Stimraug, the thread opener: Its free. Have a look, read the manual. Maybe play one fort, maybe not. If you dont like Dwarf Mode, try the Orcs or Kobolds. Then try Genesis, LFR or Corrosion... Then decide yourself what you prefer, vanilla or mods. There is no right or wrong.
Mopsy: You can add new game-mechanics, with and without dfhack. The Biologist or Researcher in the mod are a simple example of the non-dfhack approach, while the Warbeast Kennels or Machine Factory are a dfhack example. These four things do permanent buffs against a specific race, spending time and resources to unlock new workshops, add skills to animals, and spawn completely new creatures from items and materials. None of which is vanilla DF.
In future updates, which will come within a month, invaders can dig into your fort, and the game will have a lighting system forcing you to build light-sources, make torches and candles.
Heck, I'm pretty sure Meph only still calls it Masterwork because the name's too entrenched.
That is correct. It was a private, small Vanilla+ mod in the beginning, to fix some things and allow DF to run on my netbook. I chose Masterwork, because its the ingame name for a well done item. If I would have known that people interpret it as arrogance after I do release it openly, and what problems it brings with forum searches (because masterwork is quite a common word here, outside the mod topics) I would have chosen another name. I tried a few times to name it MDF, like Narhirils Legends of Forlorn Realms is just LFR... but the name Masterwork seems to be here to stay. The mod only really got popular because Lucas_Up gave me the source code of the LNP, and I altered it to alter the mod.
But seriously, this is a question I would like to have answered. No disrespect to the large number of people who've worked on it, but it breaks adventurer mode, simplifies fortress mode and adds a whole bunch of bugs, and Meph - someone who according to his own posts has ample time and money for travel - has the audacity to call it "Masterwork" and accept donations.
It does break adventure mode. No objections, its a pure RTS mod. It does not, under any circumstances, simplify fort mode. On the contrary, it does add to it, in heaps.
I do have ample time, since I dont have a job. Never had one, besides being an airforce sniper. I do
not have ample money. I travel with about 10-20€ as a daily budget. Sometimes as much as 30€ a day. I do not only get donations from Masterwork, which, after 5 months of offering the option of supporting me, accumulates to 160€, but also from outdoor companies, which is more in the range of 13000€ of gear. I expected some criticism about the donations option, but no one ever voiced any complains directly at me. I give ample forum support, got my own wiki-space and forum-space, and spend over 2000h personally working on this mod. Even as an unlearned laborer earning minimum wage in Germany it would be 14000€. Toady gets about 3000-5000 Dollars a month in donations, I get about 40. We both work roughly the same amount of time per day on this, with me taking the occasional break. I dont think that I'm audacious or greedy... I do this as a hobby. For the 10000-15000 players (hard to say for sure, but thats the average monthly download number) I dont need to spend 120h on a manual, which I certainly dont need to understand the mod, or make forum polls and brainstorm threads, if I just wanted this for myself. Honestly I have long stopped playing DF and only mod, because of the community. And completely disregarding any quality rating on any mod, I do have pushed DF modding far ahead of what it was before I made MasterworkDF, I combine and use raws, scripts and ideas like no one else, and then I
share them, usually with instructions, so that other modders can benefit from it.
I enjoyed masterwork for a bit until it took on it's Warhammer leaning. It still amazes me how obsessed people will get, and how seriously they'll take, what was clearly always meant to be a spoof setting playing off the comedic tropes of D&D. Especially when the change came over to the Orc Fortress mod too, I like my orcs to be noble savages, not mentally feeble mushroom spawn.
I've tried playing masterwork again, and just find that the Warhammer bent breaks immersion too much for me, and there are already a couple other Warhammer mods anyways
Warhammer, or making the mod too Warhammer-ish: I honestly have no idea where that impression comes from. Kobold Mode is 100% self-made, Orc Mode is 100% made by Smakemupagus, any Warhammer influence in that regard is his (and I wouldnt blame him for it, since he has free reign over Orc Mode, I do not interfere) and Dwarf mode has... let me see. Warhammer features? Warpstone, which is not used for anything yet. The humans are imperialistic... but I cant think of anything else. None of the workshops is based on Warhammer, none of the races are based on warhammer, with the exception of the Chaos Dwarves, which again are a creation of Smake. I initially copied the dwarves, made them babysnatcher to allow combat with dwarves, but he improved the evil races by giving them more of their own identity. I am however planning on adding a digging skaven race, which would add a use for warpstone.
Thats 2 things that are clearly taken from Warhammer. There are many other things taken from other games, stories or mythologies, which are not mentioned here. For example the finish speaking Frost Giants, or the the mithril-bearing LotR elves.
It's way too gamey.
About that: Yes, I am a big fan of RTS, like Broodwar and StarcraftII, the older Warcrafts, Total War, and so on. Obviously I try to take the features I like of those and build them into this. DF is already pure simulation, so adding a few strategy-game elements cant transform it into a strategy-game, but will result in some kind of mix. I try to find a balance between real life, things that make sense ingame, balancing and accessability. Especially hard when doing things like Religion (which is completely invented) or Chemistry (which, if based on RL, would be far to complex for the player to learn). Some things I just add for fun.
I am open to suggestions, as anyone knows who frequents the MasterworkDF board, so here is something that does interest me personally: What do you think is wrong with MasterworkDF, or could be made better? (Or, from the other point of view: What is good about it, what is in fact the appeal?)
PS: Putnam:
It's fun to read, though :V
You mean
about it, or the raws? ^^