Masterwork Dwarf Fortress V.3c
EDIT: FOR MAGIC BETA TESTERS: You have to rename familiars.png to familiar.png, to avoid the creature sprites crashing the game. This is a minor update. It gives access to the startdwarf script that lets you embark with as many dwarves as you like, fixes the ammo from the chemist and the world-gen crashes from the deep drow, and balances dwarf and kobold mode a bit better. The biggest features are three things: Orc Fortress gets an update from 1.33 to 1.41, the Masterwork Tileset is finished and included, and I added an optional beta version of the Magic System. This is only for people that want to test it. I repeat, it is unfinishes, buggy, inbalanced and dont use it if you dont want extra fun. Its in a seperate folder, you have to install it manually.
If your green color seems to be dark olive instead of bright green, thats intended. If you dislike the change, change the color from Default+ to any other colorscheme you like. Be warned that there are a lot to cycle though, with Default- being vanilla color settings.
Manual - Fixed manual links in the settings.exe.
Dfhack - Added startdwarf, allows as many dwarves at embark as you like. The script is written by jjyg.
- At the embark selection, before you press 'e' to embark, enter "startdwarf #" into dfhack, without the "". # is the amount of dwarves you want.
- You can chose 10, you can chose 100, your choice. Just keep in mind that they all eat/drink, so embarking with 100 dwarves might be short lived.
Example embark with 14 dwarves.
Tileset - Added new default tileset, the Masterwork/Meph Tileset.
- It replaces Matrix for now (dont have access to my UI source atm)
- If you dont like it, just one click on the button and you are back to Phoebus.
- Playing with the new tileset enables many more decorational buildings.
- It includes animated grass, unique cavern tiles, better workshop designs and much more.
The new tileset.
The cavern looks.
New Features - Added reactions from bonfire to fireplace and brazier. Disabled bonfire.
- Added four new creatures to the warbeast kennels. Unicorns, Wolves, Dire Wolves and Cougars.
- All four can be iron- or steelclad into armored animals. Thanks to insgrim for the groundwork.
Magic System - Get the Beta included in your download. It is in the "Magic System" folder.
- This is disabled by default, since it is very complex, very difficult to handle and very, very untested.
- Instruction to install and deinstall it is included. Its simple process.
- Please keep all feedback about it away from the normal bugreports/suggesions and post
here instead.
Balancing - Sprites and Changelings now have a littersize of 1, only one child each birth.
- Toolkit Makers have a littersize of 2, they make 2 toolkits each year.
- Nerfed centauren number and strength
- Nerfed firebirds attack, is now flamejet with 300 wait time, instead of dragonfire with 30 wait time.
- Changed Automatons Ethics, same as FrostGiants now. They shouldnt kill each other in worldgen anymore.
- Added [TRAINABLE_WAR] to about 50 more creatures. Mostly giant animal versions, spiders, reptiles and canines.
Bugfixes - Removed duplicate of plant_tree_ff, I had to use an active version for the plant guide readout. Forgot to delete it.
- This fixed the empty names in the plant entries and the unknown plant substance entries.
- Fixed typo (omnious vs. ominous)
- Fixed typo (thight guards vs. thigh guards)
- Deep Drow no longer crash worldgen.
- Fixed burning and exploding ammo.
- Fixed graphics for wild gremlins.
- Added missing moonstone template (for orcs) to ironhand and ascii tileset raws.
- Fixed crayfish shells, should be available for crafting/tanning now.
- Fixed iridium instead of orichalcum appearing in ironhand/ascii tileset raws.
- Fixed Kobold Arena creatures appearing outside of Kobold Camp.
- Added missing graphics/sprites for Axototls and Axototl-men.
Orc Fortress - Updated to the newest version, 1.41B
1.33
* find and replace [SYN_CLASS:/ with [SYN_CLASS:\ in orc's inorganic definitions (thanks drayath!)
* fix silly typo error gave lupine mask reac name "Obsidian Spire Library" at ancient foundry
* fix buy FUNGI_WOOD_CRATE product (thanks Nav!)
* fix damasc SHIELD:ITEM_SHIELD_TOWER product (thanks cloaknsmoke!)
* allowed the MAGMA_ORC_FACTORY
* allowed cobalt; welded cobalt at crucible; metallurgist
* removed unused STARCLOAK_STONE_ORC
* "Practice suturing": [NOT_WEB] tag.
* spelling typo in: [NAME:magic missle:magic missles]
* drydock uses the new [REACTION_CLASS:METAL] to restrict weapon kits
* added silver and bronze
* remove block_boulder_orc reaction, causing undiagnosed autosyndrome crash
* added orc access to the new MDF dyes (ph, sb, r_m)
* fix add SLAG_CHARCOAL_BURNING to entity
* fix material of bark leather set at Nethermill; add Robe to fireproof set
* MDF compatability: find ITEM_AMMO_ARROWS_JAGGED replace ITEM_AMMO_ARROWS_BODKIN
* entity and reaction
* MDF compatability: remove PISTOL_AMMO_ORC and BUY_PISTOLAMMO_ORC, reax and entity
* MUSKET ammo a bit easier/cheaper
* remove pistol ammo from raids
* remove pistol ammo from Evil Humans entity
1.331
* Seawolf Society Arms switched to BULLET_L
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1.40
* Fix c/p error ITEM_WEAPON_BLADEMASTER_ARMS for Deep Drow related to intermittent crash bug
* ITEM_WEAPON_ATLATL, a rudimentary javelin (thrown skill). domestic.
* ITEM_WEAPON_DAKKADAKKA_GUN, a high end rapidfire dart gun
* ITEM_SHIELD_SAPPER_STICKBOMBS, itemsyndrome fireball with very long cooldown
* ITEM_TOOL_BOTTLE_OKTANE; oktane juice flasks -- from oil shale / plants, for firey weapons / industry
* ITEM_TOOL_BOTTLE_WARP; refined warpstone flasks -- from stable warpstone, for
* ITEM_TOOL_VIAL_ACID; acid arrows, remove rust, etc.
* ITEM_TOOL_DREAM_SOULGEM; for lich transform, golems or other high end magics
* FORCE_MIGRANT_ORC stone, reac, entity (at common bazaar)
* FORCE_CARAVAN_TAIGA_ORC stone, reac, entity
* FORCE_CARAVAN_FRN_ORC stone, reac, entity
* Fix c/p error preventing a couple spells at Altar and Circle (thanks RickRollYou2)
* Balance: added a 40% chance (resistable) to impair breathing to Crushing grip
* Add acid arrow material
* Add sapper stickbombs itemsyndrome
* Rename 'item_z_orcfort_weapon.txt' to match Meph's filename, prevent duping
* Rename 'item_z_orcfort.txt' to match Meph's filename
* Ulfzerker, Opaque, and Clanguard masks are now items
** removed the old materials
** created item syndromes
** mod reactions to create these items, from regular bloodsteel
* Orcs remove access to Dwarven Crucible, incl. cold hammering, and some other metallurgy reax
* Orcs gain access to [ORC_BLACKSMOKE][MAGMA_ORC_BLACKSMOKE]
** [MINERAL_OIL_ORC][MINERAL_OIL_COKE_ORC]
** [VITRIOL_ACID_ORC][AQUAFORTIS_ACID_ORC][MURIATIC_ACID_ORC]
** [ARROW_FIRE_ORC]
** [ARROW_ACID_ORC]
** [FORGE_SAPPERCANNON_ORC] (flamethrower)
** [FORGE_SAPPERSATCHEL_ORC] (suicide dragonfire)
** [FORGE_STICKBOMBS_ORC] (long cooldown fireball)
** [REMOVE_RUST_ORC][REMOVE_RUST_STEEL_ORC]
** [SYNTHSILK_ORC]
** Chemical extraction of ornamental metals Co, Cr, Ti, Al (not Mith or Wolf, and not alloys)
* Orcs remove access to Dwarven Trap engineer
* Orcs gain access to ORC_STEAMFOUNDRY, MAGMA_ORC_STEAMFOUNDRY
* Pulley and level 1 trap upgrades now at Goblin Tinkerer Shanty
** MAKE_BRASS_GIZMO_ORC, MAKE_CHROME_GIZMO_ORC: make automaton parts, req. soulgem & fancy mechanism
** Level 2 trap upgrades (require Dwarven toolkit) and Golem/mines now require Steamworks
** VIBROBLADE, CHAINAXE, STEAMHAMMER, DAKKADAKKA_GUN now @ steamworks; now require automaton parts and fuel
** SYNTHSHELL_AL_ORC, SYNTHSHELL_TI_ORC: make reinforced shell-like armor mats from silk & light metal plates
* Totem pole: craft soulgems (large gem, blood, totem, dreamtalisman)
* Sun & Stars Orrery, New reactions for temple guard (non dreamwalker) warriors
* electrum blunt weapons,
** [SACRED_STAR_ORC][SACRED_ATLATL_ORC][SACRED_HAMJAV_ORC]
** [EVENSTAR_RUNES_ORC][DAWNSTAR_RUNES_ORC] blessings for morningstar weapons, req soulstone
* Icecrystal sanctum, Ice arrows from silver plus either nether or rockcrystal
* Altar of Storms, STEPPE_MINOTAUR converts steppe auroch bull (req. soulstone)
** inorganic transform stone
* Balance: decreased yield of "bonus" items (weapons, e.g.) at temple rituals
* Added variation to reagents and outputs of rituals
* un-delete unused spell learn stone STARCLOAK, causes errors since kobolds might use it?
# 1.41
* bug: [NEEDS_MAGMA] magma factory
* added Kobold WITCH and WITCHER to allowed castes for spell mojos and Arcane weapons. Have fun little guys!!
Kobold Camp - Added missing painter reactions for yellow, white and purple furniture.
- Added reaction to steal a single boulder in the thieves tunnel, should be used for moods.
- Fixed "Melt boulder/ore into bars(4)" reaction in the magma generator.
- Fixed Arena creatures appearing in the wild.
- Kobolds can now dig compact peat, since it appears in the soil level and takes away a lot of space otherwise.