DOWNLOAD HEREHOW TO INSTALL: unpack the contents in your DF folder.
OPTIONAL: Modified base gameThe aim of this mod is to provide a pack with creatures, basic (non-playable) entities and various interactions. Secrets, curses and entities will be grouped in their own files that can be easily deleted in case the user doesn't want them. Said additions do not replace anything already present in DF. So while the mod adds, say, a scrag (aquatic troll), it will not add regular trolls (since DF already has that, even if somewhat different from the D&D one). I tried to make it compatible with as many mods as possible, but there may arise conflicts if any vanilla DF metals are removed.
Some interactions may not work properly with non-mod creatures (for example, smite evil requires the target to have [CREATURE_CLASS:EVIL]), the classes I used are in the spoiler below.
The classes, and the logic behind them if needed, are as follows:
EVIL (used to be always paired with [EVIL])
GOOD (as above, but with [GOOD])
LAWFUL (not associated with any token, place as you feel appropriate)
CHAOTIC (I used to associated this with [SAVAGE] to make it easy on myself. Due to how creature placement works, I changed things a bit)
DEMON (This and the seven below are used to grant immunity from specific syndromes/interactions)
DEVIL
SLAAD
YUGOLOTH
BLIND (Does not imply actual blindness (the same goes for the others), just immunity from sight-based attacks)
MINDLESS
DEAF
INSANE
ABERRATION (This, and all below, refer to the D&D (specifically, 3.5) creature types. I don't think I included any creatures with multiple types in the first release, but apply these as needed)
CONSTRUCT
DRAGON
ELEMENTAL
FEY
GIANT
HUMANOID (Includes Monstrous Humanoid)
OOZE
OUTSIDER
PLANT
UNDEAD
If you do not want any new entities, secrets or curses, go to /raw/object/ and delete both entity_dnd.txt and interaction_dnd_class.txt.
This is not a total conversion! If you want a D&D total conversion, I suggest
this1.0: Released
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1.1: Fixed Worldgen Crash
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1.2: Monster Manual 2 creatures added
Removed a specific entity (that had Baatezu, Slaad and Tanar'ri as possible creatures (so now devils, slaadi and demons are now no longer one mega-creature))
Removed the "classes", celestial/fiendish creature interactions and moved the Lich interaction to interaction_dnd (deleted interaction_dnd_classes)
Leather items made of "ooze" should no longer appear
I revised my stance on historical dinosaurs, so I'm adding those on the books
Added aboleth mages, which I forgot about
Added gaits to the Umber Hulk
Invisible Stalker now can go back into stealth
Fixed biomes for demons and devils (for some reason, there was nothing in the errorlog. I was lucky to spot it.)
Gave formians a biome.
Added gaits to ice devils
Gnolls no longer have two MAXAGE
Gave Purple Worms biomes
All golems (and other similar constructs (though not all!)) are now [PET] instead of [PET_EXOTIC] and can appear above-ground as well. Gave them some differentiation
Eladrins got renamed to Celestial Eladrin and now have caste names I forgot to add previously
Archons got renamed to Celestial Archons
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Reduced values of pets all around
Fixed Azer and Thri-Kreen being playable
Plants no longer can become undead