I am not ready to release it yet since I work all month and I want to add at least basic stuff I planned. I am also talking to amazing people like Putnam which help me with scripts, so expect a lot of fun possibilities. Currently I would like people to post what they think of the idea, any feedback helps me to maintain motivation to mod, and I trust in motivation in a whole.
I have to work on mod after 2 jobs like at 2AM-4AM, so I really need this motivation to get going!It's based on Essential DF so expect all goodness from there. Also it uses Obsidian Tileset with moving grass.
This is the IMPLEMENTED list of features- Dwarves and goblins live in towns.
- Elves live in caves.
-- It means you can find all historical figures in adventure mode.
- Dwarves and goblins build fortresses and tombs.
-- It means you can find appropriate gear as a dwarf adventurer in forts, then go raid goblin towers.
-- It also means that you start in a proper civilization with dwarves like you which you can hire, not between tall bold-chins.
- Three types of "disturbed dead": revenant, draugr, mummy.
- Mummy curse is not permanent anymore.
- Revenant curses you with dizziness and pain instead of skill loss.
- Draugr do not curse you, but they throw ice shards at you.
- Great axes are renamed to two-handed axes (for better understanding of what they are).
- Dwarves can now wield 2h swords and axes (although barely).
- Scimitar is no longer identical to short sword. It's now between short swords and longswords.
- long swords are called "longswords".
- Large daggers are renamed to "daggers".
There's a new "magic profession" tree which is going to be expanded. You can explore other planes through Planar Gate (currently just spawns baddies from time to time and has a chance to grant knowledge pieces) and use found knowledge to learn classes. With time the classes upgrade themselves with new names and abilities.
- New workshops
-- Archives - become adept->arcanist->wizard->archmage.
-- Church of the Depths - become cultist->elder cultist->deep one.
-- Infernal altar - currently no use, in the future "high profit for high risk" reactions.
-- Planar gate - fish outer planes for mana crystals, knowledge fragments and rare baddies.
-- Temple - become priest->high priest->prophet
-- Tribunal - become inquisitor->paladin->holy champion
-- Witch cauldron - become witch->warlock->demoniac
I plan to add necromancer skill tree and berserker skill tree. Necromancers will research undead and have a small chance to start zombie plague, and berserkers are an opposite of holy warriors, with some ability to graft their flesh and go in offence (as opposite of defence/protection from paladins).
In chime with Essential DF I plan to add many new megabeasts/semimegabeast types, but only as castes of existing ones (so different types of dragons will be castes of a dragon, no multiple creature types) to try to preserve FPS and speed of the game as much as possible.
Night creatures, in the same way.
Please leave your feedback and await this! I will try to release a good working version before the New Year.
P.S. I wanted to start a thread already to keep me motivated and make me work on the mod harder. Otherwise I could stall for a long time
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