELL]
Target suffers a reduction in recuperation. User's luck increases.
[INTERACTION:DRAIN_LUCK_SPELL]
Target suffers a reduction in luck. User's luck increases.
[INTERACTION:DRAIN_WILLPOWER_SPELL]
Target suffers a reduction in willpower. User's willpower increases.
[INTERACTION:ENDLESS_SLEEP_CURSE]
Target is made drowsy and, upon falling asleep, will never wake up.
[INTERACTION:ENFEEBLING_CURSE]
Target is enfeebled for a time.
[INTERACTION:FACE_ROT_CURSE]
Target's facial features begin to rot.
[INTERACTION:FEVER_CURSE]
Target is afflicted by a high fever.
[INTERACTION:FLOATING_EYE_FREEZE]
Target is frozen in place for a long time.
[INTERACTION:FOOT_ROT_CURSE]
Target's feet begin to rot.
[INTERACTION:FOUL_LUNG_CURSE]
Target's lungs are filled with a nasty ooze.
[INTERACTION:FREE_ACTION_SPELL]
Target is immune to paralysis for a time.
[INTERACTION:FRENZY_SPELL]
Target becomes crazed and dizzy for a short while.
[INTERACTION:GIVE_LUCK_SPELL]
Target becomes lucky for a time.
[INTERACTION:HALLUCINATE_CURSE]
Target is accosted by terrifying images and may die of heart failure
[INTERACTION:HASTE_SPELL]
Target moves nearly twice as fast for a time.
[INTERACTION:HEALING_SPELL]
Target feels numb for a bit, recuperation rate increases.
[INTERACTION:HIDE_SPELL]
Target disappears from sight.
[INTERACTION:INSOMNIA_CURSE]
Target is afflicted with extreme drowziness and an inability to sleep
[INTERACTION:JOINT_LOCK_CURSE]
Target suffers paralysis of the joints
[INTERACTION:KILLING_CURSE]
Target's heart, brain and lungs shut down and suffer bruising if spell is successful
[INTERACTION:KNOCKOUT_SPELL]
Target is knocked unconscious for a brief period.
[INTERACTION:LOBOTOMY_CURSE]
Target loses the ability to think or feel.
[INTERACTION:NOSEBLEED_SPELL]
Target suffers a bad nosebleed.
[INTERACTION:OOZING_CURSE]
Target's eyes and mouth begin oozing profusely.
[INTERACTION:PAIN_CURSE]
Target is wracked with devastating pain in the bones and nerves.
[INTERACTION:PARALYSIS_CURSE]
Target's limbs are afflicted with paralysis.
[INTERACTION:PESTILENCE_CURSE]
Target is afflicted with a lingering, incremental disease.
[INTERACTION:PRISMATIC_CURSE]
Target is hexed and suffers one or more of many ailments.
[INTERACTION:RAISE_DEAD_SPELL]
Target corpse is animated.
[INTERACTION:REANIMATE_SPELL]
Target corpse is animated.
[INTERACTION:RESIST_SPELL]
Target resists disease for a time.
[INTERACTION:RESURRECT_SPELL]
Target corpse is raised from death.
[INTERACTION:ROTTING_CURSE]
Target's flesh suffers a bad rot.
[INTERACTION:SANCTIFY_SPELL]
Target opposed to life is sanctified and gains the ability to learn.
[INTERACTION:SCARECROW_FORM]
Target is transformed into a Scarecrow for a time.
[INTERACTION:SILENCE_CURSE]
Target's tongue is impaired for a time.
[INTERACTION:SILENCE_SPELL]
Target loses the ability to speak for a time.
[INTERACTION:SUFFOCATION_CURSE]
Target's lungs are deeply impaired.
[INTERACTION:SUNDER_HEART_CURSE]
Target's circulatory organs start to bleed.
[INTERACTION:STY_CURSE]
Target receives pain, swelling and impairment of eyes.
[INTERACTION:SLEEPING_SPELL]
Target falls asleep if effect is successful.
[INTERACTION:SLOW_SPELL]
Target moves at half speed for a time.
[INTERACTION:STUPIDITY_CURSE]
Target temporarily loses the ability to learn or speak.
[INTERACTION:SWELLING_CURSE]
Target's upper and lower body swell up dramatically.
[INTERACTION:TERROR_CURSE]
Target is stricken with terror and may lose the ability to think.
[INTERACTION:THROAT_CLOSE_CURSE]
Target's throat swells up.
[INTERACTION:TONGUE_SWELLING_CURSE]
Target's tongue swells up.
[INTERACTION:TOOTH_ROT_CURSE]
Target's teeth begin to rot.
[INTERACTION:UNDEAD_BANISHMENT]
Undead target is stricken and, torn of what sustains unholy existance, destroyed.
[INTERACTION:VOMITING_CURSE]
Target becomes violently nauseous and may vomit blood.
interaction_region_resource.txt
--------------------------------
[INTERACTION:CRAZING_REGION]
Occasionally, a savage region will cause settlers to lose their minds every now and then.
Adds the [CRAZED] tag each week which will almost certainly cause a loyalty cascade or two.
[INTERACTION:EVIL_CORRUPTION_REGION]
Occasionally, an evil region will corrupt those who enter into walking abomiations.
This is different than husking. It's like undeath without the [NOT_LIVING] tag.
[INTERACTION:GOOD_FOG_WEATHER_WITH_BEER_RAIN]
Occasionally, a foggy good region will rain beer every week.
[INTERACTION:GOOD_GOLDEN_SALVE_FOG_AND_GOLD_RAIN]
Occasionally, a good region will rain gold and be thick with golden salve fog.
[INTERACTION:GOOD_MILK_AND_HONEY_RAIN]
Occasionally, a good region will rain cow milk and honey bee honey.
[INTERACTION:GOOD_PURIFYING_REGION]
All good regions will destroy the undead that dare to enter such a sacred place.
[INTERACTION:GOOD_RESURRECTION_REGION]
Very rarely, a good region will raise from the dead all those who die on its soil.
[INTERACTION:GOOD_TALKING_ANIMALS]
Sometimes, a good region will allow animals to learn and to speak human languages.
[INTERACTION:GOOD_YOUTHFUL_REGION]
Very rarely, a good region will tremendously slow aging for any mortals who enter.
interaction_shapeshifting_resource.txt
---------------------------------------
- These are interactions used by various shapeshifting creatures and secret-users, not currently implemented.
interaction_secrets_resource.txt
--------------------------------
[INTERACTION:ANIMALS_SECRET]
Shaman. Can provide animals with intelligence and use a variety of animalistic attacks. Shamans are powerful fighters.
Shamanism cannot be recorded in books and may be learned by creatures without speech.
[INTERACTION:BALANCE_SECRET]
Enchanter. Can perform a large number of spells can make animals intelligent.
Enchanters write books but do not build towers. Enchanters are rather formidable.
[INTERACTION:DISCIPLINE_SECRET]
Monk. Can resist magical and natural forms of attack. Mental attributes are dramatically increased.
Monks learn few interactions and do not build towers. Monks are not very powerful.
[INTERACTION:DISEASE_SECRET]
Toximancer. Can summon clouds of filth and torrents of disease and slime. Very powerful.
Toximancers can resist the many unpleasant status effects they may inflict on others.
[INTERACTION:EARTH_SECRET]
Geomancer. Can conjure forth minerals and metals. Geomancers are very powerful combatants.
Adventurers who learn Geomancy can make themselves very wealthy by conjuring diamonds and gold.
[INTERACTION:FIRE_SECRET]
Pyromancer. Can conjure flame with more skill and power than a Fire Imp.
Pyromancers are not immune to their own fire and so many have limited lifespans
[INTERACTION:FOOD_SECRET]
Conjuror. Can conjure all sorts of food at will. Conjurors are powerful fighters.
Adventurers who learn Conjuration will never go thirsty unless they are unwise.
[INTERACTION:HEALING_SECRET]
Healer. Can project rejuvination and resistance to illness. Healers are not especially good fighters.
Adventurers who learn healing will be of great benefit to those they recruit.
[INTERACTION:LIES_SECRET]
Sorcerer. Can use wicked magics and raise animated corpses, though they are not as apt at the latter as a Necromancer.
Sorcerers are deadly fighters and build towers, and usually learn other schools of magic, making them more dangerous.
[INTERACTION:LIGHT_SECRET]
Paladin. Can banish and sanctify undead creatures and blind enemies with shining light.
Paladins are not especially great fighters against mortal foes, but no undead can harm one that is awake.
[INTERACTION:MERCY_SECRET]
Prophet. Can resurrect the dead and banish abominations, and soothe the crazed of mind.
Prophets are rare, but happy will be the player that gets a prophet monarch come to their fort.
[INTERACTION:NATURE_SECRET]
Druid. Can use an assortment of attacks, banish undead, and soothe the crazed. Druids are deadly fighters.
Druidism cannot be recorded in books or taught in any other way but supernaturally. Something off about that.
[INTERACTION:SALT_SECRET]
Alomancer. Can raise clouds of salt and hurl salt at their enemies. They are dangerous but fragile.
Alomancers usually kill themselves fleeing from their ill-planned attack, but they'll taint water supplies.
[INTERACTION:SUICIDE_SECRET]
Lich. Can use many dark magics and animate dead. The Lich itself is undead and can therefore be banished.
A Lich is a horror to anything living that happens upon it, except something that can resist its magic.
[INTERACTION:TRICKERY_SECRET]
Trickster. Can hide and use illusions and panic-striking abilities to confuse and dismay.
Since they can frenzy and afflict with plagues all from hiding, Trickers are a bountiful source of fun.
[INTERACTION:WATER_SECRET]
Aquamancer. Can conjure and hurl voluminous clouds and jets of water. Unpredictable in combat.
The ability to summon water may seem weak until you fight a firebreather, or when you need a drink.
[INTERACTION:WIND_SECRET]
Aeromancer. Can conjure and manipulate huge gusts of wind. Very powerful in combat, but fragile.
The fact that they control the flow of air means they can suffocate an entire fort within minutes.
[INTERACTION:WAR_SECRET]
Berserker. Can go berserk during combat and is generally stronger, faster, and more durable than others.
Berserkers write a lot about war and can be a problem to take down if they have great combat skill.
[INTERACTION:WISDOM_SECRET]
Sage. Becomes wise and can resist magic, focus the mind, and disable their foes from attacking.
Sages are not especially good combatants but their ability to stop others from fighting is useful.
[INTERACTION:YOUTH_SECRET]
Immortal. The ravages of age have no effect on them. Other than this, their secret has no effect.
The secret can be passed on and learned, but the eternally young will be barred from Lichdom and Necromancy.
Necromancers may not become Liches and vice-versa.
All other secrets may be learned in any number of combinations.
By attaining all the secrets one can possibly learn, one's adventurer will be nigh unstoppable.
A just reward - surviving the deadly world long enough to learn all the secrets is admirable, next to impossible.
Consider it a challenge.
==================
= Current Issues =
==================
- Reading and Writing reactions are clunky at best for the moment.
More needs to be done to differentiate between different books and scrolls
- Adventurers cannot deconstruct buildings in adventurer mode, this includes furniture-based buildings.
This is a limitation of DF's current version that cannot be addressed by a mod.
- Gloves produced by a custom reaction lack a right or left flag and cannot be worn
More info:
http://www.bay12forums.com/smf/index.php?topic=100469.msg2972918#msg2972918 http://www.bay12forums.com/smf/index.php?topic=104258.msg3083155#msg3083155 This is a DF bug and not a modding one, so there's little that can be done on the user side for it.
- Adventurer reactions treat the dimensions of bars and similar items rather oddly.
One way this manifests is by demanding more materials than are actually consumed by the reaction.
For example, requiring 150 charcoal makes you select a bar that is consumed and another bar that is not.
- Dropping rocks in adventurer mode makes the rocks unusable in reactions; they must be held.
Other items can be dropped to the ground and used properly.
Items you are wearing, and items in containers, are unavailable for reactions.
This seems like sensible intended behavior.
- Soil apparently cannot be called as a reagent in adventurer mode after being picked up.
This problem is being researched.
Please post if you have any questions, comments or bugs to report! I'll be keeping this up-to-date as time allows.
------------------------
-- Special Thanks To --
------------------------
The Adams brothers for Dwarf Fortress and all that goes with it,
Deon for encouragement and for creating the wizard tiles for WT,
Mike Mayday for his tileset, which I used as a base to learn and make graphics,
Warlord255 for the bonfire mod which was a base for the fire,
Adultratedhydra and forsaken1111 for suggestions used for golems and homunculi,
kaypy for the Display Case and Lazureus for the Crematory,
D_E for bringing [SKILL_LEARN_RATE] to my attention,
Rask for reporting arena mode, wand testing and other problems,
forsaken1111 for the deflecting orb and numerous other suggestions,
OrionKale for finding and helping correct a number of post .25 issues,
Putnam for bringing the interaction examples to my attention,
Alkhemia, Kaplahworm, Mechanist and trees for early bug-reporting stuff I missed,
The posters in the Spellbook thread for their contributions to science,
AdeleneDawner for extremely thorough and helpful bug reporting for FF,
Chariot for an invaluable collection of mods,
Alkyon for a substantial redistribution of underground flora,
wp for finding missing manticore speech and bracket checking,
Jake for finding plant product redundancies,
Meph for helping balance DC and providing the MasterworkDF graphics pack,
Captain Crazy for pointing out Crematory errors,
nonobots for sizing up giant elephants and helping clean some seeds (and for the Nightmare tip),
The contributors of the DF Wiki, especially for the building and reaction tokens,
People who have given feedback, and anyone who likes this mod,
Thank you all very much!