What is TribalFortress?TribalFortress is an ambitious mod for Dwarf Fortress that attempts to set back the clock to a time before civilisations were united and broken under thrall of autocratic rulers. Metalwork has yet to be discovered, civilisation lays on the mantles of scattered chieftains, and combat is ever more harsh and devastating. It is left up for the player to decide whether the future of their tribe is carved into the winding depths of a muddied cave or built up from the surface into what may become a sprawling townscape.
Notable FeaturesFortress Mode:- Play as humans
- Metalwork removed; utilise stone and bone weaponry
- Dense stone rendered undiggable
- Kingdoms abolished; tribal chieftains reign supreme
- Revamped nobles; new administrative titles and positions
- Many new items with new workshops and processes to create them
Adventure Mode includes all main races playable and the ability to craft many pieces of equipment from scratch.
Updates:v1.3:
- All weapon-grade stones and gems now have individual production reactions; bars now stack properly in stockpiles.
- Weapons and ammunitions have had their reactions changed to respect the new reactions; ammunition now stocks properly in stockpiles.
- Moved the "collect water" reaction to the new Welled Spring; can currently be built anywhere.
- Processing drinking water at Kitchens now also requires a wooden log.
- Material value of dwarven alcohols increased to reflect their exclusivity.
- Material value of leather increased to reflect danger of acquisition.
- Production of weapons and armours now requires additional components; applied to Adventure mode reactions. (see the readme)
- Arm and leg guards can now only be made from leather at a Leatherworks. (a bug in DF screws with custom glove/shoe reactions, evidently)
- Granted dwarves a superior war hammer; removed hunting spear from their arsenal.
- Granted humans a superior war spear; removed hammer from their arsenal.
- Granted goblins a superior war axe; removed long spear from their arsenal.
- Elves now only use clubs for melee weapons.
- Changes to entity ethics. (to be expanded on further)
- Replaced "executioner" position with "champion" with combined responsibilities; upgrades to "hero" by chieftain. (leads demonstrations while decapitating criminals--what could go wrong?)
v1.2:
- Fixed more oversights
- Civilisations now make full use of the [WOOD_ARMOR] tag
- Changed armor and under-clothing rarity from COMMON to FORCED
- Can now collect (produce) water into buckets at Kitchens
- Can now store water into barrels at Kitchens; requires two water-filled buckets (stocks properly now, too)
- Altered aesthetics of the custom workshops
- Removed obsolete reactions for some equipment items; added new ones
- Added Armor Maker's workshop; used to produce wooden and bone armour
- Removed remnants of above-ground alcohols
- Modified material values of some resources
- Modified entity religion to reflect ethics (to be expanded on further)
- Renamed "sword" to "long knife" and "war spear" to "long spear"
- Added helpful information to the readme
v1.1:
- Fixed some major oversights; if you encountered problems playing the mod, it's probably fixed now.
- Disabled wheelbarrows and minecarts
- Tweaked requirements for inter-tribal contact
- Elves granted superior bow and arrow variants
- Added new helmet type for variety
- Only dwarves now know the secret of brewing alcohol
- Added ability to 'collect' (produce) a mock-up for drinking water via Kitchens (may not currently stock properly in stockpiles, I'll have that fixed with the next update)
v1.0
- Release
Note:
This mod is currently in early development.
Features may not be fully implemented or polished.
Constructive criticism and suggestions are greatly welcome.