READ THIS FIRST: I am slowly reworking this. I will make another thread when it gets released. Should you download what is in the link below, expect no support.
DOWNLOAD HEREThe ManualHOW TO INSTALL:
1. Make a clean install of Dwarf Fortress
2. Delete the raw folder
3. Install the latest DFHack (
link here)
4. Extract the compressed files you downloaded from the link at the top of this page into the DF folder, overwrite everything it asks about
Failure to follow the above instructions may result in one or more things not working as intended.
ALSO IMPORTANT: I have included a manual with the mod. Please read it. I've also posted its contents in the thread, but that may be harder to find.
ON TILESETS: Sadly, my drawing skills could be classified as crimes against humanity, which means I can't make a tileset for the mod. Unless some brave soul volunteers (there are a
lot of creatures), this will remain ASCII only. I suppose you could try to install a tileset of your choice if you don't mind mod-specific stuff appearing in ASCII among the tiles.
As always, report bugs. Please.
On using any of the content in your own mods: First, check if it is really something by myself rather than someone else. If it is by me, then feel free to use it, no need to ask permission. Credit would be nice, but I'm not going to waste time going after someone over it.
A long time ago, there was
a thread. In it, Krantz proposed a bold undertaking: to make a Warhammer Fantasy mod to which anyone could contribute to. I myself contributed to the mod (said contribution was crap. I plan to correct that.), as did many others. Eventually, only SDood had been keeping the mod updated. After exchanging PMs, we agreed to revive the mod and get development going again. Due to a lack of interest from anyone but myself, I ended up making this a personal project.
Playable Dwarfs
Playable Von Carstein Vampires
Playable Skaven
Playable Orcs & Goblins
Playable Savage Orcs
Playable Night Goblins
Playable Forest Goblins
Playable Hobgoblins
Playable Empire
Playable Necromancers
Playable Warriors of Chaos
Playable Norse
Playable Beastmen
Playable Daemons of Chaos
Playable Ghouls
Playable Gnoblars
Playable Wood Elves
Playable Halflings
Playable Bretonnia
Playable Ogres
Playable Strigany
Magic (where casters roll for spells upon learning!)
Over 250 creatures
And more
I'm pretty much starting from scratch, since it was a true and complete mess, which I guess happens when you got a lot of people messing with the same thing.Much better now.
Credits:
Krantz, SDood, Shintaro Fago, mrtspence, Crazy Cow, Teneb(then Deathsword), Dbuhos, MiguelMO, Phoebus, SethCreiyd, Moogie, TastyMints: The old version
(If I forgot anyone, either PM me or post in the thread)
Teneb: The new version
Everyone who contributes to
DFHack: Integrated from (upcoming) R3, these wizards allow me to do stuff that would otherwise be impossible and bother to answer my questions on how to use the various scripts.
Dirst: For allowing me to use a script present in his
The Earth Strikes Back mod in R3.
Boltgun: For allowing me to use one of their scripts from
Succubus Dungeon starting with R7.
Meph: Helped me finally fix the creature spawning stuff.
Roses: For use of
some of their scripts from R12 and onward.
R15 ("Lost Glories")
Added playable strigany.
==//==
R14 ("Guts and Glory")
Fixed an oversight with beastmen bray shamans.
Added the ogre firebelly creature.
Added the blood vulture creature.
Added playable ogres.
Fixed some typos in DFHack stuff.
==/==
R13 ("Omelette du Fromage")
Added playable Bretonnia.
Manual finally completed.
Fixed problem not allowing chosen to be made.
Gave pitchforks to halflings.
Rebalanced dwarf runesmith chance.
Warriors of Chaos can use mechanics.
Hobgoblins can no longer make stone and bone weapons.
Turned tzaangors, khorngors, pestigors, and slaangors into beastmen castes.
Rebalanced beastmen pop ratios.
Fixed some vampire count reactions.
==//==
R12 ("A Grudge Stricken")
Moved slayers and chaos chosen to roses' class system.
Fixed further mistakes and oversights.
Added jade griffon creature.
Added more pets and minions to all entities. May end up reverting this depending on how it turns out.
Gnoblars are way bigger.
Shovels can now be used by smaller creatures.
Made sweeping changes to a bunch of playable creatures and entities.
Added a semimegabeast version of the liche.
Removed storms of magic because they were outright torture to edit.
Chaos sorcerers can now use the lore of heavens.
Vampires can now use additional lores.
Greenskins renamed to orcs & goblins.
All greenskins should now be called "he" instead of "it".
Flamers are no longer a caste of the daemons of Chaos playable creature. You can still get them as pets and such.
Limited various positions of many entities to specific creatures.
Norse have a new caste: the ulfwerenar.
All "siege weapons" removed.
Varghulf size and price increased again.
Varghulf no longer intelligent.
Razorgor size increased.
Carnosaur size and price increased.
Added treeman ancient semimegabeast.
Bale taurus and lammasu now properly considered creatures of Chaos and monsters.
Colossadon description less laconic.
Added two new gems: oathgold and brightstone.
Added a new vampire bloodline, the harkoni vampires (vampire coast/sarstoan vampires).
Added creatures for each vampire, but they won't appear normally.
Anvil of doom no longer requires runes to construct.
Runes are now forged in the anvil of doom.
Added a new weapon to the dwarfs: the blasting charge launcher. It also has a runic version.
Added the iron daemon megabeast.
Added new equipment for the empire: the lance and doppelhander weapons, the longcoat and armoured robes armours, and the capotain, bonnet and cavalier hats.
Added new equipment for the warriors of Chaos: the armoured robes armour, and the wrath-flail weapon.
Added new equipment for the norse: the seax weapon.
Hellcannons now cause fear instead of terror.
Hellcannons can no longer jump.
Added reactions to entities that use poison to allow them to use various creature extracts as such. Currently you'll need to import these extracts.
Priest of Ulric renamed to wolf priest.
Templar shrine renamed to templar chapterhouse.
Removed various workshops from various civilizations.
Fixed make and drink skavenbrew reactions names and descriptions.
Fixed call caravan and call migrants reactions names.
Added playable halfings.
Added einherjar creature.
Made vargheist and varghulf blood turn humans into more of the same.
Added incarnates.
Snow trolls have hair that insulates them from cold now.
Added rare double-headed castes for griffons.
Added claustrophobia to those applicable. May not work perfectly due to a vanilla bug.
Mahtmasi vampires now have an interaction that gives them a small chance of "hypnotizing" a hostile intelligent.
Banshees are now referred to as "she".
Added more skin colours to strigoi while reducing eye colours.
Strigoi attributes rebalanced.
Von carstein attributes rebalanced.
Added moon-based interaction to beastmen.
Added new equipment for skaven: the bladed star thrower, the doomrocket launcher, shock-prod and electro-whip weapons, and the warlock optics helmet.
Added eggs for all spiders.
Norse sorcerers now called seidmenn unless using a Chaos lore (then they're still sorcerers).
Norse seidmenn can use the lore of beasts.
Norse bards are now called skalds.
Changed some norse position names.
Chaos fury name changed to just fury.
Chaos familiar name changed to chaotic familiar.
Added the turnskin creature.
Added a new soil: ash.
Added the avatar of Khaine secret.
Added the glorious dead creature.
Empire lord renamed to graf.
Where applicapble, male creatures can now be gelded.
Rearranged the creature file to make it easier to edit.
Frostfiend can now appear as a semimegabeast.
Furies now have more colours.
Wraith and banshee natural skills nerfed.
Removed Deon's DF Wanderer.
==//==
R11 ("We capture it for Chaos!")
Slight change to vampire blood on the von carsteins.
Beastmen (except the centigor) now move faster
Size of gors, bestigors, bray shamans, minotaurs, doombulls, centigors, cygors, ghorgons, chaos spawns (of all kinds), and flesh hounds increased.
Size of forsaken decreased.
Chaos hounds gained an additional, rarer, caste that is poisonous.
Flesh hound pet value increased.
Stormfiends and soul grinders now have castes names indicating what special weapon/ability they have.
Skaven not as cowardly now.
Northmen renamed to warriors of Chaos.
Changed Warriors of Chaos positions to fix worldgen crashing.
Fixed a whole host of bugs and issues, pointed out to me by Meph. Thanks.
==//==
R10 ("Treebeard's Bad Moss Day")
Norscans renamed to Norse.
Human magic users are now three times rarer.
Lore of Tzeentch now limited to the magic-capable only. All according to plan.
Treekin, treemen, dryads, and branchwraiths learn skills at 10% speed now.
Treemen and branchwraiths made more expensive.
Fixed beastmen name.
Fixed dfhack stuff that spawns units. Probably.
Added playable wood elves.
Moved mod to 0.43.03
==//==
R9 ("Such Savages")
Ghouls and other minor undead in vampire counts and necromancer civs actually had regular learn rates. Fixed.
Ghouls have their own profession names for weapon masters (so hammerlord -> hammer ghast) and recruits.
All ghouls are carnivorous now.
Added a new caste to the vampire counts: thralls. This should allow them to feed more regularly.
Added a new interaction that can affect humans who desecrate temples: the doomed ones.
Added daemons of Malal based on Tony Ackland's designs: hook horrors, limbo ticks, paradoxes of Malal, guardians of contradictions, and exalted guardians of contradictions.
Fixed beastman reaction to make rock clubs making mauls instead.
Removed the unplayable troll entity.
Added playable ghouls.
Added playable gnoblars.
==//==
R8 ("Tardy Wizards")
Rebalanced a few spells to bring them in line with the rest (usually the cooldown).
Finished magic documentation. Some minor rebalancing of magic was had.
Vampires are less common than other castes in the VCs. Other castes made more common to various degrees.
Guns are actually pretty deadly now (before they just mostly broke bones).
Fixed all reactions that use bone or leather.
Imperial gunners should actually be called this instead of references to blowguns.
Skaven standards had a minor typo in the onLoad.init file and didn't work. Fixed.
Removed some dwarf runes, there were too many.
After seeing a comment by IndigoFenix on their Mario mod about how they used creature materials to prevent slabs made of weird materials, I decided to do the same. So no more warpfire tablets!
==//==
R7 ("Chaos Dunk"):
Bone breastplates are now available to be made.
Empire should build castles and tombs now.
Dwarf diplomat is now called reckoner.
Added more runes to runesmiths and rebalanced current ones.
Added chaos familiar creature.
Added celestial dragon creature.
Drastically changed the jade vampires.
Non-feral strigoi are no longer opposed to life.
Feral strigoi are now called strigoi ghoul kings.
Added the doom diver catapult to orcs & goblins.
Added chaos undivided cultists.
Added more artifacts.
Increased cygor and ghorgon sizes.
Doombulls have hooves now.
Doombulls, cygors and ghorgons have hair all over their bodies now.
Doombull is slightly slower now.
Fixed great unclean one plural name.
The "faction" system has been changed. It is now split into 4 categories: order, chaos, destruction and death (so, one of the few good ideas from Age of Sigmar). This will split undead from chaos. Still no idea where dark elves will go whenever they are added.
Fixed gromril not being available for armour-making.
Bloodthirsters and lords of change are now properly considered monsters.
Bloodthirters and chaos furies no longer have toes.
Greater daemons and daemon princes no longer have NOEMOTION.
Fixed typo in bloodthirster's name (was bloodthrister).
Blue horror was missing gaits.
Added playable Norsca.
Added playable Northmen.
Added playable Beastmen.
Added playable Daemons of Chaos.
==//==
R6 ("Thriller"):
Added missing creature classes to certain playable creatures.
Necrofex colossus should actually appear as a megabeast now.
Added an artifact.
Added playable Necromancers
==//==
R5 ("Imperial March"):
Greenskin wizards should now be able to use the staff magic missile.
Added the dread abyssal creature.
Skaven had their exclusive start biome changed to be any wetland, instead of any land biome.
Added black corn plant, which only appears in evil wetlands.
Fixed error in warpmusket name.
Drakegun and drakefire pistol now take more material to make, to make them slightly less powerful.
Fixed warpfire thrower having both its effect and that of the warp grinder (and the warp grinder being useless).
Creatures with fear should no longer be affected by fear (just terror).
Greenskin battle standard should actually work now.
Relaxed savage orc start biome requirements.
Fixed morghasts not having caste names.
Decreased snotling frequency.
Some changes made to most entities.
Vampire counts minions should work and not complain about wounds now.
Fixed more DFHack stuff, this time with creatures not spawning.
Added attributes to all playable races.
Added artifacts.
Due to certain issues with them (some that I am still unsure how to fix), adventurer creatures have been removed.
Added playable Empire.
==//==
R4 ("Get to da choppa!"):
Fixed a whole host of problems with reactions.
Plaguebeasts and frostfiends (due to a typo) weren't immune to psychology.
A few changes to interactions to make legends strings change from "X learned Wind of Aqshy" to "X learned the Lore of Fire".
Snare nets are no longer called, mistakenly, plague censers.
Added the mad cap "plant". It is edible cooked and can be used by greenskins in some reactions.
Dwarf slayers can now weaken monsters at melee range and have NOFEAR.
There might be worldgen slayers now.
Vampire and skaven standards work now. Dwarf standard no longer buffs vampires and skaven.
Skaven now need less plants (5 (formerly 10)) to make poison.
Added playable greenskins (orcs & goblins).
Added playable savage orcs.
Added playable night goblins.
Added playable forest goblins.
Added playable hobgoblins.
==//==
R3 ("Vermintide"):
Zombie Dragons can now appear in any land biome and are opposed to life.
Playable vampire creature received missing creature classes.
Rat ogres should have body hair now.
Vampire and Necromancer castes of the playable Vampire Counts entity can now have strange moods.
Added battle standards to the playable races.
(Re)Added the Large Rat creature.
Dwarfs have a few new weapons, see the manual for info.
Dwarfs can now make runic items, see the manual for info.
Dwarfs now have custom siege engines, see the manual for info.
Vampire Counts have a few new weapons, see the manual for info.
Vampire Counts have new workshops, see the manual for info.
Fixed various mistakes and added missing stuff to Vampire Counts entity.
All instances of PET and MOUNT changed into their exotic counterparts.
All instances of COMMON_DOMESTIC removed.
Fixed alchemical reactions being in the craftsman workshop instead of the alchemy workshop.
Added a new interaction to runesmiths and rebalanced the roll chance on their old ones.
The profession name for dwarfs who are high-levelled in melee weapon skills is now "ironbreaker".
Trollhammer spear renamed to trollhammer torpedo.
Slightly increased vargheist size again. Greatly increased Varghulf size.
Fixed the make gromril reaction.
Reactions that have been integrated with DFHack will still have boiling stones to ensure skill gain. These do nothing besides that.
Fixed potions looking like runes.
Skeletal creatures are now made of actual bone instead of fake bone. No idea on how this changes their resistance to blows other than that it probably does somehow.
Added Witch Hunter skills, though they won't be seen for a while.
Attempted way to remove Forgotten Beasts from the mod. Will probably spam the errorlog.
Tried to make it easier to figure what magic does for the player, including documentation.
Creatures that had guaranteed spells now have to roll for those spells as well (with a few exceptions).
Strigoi should use the Lore of Vampires again.
Branchwraiths can now use either the Lore of Athel Loren or the Lore of Life (previously, only the former).
Fixed protection actually making targets weaker.
All varieties of chaos spawn are now larger and are building destroyers 1 (wood).
Great pox rats can now pull wagons and are pack animals.
Reduced the minimum savagery count because it kept resulting in rejected worlds.
Vampires now use cities instead of dark fortresses, since those cannot spawn without HFS, sadly.
Dread saurians were misspelt as "read saurians".
Vargheists and varghuls are now opposed to life.
Due to creatures only using interaction in combat, the whole "remove opposed to life" thing was simply not working for the VCs, so removed.
Integrated one of Vherid's colour sets.
Integrated one of Dirst's scripts.
Integrated DFHack.
Added playable Skaven.
==//==
R2 ("Red Wanderer"):
Minor changes (Had them on a file, have no idea what happened to that file, forgot what the changes were).
In the case of reactions that spawn evaporating stones, I've changed colours from all being grey to grant feedback. Blue is a good effect, red is a bad one and grey is mixed.
Rebalanced vanilla weapons.
Longsword renamed to Arming Sword.
Fixed Strigoi transforming into themselves.
Strigoi should drink blood on bite attacks now.
If a Ghoul somehow drinks vampire blood, they'll become a Crypt Horror.
Increased size of Vargheists.
Dwarf strand extractors should be called runecarvers instead (thought about runesmith, but then you could end with a "dwarf runesmith runesmith")
Added Storms of Magic.
Added Lore of the Wild and Lore of Nehekara (won't be seen for a while, but are done).
(Partially) Integrated Deon's DF Wanderer.
Added playable Vampire Counts.
==//==
R1 ("Stormhammer"): the very first version