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Author Topic: New Update - MDF Reborn V.006 - Kobolds! & more FPS savings! & manual (WIP)  (Read 9383 times)

Meph

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New Version is up:
<<< Download: Masterwork Reborn v.006 - Kobolds >>> - (Dffd mirror)
<<< Download: Masterwork Reborn v.006 - Kobolds >>> - (Dropbox mirror)


Here the next update... I got a strange mood and most of you will know what that means. Ehm... have fun with a pretty much done Kobold mode. I also standardized food stuffs, bones and fixed the dwarven armory, made all animals trainable and tanning now gives leather amounts based on the creatures size; and put a pre-liminary manual into the download. :)

Nice and clean food stuffs:


Kobolds:
Just like Dwarf mode it's much smaller than before, in this case the hexer/witchers got cut; as well as a signature feature: The stealing. :/ Without being able to trigger sieges and without the other races existing, it's a bit hard to steal from them (without downright making the features an exploit) and copying their tech (because it doesn't exist yet). Ogres and psychotropic toads are also gone, as is warpaint and tattoos.

Kobolds do have:
 - The usual items, weapons, armor, tools, toys, etc that you'd expect from a civilization.
 - They use smaller weapon version than the other races, mostly made of bone, wood or glass.
 - They use blowguns as ranged weapons.
 - Pets include tiny vermin-hunting raptors, giant cave spiders, scorpions, snakes and rats.
 - Best early weapon is the venom of said pets, to cover your blowdarts.
 - 18 custom workshop, including a Cheatsheet! that gives a quick overview.

Overall Kobold mode has gotten harder, mostly because of NO DIGGING and NO ACCESS TO METAL/STONE/GEM. It's much closer to the original Kobold Camp mod, with obvious Masterwork additions. :)

All kobold workshops:


Full Changelog:
Quote
V.06

Fixed dwarven Armory reagents.
Added Autofixhandedness script to allow custom gloves.
Added forumdwarves script. CTRL P prints your description ready for succession forts.

Creatures now give leather according to their size.
(this will be optional, once added to the GUI)

All creatures are now trainable.
(this will be optional, once added to the GUI)

Standardized bodyparts.
 - When you butcher an animal, you get "sliced meat/lung/heart/kidney chop".
(this will be optional, once added to the GUI)

Standardized bones.
 - When you butcher an animal, you still get "animal name bone"
 - As soon as it's used to make an item, it turns into "cleaned bone item"
(this will be optional, once added to the GUI)

Added language to kobolds.
Removed utterances.
Added graphics to kobolds.
Added values and nobles.
Added items to kobolds.
 - Instruments as usual
 - Toy are chew toys
 - Tools as usual
 - Ballista ammo as usual
 - Trap comps are pump mechanisms & menacing spikes (rest only available in custom workshop)
 - Shields: Buckler
 - Pants: Pants & Greaves
 - Shoes: Sandals & Low Boots
 - Gloves: Gloves (get worn down)
 - Helmets: Hoods (get worn down)
 - Armor: Vest, Leather Armor & Mail shirts
 - Training weapons: All (except pikes, they are too large)
 - Weapons: whip (WHIP), large dagger (KNIFE), clubs (MACE), hatchets (AXE), mallets (HAMMER), machetes (SWORD), pointy sticks (SPEAR).
 - Ranged weapons: Blowgun with blowdarts.

Kobolds now get nauseus, drowsy and/or dizzy when drinking alcohol!

Added Shalswars (tiny raptor vermin hunters)
Added jack rats (fast breeding meat-production)
Added giant jack rats (wagon-puller/pack animals and mounts)
Added giant bark scorpion (chitin and venom source)
Added helmet snake (scale and venom and egg source)
Added giant cave spider (yes, you read that right. Also:Venom & Silk)

Added new reaction to craftsbold:
 - "Melt metal thingy into blocks" => THIS IS YOUR ONLY WAY TO GET FIREPROOF BUILD MATS!!!
 - Takes any metal object and 1 log to melt it into a bar.
 - Use this to start your smelter, kiln, glass furnace or wood furnace.
 - Where do you get a metal object in the first place? Ask invaders.

Added booze burner, new furnace for kobolds:
 - Turns 1 unit of booze into 1 fuel.
 - Turns 1 unit of booze and 1 oil into 3 fuel.

Added new reactions to kitchen:
 - Cook 2 vermin remains for 1 meat.
 - Cook 2 vermin remains into 1 bonemeal (flux) boulder.
 - Cook 1 bone into 1 meat.

Added new reactions to still:
 - Cover 15 blowdarts with venom. Needs any venom.
 - All venomous creatures can be milked now.
 - You have 3 venomous pets at embark, 2 snakes, 1 scorpion.

Added new reactions to tanner:
 - Make waterskins from stomachs.
 - Make daggers, mallets, clubs and pointy sticks from horn/hoof.
 - Make rope from leather.

Added breeding warrens, new workshop:
 - Instantly impregnates a female worker, making her give birth to 1-5 new bolds.
 - These new kobold babies take 1 year to grow up to adulthood.

Added Trainingroom and Trap Parcour
 - Both train weapon, armor and military skills.
 - They use objects like training weapons, bucklers and armorpieces, which are preserved.

Added Glass Blower
 - Makes bins, beds, barrels and buckets from glasses.
 - Makes ammo, weapons and trapcomps from glasses.

Added Crematory
 - Destroys items and makes ash.
 - Burns wooden items into coke.

Added Wood Splitting Block
 - Takes log, makes planks. Simple and automatic.

Added Bone Chipper
 - Makes items from bones. Mostly furniture.
 - Makes weapons from bones.

Added Wood Carver
 - Makes items from wooden planks. Mostly furniture.

Added Clay Shaper
 - Forms clay items from clay, fire clay or kaolinite. 5% failure rate.
 - These items are called "greenware", which means they are not burned in an oven yet.
 - You need to fire them in the kiln to use the items.

Added new reactions to Kiln
 - Fire clay/fireclay/kaolinite items. Mostly furniture.

Added Leather Upholstery
 - Makes leather furniture.
 - Note: Not all items will be stockpiled, due to being animal-materials.

Added Wicker Weaver
 - Makes wicker blocks from whip vine, quarry bush, longland grass, cave wheat or blade vine.
 - Makes wicker blocks from any leaves (process plant to bag in Farmworkshop)
 - Uses wicker blocks to make furniture.
 - Makes no(!) items that hold liquids. (pots, barrels, buckets, floodgates, etc)

Added Cloth Cutter
 - Unravels woven cloth into thread.
 - Makes cloth bedrolls, backpacks and quivers.
 - Makes specific clothing sets.

Added Leather Trimmer, Shell Crafter, Scale Cleaner and Chitin Scrapper
 - All four use the specific animal-materials.
 - Can upgrade their materials with tallow to get better protection.
 - Makes specific armor pieces & armor sets.
 - Leather trimmer also makes ropes and whips.

Added Trap Setter
 - Makes mechanisms from bone or wood.
 - Makes trap-comps from bone or wood.
 - Can improve trap-comps in three way: Barbs, Snares and Webbing.
 - Attach webs to trap-comps to give them a chance of slowing the enemy down.
 - Attach ropes to trap-comps to give them a chance of paralysing the enemy.
 - Attach wooden barbs to trap-comps to cause extra bleeding and pain.

Added Totempole
 - Allows you to change the weather to clear, raining or snowing.
 - This is your only way to stop forest fires!

Added Kobold Cheatsheet file. Large .png with summary of all workshops.
Added pre-liminary manual.
« Last Edit: March 27, 2015, 10:36:15 am by Meph »
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Puddingkuchen

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Just two little things, didn't start playing this version yet.
1. The Dffd link is blank.(Not uploaded yet?)
2. You could change the Soundsense config so it won't ask for the gamelog with every new version.
currently
Code: [Select]
<gamelog encoding="Cp850" path="..\..\..\Dwarf Fortress 0.40.23\gamelog.txt"/>
<supplementalLogs>
<item path="..\..\..\Dwarf Fortress 0.40.23\ss_fix.log"/>
</supplementalLogs>
better
Code: [Select]
<gamelog encoding="Cp850" path="..\..\..\Dwarf Fortress\gamelog.txt"/>
<supplementalLogs>
<item path="..\..\..\Dwarf Fortress\ss_fix.log"/>
</supplementalLogs>
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Meph

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Did add the link and changed the config. Thanks for both comments.
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Fairin

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Quote
All creatures are now trainable.
(this will be optional, once added to the GUI)


War keas ?

Hunting Cows / chickens!?

when can we armor them!? fear my mighty milita of iron clad war helmet snakes! >: )
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Meph

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There might be a way to armor any pet by altering one of IndigoFenix scripts, by changing tissue layers and just replacing their skin with metal.

But yes, currently you can have war/hunting everything, but it will be an option in the GUI, hopefully on the next update.
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Asva

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Small notice on disfunctional DFAnnouncementFilter.

Fixing is easy and that's how: in MasterworkDwarfFortress\Utilities\settings.txt change
Code: [Select]
[DFPath]
..\..\..\Dwarf Fortress 0.40.23
into
Code: [Select]
[DFPath]
..\..\Dwarf Fortress
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arbarbonif

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Little thing:  large Pots have [TILE:232] (which looks like a bed), should be [TILE:238].

Edit:
Actually several of the tools seem to have the wrong tile.
« Last Edit: March 28, 2015, 07:03:07 pm by arbarbonif »
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Meph

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Ah, yes, I forgot that the tools have tilenumbers :D They use the Ascii file, so all tools have the correct tile if you play an ascii tileset, but not if you play any graphical set. It's super easy to fix, now that I know about it. Thanks for the report. :)

Asva, thanks, I'll fix the link too. :)
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Kara Brandeddiamond

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I downloaded 006, enabled the other civ forts, created 5 maps, no kobold civilization. There are kobold towers though. Disabled human, no kobolds. Disabled all other civ forts in the gui, including dwarves, no kobold, but dwarves are still playable. Reinstall, and created maps with the default gui option where only kobold fort is enabled, no kobold.
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Meph

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Did you close DF between world generations? If you start DF, then make changes in the GUI, they wont take effect. You have to do the GUI stuff first, then open DF and gen a world.
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Kara Brandeddiamond

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Did you close DF between world generations? If you start DF, then make changes in the GUI, they wont take effect. You have to do the GUI stuff first, then open DF and gen a world.
Yes I did close DF between making changes. But DF crashed several times, that probably interfered with my experiments. After restarting my computer I was able to create worlds with playable kobolds with only kobold fort enabled. But it looks like that their civilization have no realms in all three maps I created, which may be why they can't be played when other forts are enabled, I guess.
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Meph

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You cant see them in the ingame civ tab, because they are SKULKING. Even in vanilla DF you never see kobolds on your neighbours tab. ;)
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Urist Arrhenius

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Happy to see kobolds updated! Only played a little so far, but from what I can see no digging is tempered somewhat by the fact that wood is so plentiful now. Do you have any intention to create some sort of thieving mechanic, or is that just not going to be a feature of these kobolds? And if not, will they get a different personality? I like the fact that it's challenging, but it feels like the kobolds have lost some of the personality they had in the previous version.
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IndigoFenix

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All creatures trainable?  You do realize that will allow any domestic creature to show up in sieges, right?

Also, the gnomes have a reaction for actually armoring animals in the animal care workshop.

Meph

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Happy to see kobolds updated! Only played a little so far, but from what I can see no digging is tempered somewhat by the fact that wood is so plentiful now. Do you have any intention to create some sort of thieving mechanic, or is that just not going to be a feature of these kobolds? And if not, will they get a different personality? I like the fact that it's challenging, but it feels like the kobolds have lost some of the personality they had in the previous version.
Could you describe what you mean with personality?

I'd love to give them some thieving, but I'd still need to work out exactly how... I was hoping the taverns update would allow for a few things.


All creatures trainable?  You do realize that will allow any domestic creature to show up in sieges, right?

Also, the gnomes have a reaction for actually armoring animals in the animal care workshop.
Yes, that's why it will be an optional setting in the GUI, usually turned off. 2 Buttons, "all trainable war" and "all trainable hunt".

Crap, no, I did not. At least not that it works on any animal, I thought that had to do with your constructed ones.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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