Strange New World ModA lovecraftian dark fantasy mod with a touch of humor, cults and insanity. The Eventual Goal Is to create a mod that fully represents the cthulhu mythos, staying canon to the call of cthulhu role playing game, with a few extra bits thrown in from the game "Overlord".Warning:So Far it very new and very unfinished, but It has some cool features:A new challenging race to play as in Fortress Mode: The Halflings- The Halflings An evil race of foot haired fat hobbits (A new Game + mode so to speak)
They are not finished yet, but right now they can (Open spoiler to read their features):
Note that This is subject to change as the mod is currently VERY new.
~They are thieves
~Use Trolls as pets, and train them for war and hunting or as a defense
~They are a BabySnatcher civ, so they have slaves and can't trade with most other races
~They Have foot Hair and are very hobbit-y
~They Have special entity Positions switched around, (You can now appoint champions as a New outpost but cant make soap etc)
~The only Land Holder position is the King, so no barons or anything like that.However, The king comes Much earlier
~New Names for various Positions/Professions[/li][/list]
~Are unable to make bolts and Crossbows and Bows, But can instead make Slings and stones for a primary ranged weapon.
~They can only Make Spears/Axes/Picks/Swords/Slings for use as weapons.
~Grow Pumpkins very fast and Make Pumpkin Wine (They have to grow outside and dont have access to things like plump helmets)
~They reproduce like mad, so you have to build to prepare for that.
~Are almost constantly at war with with all the other races due to very extreme ethics, so you have to worry about dwarven sieges and such
Adventure Mode Halflings:
~Are playable, Build Only One fortress per civ, and Many hillocks around the fortress, and live in hilly/plain/temperate areas
~Are inately aggressive to other races in adventure mode, so going into a village of theirs will be a fun challenge for a high level adventurer
~Are worshippers of various evil aligned gods, like the gods of death and chaos, so towers are relatively common in highly concentrated halfling territory
Non-Halfling FeaturesNew Creatures scattered about the world for you to find, such as:
- The "Bloody Unicorns" From the game overlord
A rabid unicorn that has been befouled by evil, I assure you, by the time you've dealt with them you will be yelling "Bloody Unicorns!" all the time.
Sanity Level 0
Artists Impression:
- The "Walking corpses" From the cthulhu mythos,
They are basically reskinned/faster/deadlier zombies
But they can also make dwarves go insane (very rarely)
Sanity level 1
Artists Impression:
- The "Deep Ones" From the cthulhu mythos,
A slimy human like creature that appears to be part man part frog part fish. They worship the great old ones. And are determined to spread their beliefs wherever they go. (info:they can also make dwarves go insane (very rarely))
Sanity level 1
Artists Impression:
--More will be added, MANY more
in the next update you will get Mi-go
Fanciful Creatures and places: These appear in engravings, in order to provide flavor/lore info and as placeholders until i implement them as actual creatures and items.
I made sure to include all bosses from the game Overlord, the First Overlord and , of course Gnarl. Along with a bit of info about all of them
On the lovecraftian side, I made a few select lovecraftian gods and creatures also fanciful and some of the places and items that exist in the mythos also fanciful.
Examples include the town of innsmouth and the necronomicon.
(I will hopefully make most of them appear in the game as real creatures eventually though, but this will do for now until i get further)
New Secrets For You To discover:Chaos Aligned "Overlords" That can summon Minions (fire imps at the moment - will change) to fight for their cause and bring fourth the power of chaos to spawn other creatures to fight for them (due to "chaos" those creatures are sometimes hilarious and completely useless though
)
--All spells added by the mod are tagged by alignment when you uses them (so player knows what !FUN! they are getting themselves into)
Example:
Sanity System:Dwarves and all other intelligent creatures (even the cultists themselves) can go insane from seeing too many eldritch/Lovecraftian things.
And they will make it really obvious that they are insane, for example, dropping what they are doing collapsing on the ground in the fetal position and rocking back in fourth for awhile. While saying "Leave me alone"
Or going Stark Raving Mad, and attacking people.
And Much, much more.
Cults:Artists impression:
- My eventual goal (and i am getting there) Is to simulate cults to very high detail in gameplay, cultists can level up and advance from, for example, an acolyte to a priest. And the ciultists will sort of work together to complete the groups goal (usually to summon an eldritch horror to ravage your base sometimes not, depending on the cult) and will very slowly advance. It will take years for a cult to gain the ability to do certain things and complete their goals.
--I dont want to spoil too much here, but I already have one cult in the game. (Its unfinished, but it works very well)
Also, you can join any cult you wish in adventure mode and advance appropriately.. (Choose your prayers carefully..)
And More!The Mod is currently In Heavy development and I will expand this feature list as it goes.
Download:
Strange New World Mod .0.0.7Ver 0.0.7
~Rewrote sanity system a bit, insanity should happen with right percentages now
~ Insanity is much more varied now, it will choose from 6 different "traits" when a person goes insane, and will randomly pick a few of them, so some insane people will bang their heads on walls constantly, others will curl up in the fetal position, some will commit suicide others will be able to spread the insanity through telling dwarfs "stories", and other things, some will bang their heads on walls and tell stories, some will blubber like an idiot and curl up in the fetal position, some will try to kill themselves by banging their heads against walls extremely hard etc.
~Rewrote some of the reports, fixed numerous spelling/grammatical errors.
~There are a few new material types you wont see in game, they are for later purposes, but you can get forgotten beasts made of them.
~Probably something i forgot.
Ver 0.0.6:
Now that df hack is out I was able to test out my interactions well, it seems they were buggy as hell.
So i fixed all of it.
cults now hint at their existence properly
sanity made less "In your face" when it comes to sanity rolls
Dwarves will no longer be killed off in world gen
halflings wont take over the world anymore
sanity now works as expected
-Its also more balenced
berserk dwarfs (by insanity) will actually fight now.
The cults perform the proper activities and you will get notified when things like this happen.
People perform the proper interactions when insane, cackling, falling over in the fetal position etc.
you can now read exactly what cultists are chanting if you figure it out.
More "cult hints"
I added deep Ones to the game, I tried to make them as detailed as possible, they are slimey and curious, thieving, and everything. (however they do not attack dwarves at the moment unless provoked, I will change that)
halflings have been made far less common (They were killing off dwarves in world gen for some reason before)
All races have been given thieves, wars still happen as normal so it should just add some flavor.
Dwarves now are now more likely to hate elfs and get along with halflings
Ver 0.0.5:
I added a bunch of new fanciful creatures/people/places for engravings, so now you will get engravings of the town of innsmouth the numerous bosses from overlord and such.
Balanced sanity a bit more.. it was a bit odd before sometimes. (It might still be) but its all in good fun.
Updated the halflings and made them into a babysnatcher civ so they can now get slaves and will no longer be able to trade with dwarfs and such. And a few other things.
Added a new rank to the existing cult, now there is 3 different ranks in the cult and people will level up to become the new ranks. in addition to this there is new spells for cultists to learn and they will now pull levers and such when the opportunity comes up to cause a bit of mayhem. I also made them more accurate in terms of simulation and what they say of the cult from lovecrafts stories.And balenced them a bit, they are now a real threat after a few years of... gestating.. so to speak..
I added a bunch of new fanciful creatures/people/places for engravings, so now you will get engravings of the town of innsmouth the numerous bosses from overlord and such.
Balanced sanity a bit more.. it was a bit odd before sometimes. (It might still be) but its all in good fun.
Updated the halflings and made them into a babysnatcher civ so they can now get slaves and will no longer be able to trade with dwarfs and such. And a few other things.
Added a new rank to the existing cult, now there is 3 different ranks in the cult and people will level up to become the new ranks. in addition to this there is new spells for cultists to learn and they will now pull levers and such when the opportunity comes up to cause a bit of mayhem. I also made them more accurate in terms of simulation and what they say of the cult from lovecrafts stories.And balenced them a bit, they are now a real threat after a few years of... gestating.. so to speak..
Version 0.0.3:
Initial Release
Old Versions:
Feedback is encouraged! Especially when its early in development, new ideas/tweaks are welcome!
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