Freehold - Civ Diversity Mod
NOTE: 0.7.2 causes the game to crash upon worldgen. Try deleting the Centaur civilization.
Freehold is a mod that increases the cultural diversity of Dwarf Fortress, to make the active world both more fun to explore as an adventurer and to interact with in fort mode. While previously 1 societal archetype and language existed per civilized race in DF, Freehold aims to add 7+ in addition to attempting to balance currently existing races (by making them reasonably challenging to your dwarves), while balancing wars, populations and entity placement so that war is both omnipresent in your world and unlikely to result in the total annihilation of an archetype unless terrain is severely imbalanced.
In its complete state, Freehold will include numerous new pieces of equipment, new weapons materials unavailable to the player unless scavenged from other civilizations (be it through siege or reclaiming the ruins of their settlements), adventure mode reactions enabling an adventurer to better craft primitive gear they'll need to suvive in the wilderness, DF performance optimization and a living world much more densely populated by radically different cultures than in the mono-cultured vanilla.
A list of people who have helped me through my modding endeavors through bug reporting, advising or me blatantly stealing their files:
-Meph
-Ingfig
-Phoebus
-Quietust
-BlackFlyme
-Deon
-Wannabehero
-Thundercraft
-gtmattz
-Button
-NonconsensualSurgery
-4maskwolf
If you find a bug or notice a balance issue, please report it
here. Any help improving the mod is appreciated!
Current Development:
40.18 v0.1 The High-Elven Arc (Status: Testing and Tweaking)The High-Elven arc adds a new race (temporarily), a new entity and a new metal to Freehold. The reclusive and mysterious High-Elves are in fact intended to be wiped out early during gameplay, leaving behind expansive ruins on the glaciers in which a canny adventurer or group of settlers can salvage mithril - a metal impossible to produce for any other civilization that is precisely half as potent as adamantine, making it much superior to steel.
Currently, issues existing include lack of production of world constructions by the High Elves (speculated to be due to their low population count, which is intended to prevent them from overwhelming neighbouring cultures early-worldgen), the lack of appearance of the High-Elven hierarchy in any observable fashion, and complete lack of observed mithril in High-Elven ruins.
Future DevelopmentHumans Arc-Replaces current human civ with 6 new entities using the human race. 2 of these will be [BABYSNATCHER] because they actively raid for slaves.
-New civs are balanced to ensure that humans fight humans rather frequently.
-Elfs and goblins will be rebalanced in terms of maxage and, in the case of goblins, litter size to ensure that they maintain viable populations for fort-mode interaction.
-Alters all built-in worldgen presets to give these civs more area to inhabit to prevent the world from getting too crowded and to make sure the population of entities is as variable as possible.
Elf Arc-Splits the current elf entity into two archetypes; those inhabiting Good Forests and those inhabiting Evil Forests. The latter will be [BABYSNATCHER]. When nature is corrupted, its guardians are too...
-Adds the re-balancing from
this thread so that elves aren't a joke in combat anymore. Their mode of warfare will remain sneaky raiders, but now they'll have the equipment to make these raids actually challenging. Plus, if they show up in force, their animal companions should be significantly more threatening...
Optimization Arc-As many bugfixes and balancing as I can provide
-Material standardization for FPS boosts (if it turns out people want that)
-Worldgen presets optimized