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Masterwork Dwarf Fortress V.6.1
The Hermit. This is the sole addition of the update, I did not change any content on any other race, manual or utility. The GUI had the liquid spawner and clay oven buttons fixed by Splinterz, as well as a selection for the hermit added.
But what is the hermit? Its a single-unit race intended for fort mode. You control a single person, who has to start a new life. Since I cant delete the 7 units at embark and the first 2 migrant waves are hardcoded, I found another solution: They are figments of your hermit's imagination. They transform into hallucinations, which die instantly, since your hermit realizes that they are not real. Since ghosts are also hardcoded and would appear if they are not buried, they do leave a "past regrets" item that can be buried. Very philosophical here, your hermit has to bury the regrets of his past self, otherwise they will haunt him.
After that is done, you have to worry about surival. You need food, drink, shelter. Weapons and Armor. For this the hermit has a large selection of very tiny workshops, 2x2 in the most cases. See the cheatsheet:
Its mostly smaller versions of the normal MDF workshops you are used to. They dont offer quite as many items as in dwarf mode. A few are brand new, like the Sundail, and other are from humans or gnomes. See the manual for more info.
A unique feature of the hermit mode are two hardcoded, timed events. After 2 years in the game your hermit will create an imaginary friend, Bob. He will help you with labors and save you from harm. After 3 years in the game your hermit will stumble upon a mysterious talisman, which will unlock the magic altars, but only one of them. It is also valuable enough to attract sieges, so your life will become more interesting. You can either become a Necromancer, a Conjurer or a Mage with it. Of course being a devout hermit that prays at his house shrine, or a nature-loving hermit with a high druid merit will also help.
Please post your feedback on the hermit here. The thread also has a poll that will determine possible future additions.
On a personal note, I will leave for a 2 week hiking trip, so dont expect me to be around much for forum support. I am sure that the community can help with any issues you might have. Please keep posting balancing suggestions and bug reports in the meantime, both for the hermit and the humans. That way I have a nice, long todo list when I am back.
PS: As you have noticed, the mod is now on 3 servers. My personal dropbox that easily dies due to traffic from here, Dffd and a new server, donated by a very friendly reddit user.
Masterwork Dwarf Fortress V6.0
Here it is. A full month of developement went into this, so take care and read the changelog. This update includes a Succubus update, a Orc update, some minor balancing for all other races, bufixes, a new manual, new gui features and a new race.
Manual: - New manual for all races. Only one manual.html left, which has all the info in one place.
- Fancy faction overview graphic.
- Screenshots of all included tilesets.
- Probably still has mistakes in it, as always.
Succubus- The den of iniquity and the altar of nightmare now use diplomacy
- Added the alchemist cauldron, allowing to make ironbone and bloodsteel
- Removed the custom magma well, using the warlock instead
- Added the water well
- Added the missing metallurgist reactions
- Changed the various profession names
- Raised the body size to human levels
- Permitted reactions like pearlash making, milling and more
- Attempted to fix the immolating caravans, please report if it happens again
- Added skills indications to the various workshops
- Removed extra body descriptions, permanently.
- Upgrades no longer require a skill
- Updated the manual (pets, material, general info)
- Renamed reactions to be less confusing.
- You can buy eternal roses and its codex at the attorney's stock
- Removed the buy gemforge/glassforge purchase reactions
- You can no longer lure orc and drow caravans
- Renamed short skirts to plain skirts, they are now common.
Orcs* WOOD_PLANKS_SPORE_ORC (gob mill)
* WOOD_PLANKS_GLUMP_ORC (gob mill)
* WOOD_PLANKS_FEATH_ORC (gob mill)
* CUT_SMALL_SPORE_ORC (nethermill)
* CUT_SMALL_FUNGI_ORC (nethermill)
* CUT_SMALL_GLTHORN_ORC (nethermill)
* CUT_SMALL_SHTHORN_ORC (nethermill)
* GLASSTHORN_ORC (nethermill; strip to rough clear glass)
* BURN_SMALL_SPORE_ORC (factory)
* BURN_GNARLED_ROOTS_ORC (factory)
* HEAL_PET_ORC (stone circle)
* TRIBAL_CRISKNIFE_ORC (tribal crafter; basic shard knife)
* Add tribal crisknife to item_weapon_ranged
* TRIBAL_DREAMSTAFF_ORC (tribal crafter; basic rune stave)
* Add tribal staff to item_weapon_ranged
* Entity permit all of above
* Remove (malfunctioning) Minotaur transform from Altar of Storms
* INORGANIC:NERVE_STAPLE_STONE (remove emotions, sight, speed)
* REACTION:NERVE_STAPLE_ORC (Altar of Storms)
* Entity permit
* BUILDING_WORKSHOP:MUCK_GOBLIN (clay crafts and perhaps other bog related activities)
* CLAY_JUG_ORC
* CLAY_POT_ORC
* CLAY_CRAFT_ORC
* CLAY_HIVE_ORC
* CLAY_STATUE_ORC
* PEAT_FUEL_ORC
* Entity permit all of above
* Entity permitted a number of glazing reactions from reaction_other such as ORC_BOLD_GLAZE_JUG_ASH
* [BUILDING_FURNACE:ARBALEST_ORC][NAME:Looted arbalest] quite hard -- Requires dwarven prisoner AND tools, and mechxbow
* [BUILDING_FURNACE:TREBUCHET_ORC][NAME:Looted cannon tower] quite hard -- Requires dwarven prisoner AND tools, and cannon
* inorganic: MORPHSTONE_TREBUCHET_ORC
* inorganic: MORPHSTONE_GUNNER_ORC
* REACTION:ORC_TREBUCHET_3
* REACTION:ORC_ARBALEST_3
* Entity permit all of above
* Re-Enabled raiding ruins
* Ruins raid creates antmen siege probability
* Greatly reduced probability of highest tier loot from ruins (expected value ~1 high tier item)
* Fix, remove chance of free extra longboat from Farm raid
* Increase yield of BUY_TAIGASEED_PACKET (cost is pretty high)
* Tweak Tavern gambling; winnings are in 500 coin stacks, same expected value
* CRAFT_SCARECROW_ORC (kob trickster) now creates a spellstone, rather than a tool (will need testing)
* Craft rock decoy (kob trickster) removed
* Shaggy Mumakil 3x more expensive (petvalue 3000)
* Added Squigs with castes Breeder (female/egg/milk), Eating, Wooly(yarn), Growler(wartrain), and Terrier(verminhunter). This is intended to fill a niche of low cost ranch critters and be not nearly as effective as the more expensive orc creatures.
* Create graphics for squigs
* Reference graphics for squigs
* Removed soulgem requirement for smelting materials at Ancient Foundry
* Added soulgem requirement for crafting weapons at Arcane Forge
* Removed dream talisman requirement for crafting mundane Temple Guard's weapons at S&S (still req soulgem for Dawn/Eveningstar consecration)
*** hack/lua
* Fixed typo in reaction-hook.lua (_WARMRAY not _WARMYRAY)
*insertPet("TAIGA","SQUIG","MALE")
*insertPet("TAIGA","SQUIG","FEMALE")
*insertPet("TAIGA","SQUIG","WOOLY")
*insertPet("TAIGA","SQUIG","GROWLER")
*insertPet("TAIGA","SQUIG","TERRIER")
* Looted arbalest uses ballista parts (not unobtainable mechanical crossbow)
* typo in runesmith blueprint
* human captives are now the unlocking builditem for caravanserai bazaars
* boosted probability of human captives at successful merchant shipping raid from 10 to 25
* war standards uses 5 scalps rather than 10. (scalps being hard to collect and process before they rot)
* meadhall requires 2 standards rather than 4; requires ironbone rather than iron furniture
* domestic warrior societies (jaguar, dragon, falcon, seawolf) no longer require codex
* war standards are now needed @ 1 per warrior society gear kit
* squig egg laying rate reduced to 1:6
* new items "raider treasure map" and "raider assault plan" available as rare drop from basic raid loot and dead-mans holdem
* RAID_RUINS_ORC now only possible with a treasure map. Added ancient foundry and magma source as rare drop from ruins loot.
* loot unpack changed from [AUTOMATIC] to -AUTOMATIC-
* new item MOUNTAINHOME_LOOT_CRATE
* RAID_MOUNTAINHOME_ORC w/ only possible with an assault plan and 3 boats; partial success possible, up to 2 dwarf and 1 special crate
* added small chance to loot barbarian tech on raids
* reduced chance to dreamwalk barbarian tech per talisman (was too easy to get very early)
* added chance to learn spells when dreamwalking greater souls
* remove RESPONSIBILITY:LAW_ENFORCEMENT from executioner, give to clanleader (invalid officer error)
* lessened some co-alloy requirements at damasc forge, rebalance since patternwelded metals no longer have special properties in MDF
* [BODY_DETAIL_PLAN:EGG_MATERIALS] on squigs and condors. fix(?) bug that prevented cooking eggs
* Removed some obsolete "soap" style blueprints which were no longer used
* [REACTION:KOB_THIEF3_ORC] - Kobold trickster - scout for maps
* [REACTION:KOB_THIEF4_ORC] - Kobold trickster - hunt for scalps
* [ITEM_TOOL:GNOME_LOOT_CRATE]
* [ITEM_TOOL:WARLOCK_LOOT_CRATE]
* [ITEM_TOOL:SUCCUBUS_LOOT_CRATE]
* [ITEM_TOOL:MINES_LOOT_CRATE]
* [ITEM_TOOL:ABBEY_LOOT_CRATE]
* [ITEM_TOOL:DARKTOWER_LOOT_CRATE]
* [ITEM_TOOL:WORLDTREE_LOOT_CRATE]
* [ITEM_TOOL:UNDERCITY_LOOT_CRATE]
* [ITEM_TOOL:TREASUREFLEET_LOOT_CRATE]
* [REACTION:RAID_GNOME_ORC]
* [REACTION:RAID_SUCCUBUS_ORC]
* [REACTION:RAID_ABBEY_ORC] (pillage loot: abbey)
* [REACTION:RAID_MINES_ORC] (pillage loot: mines)
* [REACTION:RAID_TREASUREFLEET_ORC] (assault loot: shipping/human/treasure)
* [REACTION:RAID_WORLDTREE_ORC] (assault loot: elf/elf/worldtree)
* [REACTION:RAID_DARKTOWER_ORC] (assault loot: warlock/succubus/darktower)
* [REACTION:CRATE_GNOME_LOOT]; mech gear, skates, brass, alum, lead, traps, xbow
* [REACTION:CRATE_SUCCUBUS_LOOT]; sorcerer codex, souls, bladeshard weapons
* [REACTION:CRATE_WARLOCK_LOOT]; destructive spells, ebonglass, soulgems
* [REACTION:CRATE_ABBEY_LOOT]; crafts, medical, healing spells, soulgems, armor
* [REACTION:CRATE_MINES_LOOT]; ores, gems, moonstone & obsidian, coal
* [REACTION:CRATE_TREASUREFLEET_LOOT]; shipping++ with lifeguard & muskets
* [REACTION:CRATE_WORLDTREE_LOOT]; elves++ with ashland glass
* [REACTION:CRATE_DARKTOWER_LOOT]; destructive spells, codexces, blueprints, souls
* Entity permit all of above
* Tinker with some of the existing loot tables (balance/diversity)
* Removed 3:1 charcoal reaction at smelter (balance)
* Added macuahuitls and archaeology products to Ruins loot
* Added archaeology "treasure" to Treasure Fleet loot
* Rename/skin Weightset to Sparring Ground (since it's almost all weapon training)
* sparring ground hammer & strike reax use mace & spear instead of item_weapon_training_staff (root of some bug reports, now MDF calls that item NAME:training fists)
* Added orichalcum chance to Tinker and Molten Pit smelt reax
* Bug fix DIAMOND bad token -> DIAMOND_CLEAR
* [REACTION:PEAT_FIREPLACE_ORC] @ muck goblin
* [REACTION:TINKER_CANDELABRA_ORC] @ tinker goblin
* [REACTION:BRASS_LAMP_ORC] @ blacksmoke
* [REACTION:TOTEM_LAMP_ORC] @ boneforge & tribalgear
* All lamp item reactions to entity
* The intention was Rendermax lighting compatability, but this feature crashes for me, so i can't actually play/test with it :/
Suggestions for Orcs:+ Sorting bench
+ Advanced Orc Raids and additional loot variations (was always intended)
+ Allow tobacco smoking at the outlander Tavern or orcish Meadhall?
+ Make industrial orc buildings require power (steamfurnace, factory, etc.)
Kobolds - I removed quality from breakable shovels, since I got reports that masterwork shovels dont break. Hope that fixes it.
Warlocks - Fixed four grind-bar reactions.
- Skeleton and Ghoul militia captains can now be made as_needed, not only one. This means you can make as many as you like.
- Fixed typo in WARLOCK_INSCRIPTOR_TRAIN_SKELETON_MILK reaction.
Gnomes - Bugfix for Machina script and Druidism script.
- Gnome Invasions dont use skunks/bobcats as mounts.
- Gnome Invasions now use mechanical bulls, scorpions, bears and other clockwork beings as mounts. Up to clockwork elephants.
Goblins - Goblins got their default profession names back, no more snipa and basha, etc.
- Goblins might bring a net-thrower that shoots nets. If they successfully hit a dwarf, he might be caged. Yes, Goblins shoot cages now.
- Dwarves that get caged are no longer attacked and can be freed after the battle is over. Of course, if your entire squad ran into cages, you have no one to free them...
Dwarves - Dwarven Merchant stalls only sell items now. They no longer buy your items for gold.
- The reason is that humans are heavily trade-relying and I want to avoid using the same features in different races.
Text Formatting - Ingame descriptions, coins, artefacts, engravings, etc, now have a linebreak, making them more readable.
Slab Engraving - Craftsmans Shop can now use a slab and write a custom text on it.
- You can make several types of slabs that way, not only memorial slabs, but also shop signs seen in adv mode.
- This applies to all civs.
Misc Fixes - Changelings no longer mentioned when a megabeast is revived.
- Fixed Rock Crystal raws.
- Added more armor and clothing to goblins.
- Fixed some empty caravans, if the civ arrives without wagon and only with pack animals.
- Living Stone price fixed.
- I raised mineral scarcity from 100/200 to 400 in the preset worldgens. Should result in a little bit less minerals.
- Bloodwine will never spill.
- Several dozen smaller fixes that I honestly dont remember. Typos, Announcements, minor things...
Stonesense - Several new graphics and color mapping.
- Lots of bugfixes and compability fixes.
- Find more about it
hereGUI - TwbT Settings: Turn Multi Level View off, while keeping the Item Graphics.
- TwbT Settings: Alter amount of z levels shown, from 1 to 15.
- TwbT Settings: Pick a font you like. A dozen to choose from.
- Timestream: Allows calender speed change.
A few extra words on the calender speed: It can be changed in a running fort, but you need to restart DF for it to go into effect. It makes the days pass slower or faster, which results in longer or shorter seasons. That means you can have more or less time between seasonal effects, like caravans, sieges, ambushes and migrants. It does not, I repeat NOT, change game speed, creature speed, how fast crops grow, ingame ticks, diseases, how fast children grow or anything else. Its just the time on the calender. But in relation to the season, things might go faster or slower. If you play with 1/8 time, it takes 8 times as long to complete a year. This means that a plant that needed 2 seasons to grow, now needs 1/4 of a season. Kids that grow up in 8 years would only need 1. Thats because the year has more time units. The other way around, if you play with 8 times speed, it will be pretty impossible to harvest any plants before winter, because winter arrives very, very fast. As long as it takes normally to go to Mid-Spring. Same RL time.
How is this used? For two things: Players that are pressured in the beginning by migrant waves and early ambushes can get more time. For example I played a 2 year fort with 1/2 speed, which is about 4 normal years of time, and only got 3 migrant waves. This means you have more time to get your fort started. On the other hand, if you are bored with your high-end fortress that does not get attacked often enough, you can increase the calender speed. On 4 times speed, you will face sieges, titans and fbs 4 times more often, in the same RL time that passed. It also makes for curious succession forts and time anomaly stories.
And now to the main attraction:
HumansA new playable race, with ~170 buildings. Nothing big. Especially when you open their build menu, and only see 30 or so. Thats because many of these buildings are upgradeable, which is one of the new features. The main theme of humans are these: Trading. Upgrades. Guilds. Constructions. Diplomacy. Sneak-Peek into other civs. I will say a few words about each, and show a flowchart with all buildings. But first lets start with a short introduction:
Your human creature is similar to the vanilla human, just with castes. The castes are very similar to the dwarven castes, so its easy to get into. Your nobles are vanilla nobles as well, with very minor changes. Instead of a Hammerer you have an Executioner running around with a sword, and you can add unlimited bureaucrats, which act as manager, broker and bookkeeper in one. You have access to all vanilla buildings, and you are allied with elves, dwarves and gnomes. You can cut trees and mine just like dwarves... except that you get heavy cave adaption, so its better to stay outside. You can send soldiers underground or mine, but its not adviseable to build permanent residency underground. Your pets are the vanilla domestic pets that many people missed, cats, dogs, cows, horses, chickens and geese... so far, so standard.
Trading:
Humans can trade items and materials in merchant stalls for gold coins. While you know this feature from the orcish caravanserai or the dwarven merchants, the humans take it up to 11. They have 15 merchant stall, and 10 race-specific merchant stalls. 25 workshops that sell and buy goods. As long as you can somehow get gold coins, either from selling goods or minting them yourself, you can buy anything you want. There is no need to farm, mine, forge or smelt if you have enough money. That simulates an economy and makes humans exceptionally well equipped to survive while being walled in, or embarking on deserts and glaciers.
Upgrades:
Your Guildhalls start with a simple and cheap building, but it can be upgraded to a better one. Five times. Each upgrade gives you more stuff to do, which leads to a clear and steady progression in tech. Something that could not be done before in any other race. The upgrades are gold based, you have to buy them. Another upgrade system runs on time: Your military castes. They start with Squire, upgrade to Knight after 2 years, and upgrade again to Paladin after another 2 years. The longer your Squires survive, the more Knights you will have in the end.
Guilds:
I mentioned Guildhalls above. There are 12 of those, and each one unlocks 4 industry-specific buildings. For example the Smiths Guild gives you the Crucible for steelproduction, the Weaponry to make two-handed weapons, the Armory to make platearmor and the Blast Furnace to mass produce metals. Step by step. With 12 guilds that means 60 workshops are tied to your guild system. The 48 extensions and the 12 guild halls. It will be hard to build all of them in one fort, so it might lead to a specialisation of your forts.
Constructions:
Humans live aboveground, as indicated by the cave adaption I mentioned. This means lots of houses, halls and walls. Thousands of blocks are needed, and luckily you get 8 blocks per boulder, or 4 planks for log. You will run out of space on your map, and you will need to plan ahead. The guilds are large, migrants need rooms, farms and grazing animals need even more. Living exclusively aboveground poses many new challanges.
Diplomacy:
Since trading is important, humans can not only trade with their allies, but also invite caravans of their enemies. Declaring your fort neutral ground for traders, you can trade with Warlocks, Succubi, Goblins, Orcs, Drow and Kobolds, in addition to your human homeland, and the dwarves, elves and gnomes. This means a vast array of goods comes and goes through your trade depot. It also means you can buy contracts from each race, which unlock more buildings. Which leads us to the last point.
Sneak-Peek into other civs:
With contracts you can rent out workshops, merchant stalls and university halls to other civs. This gives you more gold and temporary access to their materials, items and special abilities. A succubus summoner might conjure a few orthi and tentacle monsters in exchange for souls, while a warlock sorcerer teaches you some magic spells. The orcs artisan makes handcrafted wargear, and the goblin sells you hostages back. Be it a dwarven runesmith, drow poisoner, kobold potter, elven treesinger, you can have a look at some parts of each race. So if you never tried to play Gnomes, or if Kobolds seemed to daunting to you, or you have no idea what kind of weapons and armors Orcs use... now is your chance. Get a good look at them, and maybe you become curious enough to try them next. Each race can train your workers in specific skills in the university as well.
And thats my short intro into the humans.
Here the flowchart that lists the tech-path and shows all buildings. It is included in the mod udpdate. And here is
the 20-part tutorial fortress with lots of screenshots.
I very much hope that you will enjoy this new game mode. It took a month to make, which was graciously funded by... You. The DF community, which donated 1280$ over the course of 3 months to allow me to take a month off and concentrate on modding. The DF2014 release did mix things up a little, which resulted in me being a bit slower than I would have liked, but here you go, MDF V.6. Get it while its hot. Usual disclaimer: No, its not save compatible.
Special Thanks: Roses for his buildingupgrade script, heavily featured in the human mode. Mike Mayday for the faction graphic. Denisac for his work on the Stonesense conversion. Its 100% his work that we have more fitting xml files for Stonesense now. Splinterz, for his continued relyable work on the GUI. Boltgun for the Succubus Update. Smakemupagus, who made a glorious return, and his Orc Update. IndigoFenix, for the calender speed script (Timestream), fixes for Machina and Druidism and the Pantheon script for the humans. And to everyone on the forum who reported bugs, tested features, posted ideas.
Whats next: I know people will want to see a MDF + DF40.6 version, but I have to wait for dfhack to update. After that I can start working on it, but will rely heavily on foreign support for script updates. I have no problem with patching the Exe and updating the Raws, but someone will have to help with dfhack. I will also go hiking for two weeks in Ireland, so I wont be around for a bit. After that I plan to write a bit of Warlock content, which are my favourite race to write for. Its good to be bad.
PS: I am very interested about feedback on the humans. As the new race they are the least tested and benefit most from it. I also have some bad news: I occasionally had crashes, not repeatable, at embark. I gen a new world, embark, and crash. I take the same world, same location, embark, all is good. I never had a crash ingame, but I wanted to warn you that this might or might not happen. I am very interested to hear if other people have the same issue. It is luckily not a huge issue, since it doesnt threaten running forts at all.
PPS: And thus concludes the fundraiser #2. Manual got updated. New playable race with ~170 buildings is added. MDF race overhaul with new invaders is added. Stockpiles and Raws are way cleaner/more sorted than before. All tileset raws but the plant files are merged into one set. Largish Kobold update. Lots of GUI feaures. Multi-Z-level view and item graphics. I think I did ok.