Dwarves: Strongly simplified, lots of stuff removed.
Humans: Stay as is, remove knights/paladins, add magic system known from Dwarf Mode.
Kobolds: Get a little bit smaller, removing mostly high-end stuff.
Warlocks: Either stay mostly as is, or get changed to have lots of uncontrollable undeads running around.
Hermit: Stay as is, get extra separation of Dwarf/Elf/Kobold/Human/etc Hermit.
Ideas for later:
GoblinsElvesReptile/Snake/Amphibious RaceInsect/Underground/Bio RaceOrcs, Succubi & Gnomes: All changes done by Smakemupagus, Boltgun and IndigoFenix.
Ok, here a writeup of the extended plan for the new mod, about the races:
Team Civilized: Dwarves, Elves, Humans. Gnomes, but no sieges/caravans unless you call them.
Team Slavers: Goblins, Orcs, Nightcreatures (Vampires, Werebeasts, Monsters, Boogyemen)
Team Savages: Kobolds, Reptile/Snake People, Antmen/Insect People (Wasps?).
Team Evil: Warlocks, Succubi, Titans.
(Hermit. Inactive, no sieges, caravans or migrants. He is in no team, but can be in any if you like)
I will leave underground races alone this time, its been ages since I read a report about them attacking. Maybe they dont even work in the new version, I have to check that. Till then its underground tribes like in vanilla DF and more interesting cavern monsters.
Team Civilized: Dwarves
- You can find info on them in the new dwarf thread. It's mostly metalsworks, smithing, mining, engineering that they are good at. Several unique metals only they have access to as well as metal transmutation. Some explosive, basic blackpowder for landmines. Some basic tech for stationary flameturrets. Some basic magic to improve weapons and armor with runes, and animate statues to golems.
Team Civilized: Humans
- They will stay as they are, but get a higher degree of magic. Guilds, traders, a sneak peek into other races, library learning, blackpowder weapons, good masons and capenters, economy mostly based on gold coins. Aboveground forts, pretty much everything with business as usual.
Team Civilized: Elves
- They will use seeds as buildmats and grow items from plant parts. I might or might not restrict mining for them, but most items will be grown, taking time. Effects are affected seasonally, with them being stronger in summer, and weakest in winter. Elves rely on nature, so they are pretty bad when most nature is shutting down. I plan to add Ents/Treants, animated trees, which turn immobile/inactive in winter. Otherwise they use wooden equipment, iron and steel grade yes, but no mithril anymore. I want to keep it more DF lore friendly, with elves using no metals. They tame animals and are at peace with wildlife. Might be hard with no digging/no walls and I'm not sure what they could have as late-game tech, but thats the basic plan. Elves would be
hard to play.
Team Civilized: Gnomes
- They stay as they are, or at least however IndigoFenix wants to port them. Without any active seasons, they can be summoned to Dwarves, Humans and Elves with reactions, but otherwise don't siege or trade. This decision is both to keep to the Gnome lore (careful, catious creatures) and DF lore (freeze rays, tesla coils, time travel and steampunk doesnt fit well with 14th medieval theme). They are a race that is both nature and tech aligned.
Team Slaver: Goblins
- A tantrum-heavy force of digging goblins with different clans that form grudges against each other. One more disciplined and learns faster, one breeds more, the third gets boosts underground. These are just examples, crude ideas. You could have lots of tantrums and infighting if you keep them together, or you build several little fortresses on your map to keep them apart and happy. They would mass-produce iron gear cheaply and form large, badly-trained militias, but have no access to steel or better metals. They might have some evil blood/dark magic, and they will have trolls as pets.
Team Slaver: Orcs
- A proud warrior race that takes captives during raids. Pretty much stay as they are, conversion will be done by Smakemupagus. However he sees fit.
Team Slaver: Nightcreatures
- A mixed race of Vampires, Werewolves, Nighthags, Boogyemen and everything else that is procedually generated and more on the evil side. This race is low on the priority list of playable races, just because it would be chaotic and hard to use. Its mostly intended as a more challenging invader, sending single snatchers your way. This fits nicely in the DF lore, with nightcreatures abducting people, or Vampires looking for prey. They will use interactions a lot and are harder invaders, but low in number. If they manage to snatch too many of your children however, they will start sending ambush parties, because they see you as a weak target.
Team Savage: Kobolds
- Pretty much stay as they are. Tiny, fast breeding, tantrum resistant race of dog-like humanoids that love stealing and sneaking. Low tech, mostly based on animal materials, leather and bones, as well as wood and clay. Some druidic and shamanistic influences, tribal behaviour, tents. They dont care for alchohol, maybe even getting negative effects from it (drunk), but only eat meat. They can dig with cheap shovels, but are really bad at it, mostly living in the soil levels or caves. I will downsize the mode a little bit, making them harder to play.
Team Savage: Reptile/Snake-People
Based on vanilla DF cavern tribes, I'd like to make an egg-laying, naturally venomous race of cold-blooded creatures that are living underground (buff when underground/dark, nerf when aboveground/light) and are heavily water based. They would lay their egg clutches near water, move faster in water, get special interactions and hopefully end up flooding most of their fortress to 3/7 water. Eko did good basework in his Naga mod, but he sadly disappeared. They would otherwise be rather low tech, having no access to steel, but rely on poison and their amphibious-ness.
Team Savage: Antmen/Insect-People
Based on vanilla DF cavern tribes, I'd like to make a Insect or Arachnid-based race. Maybe with a queen, maybe not. Natural chitin armor, weapons grown naturally from biomass, converting dead invaders and killed animals into fodder for their organic workshops. A bit zerg-like, a bit real-life ants, a bit starshiptrooper bugs. They wouldnt have access to vanilla workshops (just learned that you can remove them now), but grow their things on biomass-based economy. They would also have plenty of pets and get different effects depending on what they eat. Feasting on normal, good, evil, cavern 1,2 or 3 grasses should have a big effect on how they develope, hopefully getting the player to settle the caverns, instead of digging an artifical looking fortress. Their life-circle would be Egg, Larvae, Pupae, Adult, similar to most RL insects.
Team Evil: Warlocks
- Pretty much stay as they are, with a somewhat smaller scale. Magic-based race of necromancers that create undeads and use killed animals and invaders as basis for most production. I might allow migration for them, because its the only way for them to show up and siege other races. They should be fully-integrated invaders, not just a race you can play. Still working out the details on how to do that.
Team Evil: Succubi
- Get a slight rework, gearing them more towards HFS, magma and demon-worship. All done by Boltgun, when and as he likes. They are a race of corruption-based demons that are both decadent and narcissistic, conjuring demonic warbeasts and working with gems and glasses.
Team Evil: Titans
- Replacing the Frost Giants, Titans would come in many castes and types. They should be based on vanilla DF procedually generated Titans, but instead of one lone attacker, you get a siege full of Titans with combat skills, armor and weapons. They are designed to be a late-game invaders for people that want a challenge, while at the same time keeping up with DF lore. The land itself raises up against the sentient beings that farm, mine and burn it. I'm not sure if it would be feasable to make them a playable civ, because they would be trivial to play and I cant simulate attacking/eradicating other civs in fort mode. If people have a better idea for the Big Bad, the difficult end-game race, let me know.
Team Hermit: The Hermit
- Lone guy building his own home. Stays as is, but I will give the option to play different races. The changes would be minimal, but story-wise it makes a big difference if you play a dwarven hermit, elf, kobold, goblin or orc.
I plan to make one hermit creature for each sentient race, except the Titan/Nightcreatures.
This leaves us with a slightly smaller set of races than before. No cavern races, just tribes as in vanilla DF, and instead of 16 aboveground races, its 13. 3 per team, with the gnomes as inactive addition to the civilized people. If I cant get the Necromancer/Warlock sieges/migrants to properly work, I might change them to an inactive race too, and add a new Evil race to replace them as attackers. Maybe the fallen angels or hfs demons, or split the Nightcreatures into two, with one being werebeasts and the others being vampires. One way or another, it will be based on DF lore.
I thought about this long and hard, and I think the best way to go about MDF and future DF releases is to start from scratch. There are many features I cant port, lots of hidden bugs, a cluttered Dwarf and Kobold mode; the overly-full dwarf mode actually deters new players; and the fact that every creature and even the .exe is altered, makes updating the mod quite hard.
I noticed that I went about modding a completely different way when I wrote the Warlocks, Humans and the Hermit. I had a concept, a clear plan and I knew exactly whats possible. But when I started Masterwork over 3 years ago, I did not. Feature creep, bugs and random additions just to try out stuff were the result.
So what do you say? A smaller, more streamlined Masterwork for the new Df? With clean raws, no bugs (I'm an hopeless optimist) and a clear concept for all races?
It would still have a Gui, multiple races, tilesets, utilities and so forth, but it would be way easier to keep up to date with vanilla Df versions too. I'd make sure of that.