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Author Topic: «☼UPDATE☼ - V.4d» - Animated Weapons, Diseases, Plump Helmet Men and more.  (Read 6776 times)

Meph

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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.  8)

Fundraiser starts today: https://www.facebook.com/MasterworkDF
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.1.9.3

This 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 :P), 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. :P 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 Manual

Bugfixes & 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. :P )
 - 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 Medicine

You 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.


Spoiler: Pro tips for players (click to show/hide)


Donations
If you like the content and want to help the developers, why not buy them a coffee?
Support Toady ::: Support Meph / MasterworkDF :::
Thank You!

« Last Edit: November 15, 2013, 06:28:05 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Carsius

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Exciting stuff! Fantastic job on pushing out these updates.

Though I've honestly yet to encounter a Metalwraith, and I play with all "harder" options on.
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Urist McTeellox

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Huzzah! Downloading now!

Do Orcs and Kobolds have access to medicine, or are they immune to the syndromes in question?

~ T
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thistleknot

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I posted something in the bugs sections about a lot of missing embark materials.  To included PLUMP HELMETS!!! and basic stone blocks.

Repseki

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Interesting stuff.

The only one I see as a little weird is having the "Psychopathy" make dwarves drain others blood. I assume that's just the easiest way to have them be killers and still have a chance of staying hidden.

It might be nice to add a bonus to a few social skills to go with it. Since psychopaths tend to rather decent at manipulation. Not sure if that would actually add anything though.
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Billy Jack

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I posted something in the bugs sections about a lot of missing embark materials.  To included PLUMP HELMETS!!! and basic stone blocks.
I had a similar panic thought, but then I choose a different dwarven civ to embark with and had everything.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Urist McTeellox

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No issues on missing materials on embark for me.

Are plump helmet men supposed to be war/hunting trainable? ;)

4d has been integrated into MWDF-SWP. Thank you!

~ T
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Billy Jack

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Generate my first 4d world and get my embark put together.

Unpause the game and within a few minutes, everyone but my miners starts flashing.  Thanks for the pneumonia.

Sometimes I think the game is !FUN! enough.  :(
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Vabalokis

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Awesome! I know that metalwraiths are just a pain in the ass but if you can make them to be very very very rare they could be FUN
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Meph

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Huzzah! Downloading now!
Do Orcs and Kobolds have access to medicine, or are they immune to the syndromes in question?
~ T
Yes and Yes. They do have access to Cure-All in some way, they do not have access to the medicine potion, and Yes, they are immune. More or less, its simply the fact that I have not added the CREATURE_VARIANTS to orcs or kobolds. All diseases break out from dwarves only. Its a testrun, to see how people like it. I might lower the chances a bit, or change the diseases...

Vabalokis: You still got rare shoggoths and balrogs, using the same mechanism.

Billy Jack: Halfling wrote it, I had some diseases at the test embarks as well, but they are not that deadly. And its optional. ;)

Teellox: "Are plump helmet men supposed to be war/hunting trainable?" Probably. Its IndigoFenix mod, so I left them as they were. I can easily trim that down, but they should be versatile pets with anger management issues. And training them is a bad idea ;)

Quote
The only one I see as a little weird is having the "Psychopathy" make dwarves drain others blood. I assume that's just the easiest way to have them be killers and still have a chance of staying hidden.
Yes, it should simulate them covertly killing another dwarf.

Thistleknot: I answered it in the bug thread. Its a vanilla DF thing, not a bug.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IndigoFenix

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Are plump helmet men supposed to be war/hunting trainable? ;)

They can actually be fairly useful when war-trained (they are capable of learning combat skills, unlike most pets).  Manage their numbers much like you would deal with cats (i.e. a fast and efficient butcher), only replace 'FPS issues and pet-related tantrums' with 'rebellion and murder'.  Just make sure they remain a healthy minority and you'll be fine... at least until an invader kills half your fort's dwarven population and they decide to mop up the survivors ;)

Meph

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Quote
(they are capable of learning combat skills, unlike most pets)
Pets in the mod can be trained in combat skills. You build a Warbeast Kennel, pasture them on top, and tell an animal-trainer to train their skills. They will get +1 each time you do it. :) Only works with the dwarven pets atm, I havent written anything for the PHM or the animated weapons...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

rethnor

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I just updated the manuals to 4d. 3a is still online at http://mwmanual.mapforge.net/3a/ and 4d is at http://mwmanual.mapforge.net/4d/ but the main address will always point to the latest manual: http://mwmanual.mapforge.net/
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Asva

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Small suggestion:
Add
Code: [Select]
[PRODUCT:10:1:BAR:NONE:CREATURE_MAT:MERCHANT_LICENSE:SOAP][PRODUCT_DIMENSION:150]to
Code: [Select]
[REACTION:DIPLOMAT_{every friendly race}]
The point: allows absolutely closed fortress from the start. Otherwise - not possible to build trading workshops, hard to get feathers etc.
Low chance guarantees the reaction won't be used in par with trading.

Alternative - same reaction in town portal - for more realism.
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IndigoFenix

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Quote
(they are capable of learning combat skills, unlike most pets)
Pets in the mod can be trained in combat skills. You build a Warbeast Kennel, pasture them on top, and tell an animal-trainer to train their skills. They will get +1 each time you do it. :) Only works with the dwarven pets atm, I havent written anything for the PHM or the animated weapons...

Oh yeah, forgot it was Masterwork :)
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