Donations
If you like the content and want to help the developers, why not buy them a coffee?
Thank You!
Notes: This update is full of bugfixes and rebalancing. I hope I caught everything that was reported. It also updates utilities like the DT and falconnes plugins, and adds a new tileset, Dawnfortress. By far the biggest addition is the update for Gnome Fortress. While not completely finished, the Gnomes now have dozens of unique features and workshops. Everything from an automated drilling rig that can mine and pump liquids for you, conveyor belts that run on power, a tesla coil to zap invaders, wild animals that join your fort, birds that tell you of off-map events like caravans or armies that come towards you, automated factory workshops, time manipulation and more. Its still in the refining stages, but IndigoFenix has done an amazing job. Please give them a try, because the modder can't do much if the feedback is missing.
Graphics - New Tileset: DawnFortress.
- New Color Scheme: DawnFortress.
- New Color Scheme: Colorblind/Daltonized, a scheme optimized for people that are colorblind.
*all three by DragonDePlatino, many thanks for those.
GUI - Fixed Simple Gem Shape Button, which was broken for some people.
- Toggling the Guildhall will automatically remove Guilds.
- Toggling the Garrison will automatically remove Military Groups.
- Toggling the Wizard School will automatically remove Mages.
- Toggling the Monastery will automatically remove Priests.
- Disease button also enabled/disables rabies now.
- Added Setting for Macros on first tab.
- Moved the Rendermax button to the first tab, to the other graphical settings.
*thanks, splinterz, once again for work well done.
Dfhack - Spawned units can now become nobles.
- Spawned units can now join the military. (Townportal, Breeding Warrens, Skeletons/Ghouls)
- Updated Falconnes Utility Plugins.
- Custom Slab: Point your cursor somewhere and type "slab" into dfhack to get a wooden sign that you can write on. Great for succession forts.
*and thank you warmist, putnam and falconne.
Gnomes - Includes Gnome V.07, which adds following features:
- Gnome graphics.
- Talk with birds, which give info about off-map events.
- Telegraph your home civ for caravans and migrants.
- Excavate the rock to "see" veins and gems that are hidden.
- Speed up, slow down or stop time. Highly experimental.
- Automated factory lines.
- Power generation from manual power, steam or electricity.
- Shock invaders with tesla coils and shock pistols.
- Wild animals will join your cause, if you treat them well.
- Complete AND/OR/NOR boolean operators, for those that like complex machinery.
- Powered Conveyor belts and loading/unloading stations.
- Mechanical limbs for your Gnomes.
*all gnome-works done by IndigoFenix. I remember when people started saying that I am doing crazy, unique stuff in modding, but IndigoFenix tops it off. Even before he learned to write dfhack scripts, I thought that his Super Mario, Plump Helmet Men and Sphinx mods were amazing. Now that he can write scripts, he is going completely power mad. Which is a good thing.
Warlocks - Added Archeologist Workshop. Different design, but same features as dwarven archeologist.
- Added Siege Operator Training to the Inscriptor for your Skeletons.
- Fixed slag reactions. They used up the produced items again to make more items, and in the wrong numbers no less.
- Warlocks can now hunt and fish again. Dwarf Therapist enabled those labors anyway, I couldnt completely shut that down.
- Ghouls have 100% learn rate on all hunting/fishing related labors.
- Shambling undeads and restless walkers should attack wildlife/living beings again.
- Souls of sentient beings can now be stored in Phylacteries.
- Speed boost from devouring souls reduced from 10% to 3%.
- Resurrecting a Warlock costs 3 souls now, instead of 10. The range/duration has been increased as well, hopefully that solves the issue with some people not being able to resurrect them.
*thanks to all people that reported bugs or suggested rebalancing. And to warmist again, because his spawnunit update allows skeletons and ghouls to finally become nobles and join the army directly.
Dwarves - Changed carpet tile in Monastery, Altar and Temple buildings to fit the carpet tile of the carpet decoration.
- Herbalism research doesnt require a drink barrel. (dwarves were drinking from it while doing the reaction) Instead, you need an empty barrel and 5 plants.
- Fixed water-boulder bug when training swimming in the Fountain. Now only creates a splash of water to raise XP.
- Fixed elven biology announcements, which wrongly quoted goblins.
- Fixed slade turret reagents. Now needs 5 rock boulders instead of actual slade from hell.
- FB spawning in the Warpstone Pool is no longer automatic. This was an oversight and not intended.
- Townportal can only summon Peasants now, but they arrive with a full set of silk clothing.
- Removed Alarm Siren research, since the reaction moved to the Garrison a while ago.
- Fixed the spawning of animated weapons.
- Following additions to the Pet Merchant: Changelings, Waterlings, Magmalings. Iron/Steelclad Warbeasts: Badgerdogs, Mastiffs, Elephants, Unicorns, Raptors, Cragtooth Boars. Giant Blade Spiders and Giant Wold Spiders. Red Dragons.
- Added War-Training to the mage familiars that were lacking it. You can now train all familiars.
*thanks again to all the people that reported issues, and especially zlurker for his work on the pet merchant.
Orcs - Prepated scalps and standards are no longer worth 99999999 dwarf-bucks.
General changes - Diseases only affect dwarves now. This means no dwarven invaders that bring the plague upon your orc forts.
- Giant Hornets are no longer building destroyers, and therefore will no longer path directly into your forts.
- Large Bone Pots are now made of inorganic:bone instead of actual bone, which couldnt be used to store food/drinks.
- Animated warlock weapons like the scythe, scourge and so forth are no longer available for other races.
Utilities - Updated Dwarf Therapist (
Changelog in the link)
Personal Note: This will be my last update for the next 4 months. I will be travelling again, this time without even a netbook. I will be online occasionally with kindle or smartphone, which means no modding, but I will do a bit of forum support for important questions. For more info on what I am doing and where I am going, please visit www.unlocked-achievements.com. Previously I always added a bit here on the DF board, but now that I have my own website, I dont need that. If you have travel-related questions/comments, you can find me on facebook for that.
I'm leaving the mod in the hands of Urist McTeellox, IndigoFenix and Splinterz. If you have issues with the mod itself, ask McTeellox, he will note them down and add them to his SWP release. Feedback for the Gnomes goes to IndigoFenix. GUI and utility-related questions are best to be adressed at Splinterz. If you have a problem with dfhack, go to the dfhack thread. Please don't message me, because I have honestly no idea how often I will be online. I will be back in July.
I added a poll that will run for the next 3 months or so, so please vote. It will determine the next dev cycle. I hope that both dfhack r5 and the next df update will be released in that time.
Have fun,
Meph