- Meph casts Thread Necromancy lvl3 -Here the new to-do list for my mod. I dont really want to post it in the MasterworkDF thread, because that thread gets cluttered very quickly. This thread is just for modders and curious users that want to help brainstorming, maybe even coding, maybe giving new or better ideas.
Megabeast Trophies - Finish the existing system, several beasts leave no rewards
Skaven Civ - Warpstone weapons and ammo
- Crude armor, with mutation effects
Warpstone Lab - Build skaven weapons
- Build warp-thrower
- Mutate dwarves
- Mutate pets
Foundry - Batch production of metal gear
- Replication of found gear
Researcher - More random experiments
Warlocks - All warlock items are cursed
Archeologist - Cursed Items can be found
- Raising the dead, weaken a dwarf, berserk, sleep
Temples - Exorcise cursed items
Embassy - Invite diplomats, migrants and caravans
Expedition Outfit - Extended expeditions, triggering megabeasts/nightcreatures
Mercenary Outfit - Extended raiding system, triggering sieges
- Maybe bringing labor cells/slaves similar to Orc Fortress
Markets - Trade items for money
- Trade money for items
- Similar to Stronghammers Mercantilism or Orc Fortress Caravanserai
Casino - Gamble money for more money
- Gamble money for rare items
Diseases - Real life diseases, for dwarves and pets
- Delete old disease system
Apothecarius - Cure and combat diseases
- Healing: Raise recuperation
Chaos Civ - Fake civ consisting of multi-caste creatures in hell
- Very, very, very hard
- All non-flying, you have to conquer hell to fight them
- Drop special items to summon final boss in the colosseum
Manual - More details
Gui - Donation Button.
- Fix grazing button display.
- English translation for dwarf language. All ingame names are always english.
- Make standardized wood optional
- Make standardized animal materials optional.
Graphics - 64x Tileset, 1/3 is done.
- 64x Creature Sprite Set.
Thaumaturg - Creates magical items
- Very complicated reactions
- Very unique items
Upgrade System for Mages - TrueTransform based multi-level mages
- Familiars, special mage-pets
Guilds and Guildhalls - Replaces old caste system
- ~12 Guilds, high skill learn rates. All others very low skill learn rates
- Dwarves can join and level up inside the guilds
- Guild Markers with buffs for guild members only
- Includes 2 military guilds, melee and ranged
Shade Civ - Glasscannon, dies very quickly.
- Kills dwarves upon touch.
- Sends only lone assassins (like kobold thieves, but very late, and more aggresive)
- Chance to summon Shade Army inside your fort, if you are not vigilant enough.
Armored animals - Write more of them.
- unicorn, drake, dragon raptor, forest spider, wolf, cougar, giant drow spider, gigantic panda, dire wolfmastodon, blood spider
- add war train: forest spider, blood spider, wolf, cougar, giant drow spider, dire wolf (value increase as well)
Creature Spawning Interaction - Bugfixing. I am sure it can be improved, especially the extravision bug.
Glass Industry - More types of glass, ruby, ebony, volcanic...
- Possible use as war-grade metal equivalents
Color control - Furniture from blocks
- OR make colored boulders
- OR glazing with dyes
- Should allow relatively easy control over fortress color scheme
New Inorganic mats - More reactions for oil slate and oil sand
- Remove meteoric (?)
- Reactions for cinnabar, rocksalt, realgar.
User Friendliness - Double check all hotkeys.
- Double check all reaction sorting
- Double check all reaction wording.
Kobold Camp - Tons of stuff. Really.
- For now: Toads, Shroomshop, thievery, tradegood (no metals), liaison title, slag.
- Magic system for kobolds
Macros - Add new uniform templates (lots of work and gets messed up as soon as I change one item, argh)
Leather-Skin ratio - Apply wannabeahero's patch, to allow a better ratio of skin to leather.
- Small animals give small amounts of leather.
- Big animals give large amounts of leather.
Tranquil/Lobotomy - Make dwarves harmless. No emotions, no tantrums, with some negative effects.
Playable Races - Humans (?)
- Goblins (?)
- Elves (?)
- Drow (?)
Adv. Mode - Find someone else to do it. Period.
Chemistry System - More of it. Acids, Rust Removal, Fertilizer, Explosives.
- Rebalance the old one.
Threats inside your fort - Fake Wormfolk Civ that "tunnels" into your fort
- Shade Portal Army
- Poltergeist that razes buildings
- Lich Transformation from working with dark arts to much
More Transformation/Mad Science - Make dwarf werewolves
- Make dwarf husks
- Make dwarf undeads
- Make dwarf vampires
Technology - Grenades
- Stationary man-able building: Flame/Net-thrower, Gunturret.
More Plants and Trees - Different EVIL trees
- Different GOOD trees
- Different EVIL cavern (1,2,3) grass
- Different GOOD cavern (1,2,3) grass
- Different EVIL cavern (1,2,3) trees
- Different GOOD cavern (1,2,3) trees
- Fitting reactions and goods for all of these special plants and trees
Soundsense - Add coestars announcements for mod content
- Alter the music stage so that it plays actual music
I also just found this little misc section again:
Buildings: Dwarven Scribe. Reactions: Find book about "topic here". Creates book. Automatic reaction: Open chapter about "topic here". Decorates book with custom material.
Custom material has the a long text as name. You can now look at the item description and see this long text. The long text will be a short summary of a game feature.
Saboteur: Dwarven caravans unharmed. Human caravans poisoned, so they leave, no trade.
Elven caravans hurt, so they leava, no trade. (a dwarf has given us this wooden present, we will leave now)
Drow caravans kill the saboteur, because you dont fuck with them. You can still trade, but loose a dwarf.
- port clay oven from kobolds to dwarves ?
- buff all megabeasts
- more dyes
- Galvanization (or galvanisation) is the process of applying a protective zinc coating to steel or iron
- graphics for evil twin civs#
- Orichalcum (?)
- More golem types. Warpstone, Mud, Bone, Flesh...
- Herbalist building (?)
- Furrier
- forstbite ice landmine. if possible.
- Add a hide-effect to landmines, so they are not killed by archers all the time.
- plague bearing rats
- Spellbook thread had something on freezing web-traps that explode.
- NON-SILK WEBS. Like fireiceacid webs. Or gold webs.
- flying invaders. (batmen do this already)
- Replace the meteor hammer.
- Tattoos
- Bless dwarves with NOT_LIVING, to avoid their corpses being reanimated.
- Make pumpset (rock) (magma-safe) (wood)
- RACE WITH MATERIAL WEAKNESS
- New special gem: Heart of Armok.
- polymorph landmines => sheep-explosion
- reagents for some turrets and landmines is missing
- totems from non-skull.
- Add more Embark Profiles, for mod-specific embarks, like guns, alchemy, religion.
- Shade-armor, gives huge buffs linked to CAVE_ADAPT.
- Leather armor trousers are taking as clothing, degrade. Difficult to micromanage
- Boiling rocks sometimes destroy buildings. Check too-cold as well.
- Kobold hotkeys Sawmill M... Millstone M
- Layer Permit: padded gloves + metal gauntlets, or padded boots + metal boots impossible
- Hotkey: magma crucible -> letter m (magma bottle and melt to obsidian)
- bronze statues are way to aggressive
- Kobold Liaison has no real title "the farmer has arrived"
- Kobolds trade metals: Toggle special tag on metal template.
- Shroomshop Test: Only one seed?
- Wicker is currently firesafe
- Bone is currently firesafe
- Cutting values for obsidian
- 'paint' ash-glazed pottery with dyes
- war/magical paintings on both items(weapons/armor) and bodys(kobolds/ogres)
- no mace/pike skill on legionnaires
- Brewing pig tails in the brewery still produces 'Drinks'
- Kobolds are never sieged?
- microline wall has no graphics in the new realease with ironhand's tileset.
- FLASKS for gems, bone ?
- Kobold: poisonous darts would be awesome.
- search sand for gold: prospect
- volcanic/bifrost into the manual.
- Completely rewrite the deep bronze, bifrost and volcanic system.
- Use special tag for no-trade, make ice-magic stuff with bifrost.
- Test volcanic in arena against iron/steel
- EXCITEMENT_SEEKING higher for adv mode.
- dwarf size is 70.000, not 60000
- Tumbleweed for desert wood
- Fungi that changes behaviour
- Test Transformation Message toggle
- wooden spiked balls sell for a crapload more than other trap componets on the Kobold fort
- 2 gravecats, second one melts.
- blueprint copies are way too much worth.
- arrow/bolt balancing. Also sling bullets and cannon balls
- acid/warpstone turret balancing
- leather should be more expensive then 5/10
- Plants: Orchis for perfume, tabbaco, tea,
- Harder smelting ignores custom smelt-reactions
- adv mode needs leather and thread reactions
- gnomes cant open doors