Masterwork Dwarf Fortress V.4d
I will be offline most of the time for the coming 4-6 weeks. In that time I will run a fundraiser for a new race. The details I posted in
this thread. In short: I promise to work fulltime on MasterworkDF for a month, if 500+ USD in donations are raised. Initially I wanted to split 50/50 with ToadyOne, but he refused. Since he rather see it outsourced, I made a
Facebook-page. If you want to help, please link to the Facebook page, not the forums. More info on
https://www.facebook.com/MasterworkDF/info.
IMPORTANT: This is all done by me, not Tarn Adams. He is not involved in MDF in any way, and neither am I involved in the DF developement. He writes his game, I write my mod for his game. We are not a team, I'm just another modder. I have never done anything like this before, but the feedback was positive, so I'm going for it.
It will be open till the 01.01.2014. All infos and updates will be posted on Facebook.
Now, to the actual mod update:
This update is
not save-compatible. MDF is now packed in 7z, filesize is down over 15% because of that. This means your download is faster.
If you never heard about it, dont worry. Its a free, open-source program that packs and unpacks files, like WinRar. You can get it here:
http://www.7-zip.org/download.html. Dont forget about the IRC channel if you have questions: IRC:freenode #masterwork &
webchat. I also got two more legacy versions of the mod, from V.1x for you:
Backups of older Versions:V.1 -
V.1.4.1 -
V.1.9.3This update mostly features bugfixes and balancing. I added the most requested things, for example I did remove Metalwraiths, I did reduce the amount of Firemage-migrants, and library training is better now. Changelings/Familiars work as planned, and Garden of Gaia, the worldgen, is back. This was an honest mistake, it got overwritten by PerfectWorld and I did not notice. New features for this version are the three in the titles: Animated Weapons. You can now buy magical axes, swords, spears and hammers that fight by themselves. At embark you can get iron version, and later on your Airmages can create steel and adamantine versions. Second feature are the Plump Helmet Men. A very, very cheap source of food and drinks... but they sabotage your fort if they outnumber your dwarves, and do all kinds of shenanigans to hurt you. More info below. Last new feature are the diseases. This is a massive update, and many real life diseases might appear, and your apothecary's study can create medicine. For simplicities sake, its only one medicine against all diseases, this reduces micromanagent, which is no fun.
A very special thanks to BillyJack, who did the leather-stockpiling fix, Urist McTeellox for his self-made bugfixes and github version, Splinterz, who is working on a nicer GUI (no pressure
), BlackFyme for the Animated Weapons, IndigoFenix for the PlumpHelmetMen, Halfling for the Disease System and Roses for some scripts which have not yet been used.
All in all this update has been patching and optimizing other peoples works and intigrating it, so thank them, not me.
Thanks to the redditor Rethnor, the manuals are now available online. They are still for 4c, but should be updated to 4d within a few days.
Online version of the Dwarf Manual /
Orc Manual /
Kobold ManualBugfixes & Balancing - Mage-familiars from Changelings should now work again.
- Added Garden of Gaia worldgen back (went missing mysteriously due to Perfect World usage.. got overwritten, sorry)
- Removed "Inconclusive Research" items and "Sift through inconclusive research" reaction, because it might cause confusion.
- Library training is now 1 skill higher. All skills are now 4,5 or 6, instead of 3,4 or 5.
- Removed Metalwraiths. (I can hear the collective cheer from the community already.
)
- Applied BillyJacks leather fixes. This should result in way easier stockpiling of all leather items.
- Malachite (and with it copper) is now way less rare. I added [ENVIRONMENT:ALL_STONE:VEIN:80], so its just as abundant as before.
- Firemage-Migrants are super-super rare. Lowest chance I could give them.
- Female boulder crabs now lay dolomite, limestone and marble boulders. All flux.
- Added [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_ARMOR] to volcanic. Can now be better equipped and stockpiled.
- Fixed the Quickstart Guide link in the manuals.
- Warlocks no longer refuse wooden/animal-mat items while trading.
- All mage-migrants are now rarer, about 10 times.
- Raptors and Xen are rarer and show up in smaller groups.
- Fixed the price of copper bars in Bomreks Bargains.
- Removed AUTOMATIC from "Polish log with oil".
- Kobolds Camp Trapshop now correctly lists Tinkering as used skill.
- The mail boots and caps from the Mail-Armorsets in the Greatforge are now the actual dwarven versions, not a foreign item. Helps equipping them.
- Fountains now require a Tear of Armok to be build, but can refill buckets with water now.
- Golem Combat training now trains the correct skill, HAMMER, not AXE. (Sword and Spear Golems were ok)
- Orcs and Kobolds have a use for the Tear of Armok with this. Suggested and written by Urist McTeellox.
- Added more varied attribute ranges to dwarves.
- Fixed typo in announcements calling for a Batch Furnace, instead of the Blast Furnace.
- Removed Vanadinite and Vanadium. (Leftovers from testing, I couldnt do the feature I wanted with it)
- Fixed Ascii Sky-tile. from 29 to 178.
- Added missing reaction to transmute Mithril to Tin (which is really bad, but closes the circle of transmutation)
- Fixed products of "swim in fountain" reaction.
- Added missing Mithril to Mithril Strands extraction to Craftsdwarf. you can now again make mithril cloth.
- Blocks for the Stonecrafters Workshop can no longer be wooden blocks.
- Stone blocks can now longer be used in the "make coke from wooden planks" reaction.
- Dwarf bones are no longer super valuable.
- Updated Dwarf Therapist
- Updated Dwarf Therapist Manual.
- Added animated weapons, axes, swords, spears and hammers.
- You now get seeds if you make glue from bloated tubers.
- Corrected some typos in creature files.
- GUI now disabled the YESFOOD[OBJECT:ITEM] tag in item_food_masterwork.txt (Dont know exactly who asked why about this, but here you go. I think it was about some kind of script)
- Added missing plants FEATHER_RESIN, GLUMPRONG_RESIN and LIQUID_SUN, needed for the three poisons that damage good, evil and underground creatures.
- Removed all custom diseases for now. No more plagues and sick dwarves. (I want to write a better system in the future)
- Added new diseases. Muhahah.
New feature: New Pets
New feature: Diseases and MedicineYou might get migrants with a disease or a dwarf might develope a disease naturally. Some can only arrive from the outside, others, like psychosis or dementia, can develope inside your fort. You can treat the diseases by making medicine in the Apothecary. 2 stacks of random plants are mixed together to make 10 medicine potions. Any dwarf that drinks from them will battle the disease much easier or be immune. For micromanagement reasons I only added this one medicine, which treats all diseases. Eating or drinking any food made of the elvish plant Cure-All will have the same effect. It can even be farmed in good biomes. Note that most of them are not deadly, and you can very well continue playing without treating them. If its too much, there is a GUI option to disable diseases.
Plagues:
Black plague - 0,03%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - intense pain, dizziness, nausea, swelling, oozing and small chance of permanent eye, limb or organ necrosis per month (to death). Also small chance of a deity cursing someone with this.
Bubonic plague - 0,03%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - swelling, oozing, fevers, vomiting blood, random necroses but fewer than in black plague. Still lethal. Also small chance of a deity cursing someone with this.
Smallpox - 0,03%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - blisters all over skin (100%), bruising, coughing blood, bleeding (to death). Also small chance of a deity cursing someone with this.
Epidemics:
Influenza - 2%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - chance of fevers, nausea, slight pains all over
Meningococcal meningitis - 0,75%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - fever and strong pain, chance of unconsciousness, tiny chance of psychosis
Pneumococcal pneumonitis - 1%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - fever and coughing blood, small chance of lung necrosis leading to death
Noncontagious diseases:
High blood pressure: affects 7,5% of dwarves - does not spread - permanent, treatable with blood pressure medicine - if untreated, 33% chance of dizziness lasting one month per month, 1% chance per month of cerebral infarction leading to permanent unconsciousness
Paranoid schizophrenia: affects 1% of dwarves - does not spread - permanent, treatable with psychiatric medicine - if untreated, 50% chance of vastly increased creativity for one month per month, 33% chance of no emotions for one month per month, 10% chance of psychosis for one month per month. Grants hidden label: schizophrenic
Liver cancer: affects 1% of dwarves - does not spread - permanent, liver necrosis can be prevented with cancer medicine - if untreated, liver will eventually undergo necrosis.
Developmental disorders:
Gigantism: affects 0,1% of dwarves - does not spread - permanent - dwarf is permanently 2 times the size of regular dwarves and described as "extremely tall". Grants visible label: giant
Dwarfism: affects 0,1% of dwarves - does not spread - permanent - dwarf is permanently 50% the size of regular dwarves and described as "very small". Grants visible label: midget
Congenital blindness: affects 1% of dwarves - does not spread - permanent, treatable with MEDICINE_MIRACLE if defined - dwarf is permanently blind. Grants visible label: blind
Abnormal psychology:
Insomnia: affects 1% of dwarves - does not spread - permanent, treatable with psychiatric medicine - dwarf cannot sleep for one year and then is somewhat drowsy (and sleeps) for half a year. Grants visible label: insomniac
Depression: affects 2% of dwarves (not as depressed as humans) - does not spread - permanent, treatable with psychiatric medicine - unless treated, dwarf is emotionless, moves 20% slower and does sloppy work (lower creativity)
Psychopathy: affects 0,1% of dwarves - does not spread - permanent, not treatable - empathy is set to 0. Dwarf is permanently bloodsucker and will sometimes drain sleeping dwarves of blood. Dwarf very occasionally attacks nearby friendly dwarves (or animals), causing them to bleed to death after a while. Grants hidden label: serial killer
Other:
Rabies: initially affects 1% of animals you give it to, can be given to animals only - permanent - affected animal goes berserk at 4 weeks, is labeled as "rabid" and starts spreading it by attack (1 victim/day); can spread it to intelligent creatures as well; victims go through a similar cycle and die at 5 weeks.
Medicine:
MEDICINE_EPIDEMIC: stops epidemics spreading, which makes them go away. The only other way to survive them is to isolate dwarves so they don't keep re-infecting each other.
MEDICINE_BLOOD_PRESSURE: well, just about what you would expect. Makes dwarves not stroke out and become vegetables eventually.
MEDICINE_PSYCHIATRIC: keeps schizophrenic dwarves from acting on their delusions but also lowers their creativity
MEDICINE_CANCER: does not cure cancer, but makes it not destroy organs
- To avoid migrants bringing communicable diseases to your fort, the easiest way by far is to build migrant quarters where they and their animals can be quarantined for 1 month before they are let loose in your fort. However, note that if their race is affected by disease, merchants and invaders can bring epidemics to your fort too! Strategic merchant containment is also a possibility, and may even be safer for you for other reasons as well - if they die of pneumonia they caught from your dwarves, you will get the blame (but also the goods, so there's that).
- You can tell if an animal has rabies, because once it goes berserk, it and its corpse should be marked as "rabid". If there is a rabies outbreak in your fort, don't feel too bad. It will have infected only a few other creatures unless you were really unlucky. Isolate everyone who was in contact with that animal, and observe them for 1 month. Some will die, but because rabies becomes contagious very slowly, there should be no further casualties.
- Epidemics are not as bad as you would expect, and spacious fortress design offers significant benefits now. Dwarves tend to be somewhat apart from each other and epidemics just sometimes die out and vanish without you doing anything if people aren't just chilling in a crowded dining hall. But in an overcrowded, small fort, well... you're going to have meningitis, pneumonia and flu bonanza. And vomit all over your hallways. However...
- Now that there are diseases, large and well-stocked hospitals are a thing. Hospitals should have plenty of medicine, wards where disease-bearing dwarves can be contained and observation chambers for dwarves who were in contact with a rabid animal. For epidemics, lock everyone in the infectious disease ward and feed them medicine until the epidemic has stopped. Unless you made wine lower blood pressure or are really good at micro, you'll also probably eventually have a collection of dwarves who had a stroke (but the chances of stroke are only 0,075% per month per dwarf, so not too many). Consider magma-based euthanasia unless you really love those dwarves. Important dwarves who you know have blood pressure could have their own chambers have stockpiles of blood pressure medication.
- The same goes for asylums. Schizophrenic dwarves should have their own little fort stocked with medicine so they can live relatively normal lives. However, since their occasional bonus creativity improves item quality, you may instead take the risks involved and let them live among your dwarves normally, preferably working as craftsdwarves - but they may eventually do something unwise. It's not particularly humane, but if you surround their craftsdwarf's workshop with cage traps, you'll most likely catch them if/when something goes wrong and can release them once they come back to their senses.
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