not for use with other games. attempt at your own ‼peril‼ Version 1.6.1For Barebones Version
1. Download a copy of Dwarf Fortress version 0.34.11
2. Unpack the archive somewhere
3. Delete the raw folder in your Dwarf Fortress directory.
4. Download your preferred barebones version of Underhive Settlement, unpack the archive, and copy the contents of the folder within to your newly modified Dwarf Fortress folder, overwriting when the option comes up.
5. Generate a new world using the provided worldgen options or to your specifications and play.
For Pre-installed
1. Unpack the archive somewhere.
2. Run DF, gen a world and play.
Based on the Games Workshop tabletop game Necromunda. Attempt to lead a few hardy souls to build a new life in the treacherous badzones of the Necromundan Underhive. Repel vicious wildlife, fight off the predations of Scavvy Raiders, fend off brutal rebelling Pit Slaves and turn back incursions of zealous, fire-crazed Redemptionists. Concoct drugs, hi-tech materials and gunpowder through alchemy. Pen lovingly-crafted tomes of priceless knowledge. Manufacture deadly firearms, and turn your backwoods sump-hole into an Underhive Metropolis!
Brewing is used to operate the water still in addition to making drinks. Metal crafting is used to forge or mill gun parts. Siege engineering is used to assemble firearms. Pump operator is used to break slag/coal and work out, in addition to its normal use. Pikeman (also known as Assault ganger) is the skill that governs the use of long guns in melee. Pistols use striker.
BRING A FUEL ROD AND A CRATE OF BOTTLES ON EMBARK IF YOU WANT CLEAN WATER. Barrels are filled with pure water at the filling area.
Artifacts are sadly disabled. Turn them back on at your own peril. With the Metalsmith's Forge disabled, you might randomly lose metalworkers.
Never store fungal flour bags in barrels - for some reason, that prevents them from being used in the baking reaction.
Generating a new world using the provided parameters is strongly recommended.
Please report any bugs you come across and I'll get to fixing them as soon as possible for me.
- An entirely different world to play in, with entirely new inorganic layers, creatures, civilizations and megabeasts.
- An alchemy system based loosely off of real world chemistry.
- Overhauled ore processing that requires a steady supply of human flesh or advanced machinery.
- Scavenge the ancient junk of the Underhive for hi-tech treasures and alchemical components.
- Equip your gangers with deadly firearms capable of wreaking untold-of destruction.
- No more crutches - buying off entire caravans with a single stack of mashed-together meats and juices is no longer an option.
- A scribing system allowing you to set up workshops to copy illustrated tomes for massive profit and the education of your citizens.
Hivers
Settlers from Uphive, escaping the repressive atmosphere of Hive City for the freedom, opportunity, danger and adventure of the Underhive. They are a hardy people who face many trials in their search for prosperity, often having to take up arms against a very hostile world. Six Necromundan Houses make up the Hivers, of which you will control but one.
Scavvies
The scavvies are the anarchic mutants living at the edges of the 'civilized' parts of the Underhive, surviving from the detrius of their betters and by common banditry. They are possessed of little decency or morals - indulging in cannibalism, incest and killing with glee. These foul creatures will attack your settlement with the aid of massive Scalies, seeking to claim your wealth for their own.
Redemptionists
These zealots serve the Cult of Redemption - whose tenets hold that all those who do not adhere to their puritan standards be purged by cleansing flame. They view the rough and tumble people of your settlement with disgust, and they will regularly lead raids to purge you of your sins by fire and sword.
Pit Slaves
One of the foremost past-times the Underhive is the pit fight, in which cybernetically enhanced slaves are filled with combat drugs and thrown at one another, forced to fight for their survival with chainsaws and cyber-claws. The Merchant Guild is the chief backer of the sport, and those pit slaves who break free of their shackles regularly form guerrilla bands to destroy the oppressive institution. They are invariably skilled melee fighters, outfitted with brutally effective implanted weaponry. Their hate for the Merchant Guild knows no limits or boundaries, and they will attack them and those who collude with them whenever they are able.
The Merchant Guild
Free traders protected by Hive Law, and given the freedom to travel at their leisure; they purchase and sell anything that can be bought with money (and a few things that can't). Though they hold no lands and have no sworn subjects, they settle as guests in the domains of petty lords of the Underhive, where they wield considerable influence. A Guilder Caravan is an awe-inspiring sight, full of the rarest treasure, guarded by heavily armed mercenaries and supported by legions of slaves.
Ratskins
The descendants of the Underhive's original inhabitants, whoever those might be. They have long since reverted (or perhaps ascended) to a simple tribal existence, in harmony with the Hive around them. They are considered to be the best scouts and guides in the Underhive, and despite their lack of advanced technology, their skill at stealth and survival has lead them to victory against the more settled peoples of the Underhive countless times. The Ratskins live in an uneasy truce with those from uphive, mostly staying away. When their domains are encroached upon or their people threatened, however, they can and will use any means available to drive the Uphive invaders out.
The playable entity in the default raws is House Orlock. If you wish to change this, simply extract your favoured House's plugin in your game folder, overwriting when prompted. The All Houses (No Outlaws) plugin is not balanced or intended to be used in Fortress Mode. I put it in there to play around with and to gen worlds for Adventure Mode. I take no responsibility for what you experience using it.
House Orlock
The members of House Orlock are a rugged and egalitarian people, adept at both war and industry. The majority of House Orlock's wealth comes from slag mining operations and as a consequence they have become exceedingly skilled miners and smelters.
Special Ability: House of Iron - Orlocks learn the mining skill at triple the standard rate. Whenever they smelt ore, they gain two additional metal bars.
House Delaque
The members of this House situate themselves in the darkened nooks of Hive Primus, avoiding even the dim light of the Underhive whenever they can. This bodes well for their trade, as they are peerless spies, assassins and deceivers. They have a reputation for subterfuge and double-dealing, and are widely distrusted as a result.
Special Ability: The Dark Trade - Delaques may purchase encrypted data disks from their own caravans, processing them at the Cryptographic Cogitator for profit and schematics. With a fuel rod and a Cogitator, they can build the Listening Post, which provides a steady stream of low-quality intelligence and hearsay at no cost when manned.
House Escher:
This House is composed almost entirely out of females due to a genetic abnormality, with the few males being shrivelled and imbecillic. Nonetheless, they have made a reputation for themselves as unsurpassed swordswomen, as nimble as they are deadly.
Special Ability: Underhive Amazons - All female members gain the Sword skill at an increased rate, begin with ranks in dodging and have increased base agility. Males are next to useless and cannot hold noble positions.
House Goliath:
The members of House Goliath live in some of the most inhospitable zones within the Hive, and pride themselves on their ability to fight and endure the worst punishment. Goliaths are preoccupied with physique - strength is seen as the measure of a man to the detriment of all else.
Special Ability: Hulking Brutes - Goliaths start with ranks in Brawling, increased base strength and toughness, and gain the Axe and Hammer skills at an increased rate. It is almost impossible for Goliath females to gain weapon skills.
House Cawdor:
House Cawdor is strongly aligned to the Redemptionist sect of the Imperial Cult. Whilst it does have footholds in other houses, Redemptionism has become something of an official religion in House Cawdor, and they have ties to Redemptionist outlaws who pester the other Houses.
Special Ability: House of Redemption - Cawdors are friendly with the Redemptionists, resistant to Chaos Cult subversion and may buy flamer fuel from caravans. They can make flamers at the Reclaimator and equip them at the Arming Station. The flamers last for two months before they fail to work. The Cawdors are hostile to the Ratskins due to their heretical pagan beliefs. The feeling is mutual.
House Van Saar:
The Van Saars are renowned for their skill in artifice and machining. Their wares, whilst no more advanced than those of any other House, are produced to a standard of quality that is rarely seen anywhere else. They are considered a dour and humourless people, but nobody denies the quality of their goods.
Special Ability: Skilled Craftsmen - Van Saars gain various industrial and crafting skills at up to double the standard rate.
ScreenshotsA small settlement during the cold season.
A Yeld Spyrer slaughtering his way through that very same settlement, later on.
The base of a settlement's fortifications.
A residential area.
The aftermath of a tantrum spiral. The House Matriarch is the only survivor, as she had managed to grab a shotgun in order to defend herself.
The effects of a shotgun on a Croak Hound that strayed too close to the settlement.
GUIDE TO BASIC WORKSHOPSThe
WATER STILL is the backbone of any Underhive settlement, built using an Isotropic Fuel Rod and any suitable stone.
It collects, condenses and filters moisture from the atmosphere into bottles, which are emptied into barrels at the
WATER FILLING AREA.Without at least one, your settlement is sure to die a slow death by dehydration. They are operated by
DISTILLERS, otherwise known as Brewers.
The bottles required for water distillation are made at the
KILN by a
GLASSMAKER, using raw green glass.
The
RECEIVING BAY is an arbitrary area decided by you. It has no cost whatsoever, material or moral. Hivers refuse to unpack crates anywhere else, so be sure to build one.
Use it to unpack your fuel rod, crate of bottles and any weapons/ammunition or other miscellaneous supplies you may have brought.
The
BREAKER STATION and
SEPARATOR are used to remove useless materials from ore, increasing metal yields when said ore is smelted. These buildings also remove impurities from coal, to a similar effect.
The breaker requires a sledgehammer. The separator is a complex mechanical device, likely beyond the understanding of your subjects.
They are manned by crude, disposable manual
LABOURERS otherwise known as
PUMP OPERATORS.The
HIVER FORGE, METAL LATHE and
PLASMA LATHE are all used to produce weapons and gun parts.
The forge requires hand tools; the basic lathe requires a lathe, a metal torch and hand tools - the plasma lathe also needs blueprints and a Fuel Rod.
The
FIREARM ASSEMBLY BENCH is where you send your gun parts to become working firearms with the aid of a skilled
GUNSMITH. It requires hand tools and blocks.
The
ARMOURER WORKSHOP is where armour is made. It requires hand tools.
The
CRAFTSMAN FORGE and
CRAFTING LATHE are as the weapon forges/mills - but produce everything that isn't a weapon, including hand tools, which are vital to basic industry.
The forge requires hand tools; the crafting lathe is the same as the plasma lathe.
The
RECLAIMATOR SHOP scavenges useful things, including tools, from any piles of junk your subjects may unearth. It is also used to assemble several more advanced tools, including rock drills and metal torches. The
SALVAGER SHOP breaks down useful things into their basic components. Both require hand tools and the attendance of skilled
TECHS.
The
MACHINE ASSEMBLY AREA is where your hivers build larger industrial appliances, mainly lathes. It requires a metal torch, and is operated by skilled
TECHS.
The
RELOADING BENCH and
CARTRIDGE FACTORY are where ammunition is made from lead, gunpowder, priming compound and brass or (in some cases) steel. The former requires only a table and chair - the latter requires all manner of mechanical doohickeys that Emperor-fearing folk should know nothing about. No special labour is required to produce ammunition.
The
ALCHYMICAL WORKSHOP,
CHYMICAL LABORATORIUM and
ELECTROLYTIC SHRINE are the foundation of the alchymical trade, and are used to produce both flak, plastic and ammunition reagents. The building materials vary, but in most cases, three clear glass flasks and two large steel drums should suffice for a basic industry. These workshops are manned by
CHYMISTS, who must be trained within your settlement.
The
STILL produces booze whilst the
KITCHEN produces food. Both are useful.
To produce booze, you require water, the appropriate plants and large drums.
The large drums may be crafted from rock at the
CRAFTSMAN'S WORKSHOP or metal at any crafting forge or lathe.
GUIDE TO PLANTS AND FARMINGCAVE SPORES are a crop that grow anywhere and can be eaten raw. Untreated, the fungi have a small chance of inducing a mild disorienting sickness; however, they can be leached with
LIME MILK to increase their nutritional value and taste whilst rendering them completely safe for consumption. They can also be distilled into
HIVE SPIRITS, a favoured treat, at the Still.
BITTER MOSS is a surface crop that provides sustenance. It is relatively easy to grow and safe to consume, but relatively inefficient as a food source.
MEAL FUNGUS is an inedible overland crop that can be milled into
FUNGAL FLOUR, which is baked into
HARD LOAVES at the kiln. When processed in this manner, it is a highly efficient food source. It can also be brewed into
SCUMMER BEER, another Underhive staple.
BLACK SAP FUNGUS is an inedible subterranean crop which can be turned into barrels of
INK at the Farmer's Workshop. In addition to its use in scribing, the ink makes a damn fine soup stock. It can also be milled into
BLACK DYE.
GHOST FINGERS are an adaptable fungal crop that thrive in any environment. They can be processed into barrels of
LIME MILK at the Farmer's Workshop and they are used in Underhive papermaking. In the Underhive culinary tradition, limemilk is widely used in soups, in addition to its use in leaching Cave Spores.
CORPSE FUZZ is a crop that grows everywhere. It is processed into
GRAVE COTTON THREAD, without which most Hivers would be going about naked. It can also be distilled into
GRAVE WHISKEY, which packs a potent punch.
GUTTER LHO is a cash crop grown both in caves and tunnels and the open expanse of the Underhive surface. It is a common narcotic in the Underhive, and sells for a fair deal when properly processed.
DEVILTONGUE is a crop that can be rendered into edible jelly, although its primary use is in using the intact plant to produce the binder necessary for the manufacture of autogun and autopistol cartridges.
Lastly,
BLOOD PETAL is an elusive subterranean crop that feeds on death and decay. It can be ground into
RED DYE but by far its most favoured application is in the production of
FRENZON, a potent combat drug. First, a good amount of the
SANGUINE ESSENCE must be extracted into a vial at the Still, then that essence must be further processed at a properly equipped Chymical Workshop. The resulting concoction is highly sought after for its remarkable benefits.
Chalicier's Guide To Playing Underhive Settlement Mod- If you want to be able to dig deep, choose a biome with "little soil".
- The easiest way to get access to mineral resources is either to dig deep as above, or include some Mountain biome in your embark zone. (The latter is especially useful.)
- While Hivers like the outdoors much more than Dwarves, you can't stay in the open air forever. Those damn dust clouds will mess everything up. Get some shelter sorted.
- Bring some animals along. You can probably afford a couple of grox cows and a grox bull. While you'll probably never produce enough meat that way, the milk is a BIG help and grox are also rather excellent fighters, so if you can manage to pasture them near your main entrance you're laughing. Sligs grow quickly, so they're a good choice for a meat farm, but produce no milk and can't fight. Dogs are handy, but most Underhive fauna will splatter a dog in a second.
- Things that kill vermin are a major source of food via Ratburgers.
- Your embark MUST include a crate of bottles, a fuel rod crate and a toolkit. You cannot survive long without a Water Still.
- Other things that are handy in an embark: Another toolkit, rockcrete (for flux - many biomes will have none and steel is important), wood (it's rare in the Underhive even in "wooded" zones), grave cotton seeds (not just clothes but you need Grave Cotton Cloth to make gunpowder), bitter moss (a handy source of quick food), extra barrels, and lots of junk piles (for a random burst of useful tools and trade goods).
- A shotgun case and a shotshell case are also useful if you plan on hunting. While most Underhive fauna is edible (Hivers will eat pretty much anything), most of it will take more than a crossbow to kill. Once you've unpacked it, go into the (M)ilitary screen, select (A)mmunition and then set the Hunters section to use shotshells instead of crossbow bolts. Your hunters will then pick up the shotgun and ammo and go hunt some beasties. Be prepared to lose a hunter or two - Underhive fauna are very, very dangerous.
- First thing to do on embark is to build a Receiving Bay to unpack your various crates. Next thing is to build a Water Still with the unpacked Fuel Rod and bottles. You'll need a Water Filling Area too. Finally, you'll need barrels to put the water in. Consider putting a limit on barrels in your main food stockpile so as to reserve some for water.
- Don't assume you can skip the water distilling if you have a water source on the map. Underhive water is Bad News. Unfortunately you can't stop your Hivers giving it to the wounded, but try not to let them drink it.
- There's a nasty DF bug involving bottles and other tools in bins. Sometimes they get stuck in them and refuse to come out. Tools are less important in vanilla DF but critical in the Underhive. I get around this by making a special Tool stockpile which does not allow bins and disallowing tools from my normal Finished Goods stockpiles.
- The Hiver Forge makes weapons and gun components, the Craftsman Forge makes everything else metal.
- You need a LOT of fuel for most industries in Underhive Settlement. More in fact than most embarks will easily support. Don't neglect the Breaker Station and, if you get the schematics, Separator.
- Making flak or carapace armour is very difficult and labour- and material-intensive. Strongly consider studded leather armour; it's not magnificent, but it's definitely better than nothing.
- Nearly everything you want for your advanced industries requires chemicals from the Elecrrolytic Shrine and Alchymical Workshop. You will need Large Steel Drums for the former, and 3 glass vials to make the latter. Luckily, "dirty sand" zones are pretty much everywhere.
- You need lots of potash for things, and you do not have much wood. Good thing you can reduce vermin and animal parts to ash in the Kiln...
- For ammo, you'll need priming compound (made in the Alchemy Lab from Various Stuff), gunpowder (made in the Alchemy Lab from Grave Cotton Cloth and Aqua Fortis), Brass for the shells (made from Cuprum and Spelter), and lead for the bullets. They're made in the Cartridge Factory or Reloading Bench.
- One of the great challenges of this mod is that while your industries will require a broad range of resources to operate, most embarks will not have all of them. While in DF this is a minor problem, in the Underhive this a major one. As a result you will need to trade for what you don't have - whether that be flux, coal, halite, uranite or prometheum.
- One thing that can work well is to put a good premium on Junk Piles and process them for Finished Goods that you can then trade for more Junk Piles. If you have access to gems - and most embarks will - you can encrust the trade goods to increase their value even further. (In the setting for the game, there are numerous settlements that get by entirely on this process.)
- Embark with a fuel rod and crate of bottles from the tools section to use the Water Still. Get a few barrels or drums to begin with to get a head start on purified water production.
- Fungal flour is a good provision for beginning settlements. Turn it into bread at the kiln. A few stacks of flour can make enough hard loaves to last a year!
- You'll need hand tools to produce metal items or scavenge junk. Buy toolkits at embark if you don't want to pay out the butt when the caravans come around!
- Scavenging junk piles at the Reclaimator can yield hidden treasures.
- Extract Sanguine Essence from Blood Petals to vials. Process it into Frenzon via Alchemy.
- Crystallic Ceramite might seem like free money to a new settlement, but you might want to hold on to it until later.
- Yields from slag and coal improve dramatically once it's been processed at the Breaker Station or Separator. Bring a sledgehammer and leave your lungs at the door!
- Toxic Rubble produces dangerous dust, but often contains rare and valuable minerals. Sometimes that's worth a miner or two.
- Keep an eye out for prometheum morass tiles. Prometheum can be gathered like clay, and once you've built a refinery you'll be set for fuel.
- Keep your Chymical Laboratories and Alchymical Workshops away from the rest of the settlement. Seriously.
- The Hiver Forge, Metal Lathe and Plasma Lathe are for weapons. The Craftsman Forge and Plasma Crafting Lathe are for everything else.
- Unload crates at the Receiving Bay.
- You can get a discount on Rockdrills by buying them in boxes from the Tools section on embark.
- Cherubim attack by filching unattended fuel rods. On the bright side, they often host improvised trap and skeet competitions.
- Carrion bats carry the Zombie Plague. Beware their bites, seriously.
- Guilders bear many rare treasures from Uphive, and come with many heavily armed mercenaries. Try not to antagonize them.
- Cave Spores are edible raw, but mildly toxic. Leach them with lime milk or distill them into Hive Spirits.
- Vanilla cooking, forging and brewing are disabled. However, you now have a far more needlessly complicated and finicky system to do the very same things.
- Meal Fungi are your biggest source of food. Invest in some outdoor farms and plenty of bags.
- Frenzon is a potent combat drug, but regular use can cause permanent brain damage. Likewise, Spook helps open one's brain to the Warp, but conversely helps open one's brain to the Warp.
- Religion helps your hivers unwind after all their friends die and their favourite stack of bullets is lost. Building a giant cathedral isn't necessary, but it does make the Emperor love you more.
- Abhor the Heretic.
- Most Necromundan wildlife is hostile and territorial. The rest is just plain dickish.
- Emplaced Heavy Stubbers and Emplaced Flamethrowers are potent defensive measures.
- You can now make soap from alcohol.
- Advanced buildings need blueprints, which can be scavenged but are more commonly purchased from the guilders at exorbitant rates.
- Copying manuscripts is incredibly profitable but very effort-intensive.
- Firearms are very powerful, but ammunition is limited. Use it wisely. (Of course, your enemies are not subject to this limitation. Have fun!)
Play and find out. It's mostly straightforward. Alchemy takes place at the Alchymist, Chymist and the Electrolytic Shrines. Experiment! The worst that can happen is you getting some delicious free alcohol.
Abregado and Destroid for creating the original mod. May they RIP in peace.
The DFHack team for their amazing efforts to expand DF modding capability, and expwnent in particular for the autosyndrome plugin.
Putnam for the itemsyndrome plugin.
Kurik Amudnil for the handedness fix script.
Insolor for the DF localization patcher.
Chalicier for his tireless efforts to fix and improve the mod.
stormcry0 for tweaking the inorganic distributions in order to provide a better balance of challenge and playability.
Deon for the Display case.
Ironhand for his tileset.
Deon for his weather effects.
SanDiego for the realistic tissue rebalance.
KaelGotDwarves for the teeth and ribs fix.
Putnam for the explosion interaction, which I shamelessly filched.
Veok for his leather mod which fixed my leather coffer problems.
Lofn for the Coal Dust mod. One mean mother, that.
The people who run the DF Wiki. This mod literally would not have been possible without them.
The Grackle for the smoke bomb interaction.
Anyone else whose work I or A&D stole and didn't tell anyone about.
The graphics are nice, but my miniscule screen cannot handle their majesty!
Well, lucky for you there's an ASCII version!
Hey, isn't this someone else's mod?
Yeah, Abregado and Destroid are the original creators. I joined the team as artist, they dropped the mod, and I took over with their blessing. Or Abregado's blessing, at least. For all I know Destroid is nursing a death grudge right now.
1.4.0 - New Release.
1.4.1 - Tweaked farming and cooking values. Should be marginally easier to survive. Added two new reactions to the breaker allowing you a chance to convert halite and rockcrete blocks into boulders for use as salt and flux, respectively.
1.4.2 - Tweaked cooking values further, as well as water. You should be able to stave off dehydration for longer with a single still, and cooking burgers should no longer waste hard loaves.
1.4.3 - Added a new overland crop - Bitter Moss: it grows every season but winter and requires no processing to be edible, but it is far less efficient a food source than the more labour-intensive crops. Digging into toxic rubble should no longer cause your miners to immediately keel over. Fixed Cave Spore Leaching reaction. Scavvy theives and Redemptionist snatchers should now bring knives. You now have a chance to find useful books when scavenging junk at the Reclaimator. Rotten bread should no longer look like exercise equipment. Buying bulk rations should now be worth the price. Made cave spores grow year-round. Increased efficiency of gunpowder and priming compound production; you'll get more bang for your buck, now.
1.4.4 - Fixed some issues with bottle stockpiling. Lowered the chances of Chemical workshops spontaneously generating delicious alcohol.
1.4.5 - Unloading purchased boltgun and boltpistol boxes should now produce the proper weapons. Fixed colours for ASCII plants. You should now be able to produce Autocannon and Heavy Stubber parts at the Hiver Forge. Fixed some misplaced tiles in the ASCII version.
1.4.6 - Incorporated Chalicier's fixes and improvements, fixed scribal system - reading books and data disks should now properly train skills.
1.4.7 - Fixed the alchemy system - you should now get consistent amounts for all products. Fixed problems with new salvager workshop, fixed the production of knuckle dusters.
1.4.8 - Changed the cogitator so it uses steel bars rather than sheets. Preparing rat meat should now properly yield rat meat. Upped the value for junk piles. Finally got around to implementing some of stormcry0's revised inorganic distributions. Making pistol grips and rifle furniture from bone should be less buggy now. Upped the value of lho stick cartons.
1.4.9 - Fixed bone pistol grips/rifle furniture again. (Don't ask.) Fixed broken Frenzon reaction. Extracting limemilk is a much simpler process now, and cave spore leaching takes place at the kitchen. You can now craft spectacles and eyepieces for your sight-impaired subjects. Mortality rates of slag and coal breakers have fallen. Meat prices have risen, owing to the production being unable to outstrip demand. Yeld Spyrers can no longer destroy buildings, and Malcadon Spyrers can now vanish in a cloud of smoke. (Thanks to The Grackle for that last one.)
1.5.0 - Raised the price of sludge prawns and grox meat. Lowered the price of Giant Wolf Spider parts and meats. New creature: Bloodflies are swarming, bloodsucking and predatory insects who can overwhelm individual unarmoured fighters and stray animals. Fixed some issues with colours on plants.
1.5.1 - Fixed various problems with Redemptionist and Scavvy civ positions. Various cosmetic fixes. Hivers should now wear only one pair of pants at a time, and they should now wear underpants. Gave Hivers access to socks. Ratskins now have Spirit Totems as weapons. Renamed various Hiver positions. Renamed various trade items for clarity. This version requires genning a new world, but it doesn't contain any essential fixes, only superficial stuff.
1.5.2 - NEW House Plugins. Finally got around to re-including a preconfigured DFHack which should fix the problems with gauntlets and transformation workshop reactions. Scavvies should now bring Zombies and Scalies along on sieges. Fixed Bloodflies so that they actually appear in game (you'll thank me later.) Besides the new Hiver civs, there is now a new Outlaw civ which changes depending on your House affiliation. Redemptionists should siege more ofen now.
1.5.3 - Orlocks and Van Saars can now grow beards. Changed the worldgen parameters for loads and loads of caves. Fixed some issues with Sorcerors of Nurgle. Cawdors can no longer build autocannons. Renamed the Van Saars' coveralls to skinsuits. Fixed some problems with graphics and the new Houses. Fixed some errors with Cawdors, Van Saars and Eschers being assigned reactions they shouldn't have. Newly converted cultists can now start inducting others beginning six months after being converted. They may do so once a year, unlike cult leaders who may do so twice a year.
1.5.4 - Tweaked some cult stuff. I don't want to spoil it, but, trust me, you'll have fun with this one. Made Cawdors resistant to cult subversion. Tweaked Van Saar graphics, reduced Goliaths' anger rating. Tweaked PRONE_TO_RAGE values. Goliaths are now prone to raging. Buffed Frenzon and Spook's beneficial effects - they're now far more long-lasting, to balance the difficulty of production.
1.5.5 - Respirators and Rad Suits now protect against dangerous stuff you might inhale. Rad Suits also protect against radiation poisoning. Fixed the gunpowder reaction using too little cloth. You can now properly make eyepieces and spectacles. Used insolor's localization patcher to change a lot of strings.
1.5.6 - Added Maw-flukes and Pit Things as new creatures to be found in Evil biomes. Added Mutant Outcasts as a new layer-linked civ. Added Deviltongue as a new plant, which is used to make edible jelly and binder for autogun and autopistol cartridges as a brass replacement. Nerfed stubguns and shotguns so that there is more of an incentive to manufacture autoguns and autopistols. Nerfed Spyrers slightly. Rank-and-file cultists should now cause trouble in your settlements whenever they can. Fixed some problems with civs' access to leather and Redemptionist traders not having pack animals. Buffed all melee weapons. Incorporated the growth bug fix by default. Fixed up some problems with positions' responsibilities overlapping. I think the weather bug is fixed, but if you still have all your people exploding simply delete interaction_region.txt from the raws. Plascrete now works as flux.
1.5.7 - Powered Electrolytic Shrines and Chymical Laboratoriums can now be built.
1.5.8 - Fixed Flak and Carapace helmets not protecting against bullets. Changed some graphics for alchemy workshops. Streamlined some reactions and fixed some material stockpiling issues. Fixed up some colours to be more consistent. Caravans now bring water. Guilders should negotiate trade agreements now.
1.5.9 - Upped the price of raw prometheum and made it so all the civs can build screw pumps now. I knew I was forgetting something.
1.6.0 - Got rid of some superfluous trade items. Hiver civs can now bring flak armour cases. Renamed servo engines to mini-servos to avoid confusion. Fixed some stuff with books and moved all book and schematic unpacking to the receiving bay. Renamed some misnamed trade items. Upped the chance of the Delaque-specific workshop of yielding valuable information.
1.6.1 - Did some more megabeast tweaking. Fixed the plasma smelter bug, tweaked inorganic distribution. Guilders should now bring golden items, but they don't bring loose carapace armour any more. Did some various tweaks for graphics. The hiver civs can now bring mechanical parts.
This modification of Dwarf Fortress is completely unofficial and in no way endorsed by Games Workshop Limited.
Games Workshop, the Games Workshop logo, Necromunda, the Necromunda Plate logo, the Necromunda Stencil logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.