ELF INVASION MODHello! Took a little bit to get running, but I did it (with some help from Meph and a contribution from Stalhansch.)
I was working on a mod to help me scratch my itch to kill elves and do a community story to boot, and I've decided to release this here. The mod can be found
here, just drag and drop, replace what it asks to replace and gen a new world using advanced world gen!
A patch for 34.11 is also available
here. Note, it is a RAW ONLY PATCH.
CURSE ALL FRIENDS OF NATURE!The Elves march to war, be it with you or against you. But mostly against you.
LOYALISTStandard elves. No changes. Embroiled in a bitter civil war with the insurgent elves.
INSURGENTStandard elves on the side of the invaders. Fighting a bloody war with the Loyalists.
OUTCASTDifferent gear-set, represent cultural dissidents rounded up and sent to die for thier High Elf overlords.
OUTLANDInvading elves with a different gear set, from a story standpoint they form the bulk of the invading elves, gladly following the High Elves into battle to defend nature from everyone else.
HIGHHypocrites bent on conquest, using defense of nature as thier excuse. They use metal gear salvaged from conquests, while using wooden items and buildings or commandeering old coal mines in thier conquests to fuel their furnaces to produce more.
BEASTS ROAM THE WORLD!A new threat lurks in the forests and jungles of the world, and still others roam the lands in massive hordes.
JUNGLE BEASTSProwling the tropical lands of the region are the Jungle Beast. A scaley ape-like creature with pinkish eyes, they are numerous, breed and grow quickly, possessed of extreme aggression, and eat or drink anything they can get thier hands on. They can come in hordes of up to 20 individuals, and are more than a match for small militia forces lacking in discipline.
FOREST BEASTSPreying on those who would call the deciduous and confier forests of the world home, Forest Beasts behave the same as thier tropical kin, differing mainly in coloration.
CAVE BEASTSIn the underdark of the world, the monsters that hunt in the woodlands and swamps have also taken well to the brutallity of cavern life. Like thier surface brethren, they come in large numbers and are a serious danger to the inattentive Overseer's dwarves.
ROAMING BEASTSA mix of all three others, Roaming Beasts are loosely organized hordes led by Horde Lords (as civilized folk call the alphas,) these beasts settle wherever they can find space, and attack any and all for food and drink, and more than capable of breaking down all but the sturdiest barriers.
DIVIDED WE FALL: RIVALRY AMONG THE DWARVESAs war grips the land, there seems to be little in the way of a united front, and where there is conflict, weapons and ores will be in demand. Just as your dwarves would, your rivals are searching high and low for mineral rich lands to fuel thier industries, and are just as greedy as you; only now they're willing to fight for their ore!
There is now a rival dwarf civ almost identical to your own (minor equipment and ethic changes to accept theft and slavery so they'll be less likely to draw enemies away from you,) takes to the field against you, seeking to claim your mines and foundries for their own.
FROM SPARK TO RAGING FLAMEPyromancers now walk the land, taking the dead from many battle fields and reforging them into powerful, if flimsy, armies of flaming spirits. Be hopeful that your lands are blessed with frequent rains. Made by StagnantSoul and added with permission.
THE WRATH OF FATHER FROSTA yeti-like people called The Naukan have been sighted in the cold lands of the world. They can and will attack you in an effort to secure thier homeland from any they deem intruders.
ARSENAL EXPANDEDThree new materials are added to the line of dwarven goods: Lead- and platinum-cored steel and Strongsteel.
Made in the War Forge, cored maces and hammers can be produced from steel and lead or platinum bars. Meanwhile, Strongsteel swords and axes are produced the same way normal steel is, but with superior technique resulting, in superior slashing and piercing weapons. In effect, all weapons are made to order directly in the War Forge by a weaponsmith.
Lead- and platinum-cored weapons are brutally effective against particularly thick-skulled enemies, with the values relevant to blunt damage modified to the better bludgeoning metals' values, while ensuring they otherwise retain steel's superior standing to most other metals. Strongsteel has had the values relevant to slashing weapons boosted, hopefully allowing it to punch through any steel gear the High Elves bring to the table.
OTHER STUFFThe needed Stal's Armory files are included in a separate folder.
Minor flavor crap, namely some toys.
Added reaction so High Elves can produce iron.
You can now build display cases for junk artifacts from blocks and clear glass boxes. Lacks a graphic due to where I got the raws for phoebus, so it just looks like a gray nondescript shrub in that version unfortunately.
UNIQUE TO 34.11
Weapons and armor reverted to vanilla.
Naukan have a working ice spear attack.
Bandits replace pyromancers.
There's a matter of needing a suitable worldgen dominated by forests and wetlands to help promote thier thriving, but otherwise they are ready to go. I recommend adding 70-90~ civs in advanced world gen on a medium-sized world. There's also a "Barksplitter" elf entity if you want an added ally, as well as possibly to be expanded into a playable race if anyone's got any ideas on how to blend elven ways with human/dwarven.
Oh, and watch out for Rocs if you settle mountains. They aren't megabeasts anymore, so they may crop up from time to time.
who provided the needed iron reaction and some consulting, and Stalhansch for his
Used with permission of course.