Masterwork Dwarf Fortress V.4g
This update includes several fixes, new features and preparations for the next race, as well as updated scripts and utilities and a new manual addition. And a new graphics tile. More or less a bit of everything.
Manual -
MDF Database, by Jodgap. A beautifully designed manual listing all the items, sorted by types. Works with MDF and vanilla items. Please have a look, it is amazing. Developement thread can be found
here.GUI - You can now add material classes to invaders. Weak, Normal or Strong. This way you can alter the difficulty a lot. Humans with iron armor? Goblins in welded mithril? Your choice.
- You can now select single races for Adv-Mode. Play as who you like.
- Special thanks to Splinterz for that one.
Tileset - Replaced the Mayday-style plant with a rose. Preparation for new decorations and workshops. Masterwork tileset only.
Utilities and Scripts - Updated Dwarf Therapist & Therapist manual.
- Updated Rendermax to r4. Thanks Warmist.
- Updated Dwarf Manipolator to r4. Same hotkeys as before.
In case you somehow missed the release of Rendermax and dont know exactly what it is, here a screenshot:
Bugfixes & Balancing - Fixed several typos.
- Fixed several minor bugs.
- Fixed "Extract tar from smoothed wood" reaction.
- Plywood making needs 3 times less glue.
- Added many missing hotkeys to reactions.
- Fixed many duplicate hotkeys in reactions. Special thanks to SageEthereal for this.
- Fixed all the grasses for all the tilesets.
- Fixed tattoos showing up in animal creature descriptions. (except one, as an easter egg)
- Itemcorpses have been removed. No more never-rotten "mutilated corpse" in your tool stockpiles.
New Features - Bone Stack Mod by Wannabehero. Bones come in smaller stacks now. Example: Instead of 1 stack with 24 bones, you get 12 stacks with 2 bones. This fixed the issue with bone stacks being used up to fast. Now you have more then enough stacks.
- Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.
- Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10x higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.
Ceremonial totems and statues have been removed. They are no longer needed as build materials.
There are 3 levels of priests now. All priests are sterile (celibacy), and level up by praying a long time in the Monastery. Apostle, Priest and High Priest. First one is the very same as before. Second one can identify possessed dwarves. Third one can identify possessed dwarves, gives no-fear to allies, blocks most interactions done by the Cult of the Carp God, and can identify the cult leader without starting combat.
The downside? All inner threats no longer show their hints. No more 'the baby paints a pentagram with blood'. No more 'checks out the refuse stockpile'. Instead a random dwarf might find a clue in the fort, but no one but the Priests or Wards of Armok can identify the possessed dwarves now. Good luck.
A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.
Donations
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Thank You!