Future of the ModHere is the space to discuss future plans, goals and suggestions for the mod.
Suggestions:General mod features:
- Decorations (using TWBT to make fancy decorative buildings)
Complete mods to add:
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Adv-Mode:
- Classes like rogue, wizard, barbarian at embark
- animal companions
Dwarves:
- Rune-Magic (dwarven mages)
- More merchants (buy/sell items for gold coins)
- Distillery/Brewery (better still)
- Mineral farming (grow your own gems/minerals)
- Thatchery (wicker weaving, thatch roofs, etc)
- Stables (feed animals indoors)
- Prison (lock up specific dwarves for X seasons manually)
- Colosseum (fights against creatures with rewards... can be easily abused?)
- Chemist (blackpowder for muskets/flint-lock pistols, explosive traps/catapult ammo)
- Gunsmith (muskets, flint-lock pistols)
- AOE buff workshop (formerly tavern/music, but vanilla DF has that now)
- Custom trading workshop (order "box/chest of X" from caravans, unpack items)
- steam engine (make power)
- Landmines/Turrets (exploding mechanical creatures and automated siege-engine creatures)
- coin mint (batches of coins for traders, guilds, etc.)
- Trap engineer (better trap comps)
- rune-armory (improve armors with rune magic)
- warbeast kennels (armor war pets, train their skills?)
- Workshop to create new dwarves (formerly "town portal" that teleports in a new migrant)
- Workshop to hire heros (unique high-level mercenaries that join your civ)
Kobolds:
- Wooden weapons and armor.
- Totem/skull helmets.
- antler and horn based weapons.
- tattoos or tribal warpaints.
- steal finished items from other civs, mostly weapons, armors, anything shiny.
- ogres as pets that adopt kobolds. (like cats do)
- dirt-digging only to create holes to live in.
- access to dirt/earth at embark. 0 point cost, can only be used for constructions, aka walls.
- fisher gremlins, pets that fish.
- special beekeeper with unique products from hives. dye, drinks, poisons, etc
- Fence (illegal trader) that swaps stolen goods for other goods. (20$ for that jacked car radio, k?)
- tribal meeting grounds: form a tribe, gives every civ-member a specific bonus, but you can only select one. Lets say I add 5 pre-set tribes, each kobold fortress can only have ONE of those. (using interactions and display_name changes, kobold to "X-tribe kobold".) The boni should have a huge effect on the fort.
- Shroomshop, grow magic mushrooms etc and random-up your emotions/thoughts of workers.
Succubi:
- Temple of sin, esoteric order, altar of nightmares, Abyssal temple, temple of fire. (aka the workshops from MFD for 34.11)
- Glass Armory, Glass Weaponry.
- Obsidian Forge. Refine it into volcanic glass, very sharp, very brittle. Use it to create custom trap-comps or ammo, spear tips, etc.
- Slade Crucible, turn slade stone into a metal version.
- Pin Pricker, a workshop that decorates armors with spikes, which increase the damage of the succubi attacks (or adds interactions to be done in melee combat to "hit" enemies with the spikes, causing heavy bleeding and pain. This can be done with item-syndrome, similar to what I did in MDF34.11 with runes on dwarven weapons/armor)
- Spark, 1x1 workshop that just starts a fire. Simple, but set them up on the surface to easily start controlled surface fires or burn down your caverns.
- Harpy nest. Grow flying trainable_hunting monsters with sharp claws.
- Magma Pit, replaces Crematory. Does the same thing, but sounds more fitting to the theme.
- Summoning Circle: Fire. Run scripts like "plant extirpate/immolate shrubs/trees/all" to instantly turn every brush or tree into ash or fire.
- Alchemist. Work with brimstone (sulphur) and saltpeter and oils. Maybe for special ammo or catapult ammo or exploding trap components.
- Decorations. 1x1 workshops that fit demons/dungeons. Skulls, heads on pikes, chains, that sort of thing. TWBT allows custom tiles for custom workshops.
- Gargoyle Mason. Make living statue-pets. (Maybe: IMMOBILE, but I think newer DF version stop immobile creatures from using interactions and fighting back.). Relatively weak pets with a high sight range. Set them up on the map as scouts to spot ambushes, etc.
- Magma Waterfall/Aquifer thing. Maybe Magma Gargoyle. Something that spawns a flow at a tile. This allows for easy construction of magma waterfalls.
- Thorny plants that succubi can grow in their farm plots. They are inedible, but can be used to make "thorny branches", a trap-comp that acts like barbed wire for your weapon traps. Could also make "crown of thorns" a custom helmet.
- If Putnams hackwish still works: Darkpact, small workshop that allows commute with the devil. Sacrifice the worker (a soul) to run hackwish once, getting one free item of your choice. Which probably will be "adamantine + biggest weapon in the raws".
- Some way to turn all released clowns from the HFS either tame, friendly, kill them or make them leave the map. Either way, the HFS shouldnt be a danger to you.
- Dungeon/Torture chamber: Hurt the worker physically, but increase their positive emotions/thoughts.
- Spanking/Whipping bench: Trains whip skill.
- Pillory: Turn one worker into an immobile creature for a while, but increase the mood of every nearby civ member. Aka they take pleasure in public humiliation.
- Item: Chastidy belt. turns wearer sterile while wearing it. (good for overpopulated forts, community forts, best-military-women-shouldnt-get-baby-shields)
- Item: Blindfold. turns wearer blind. (good for siege operators, stops them from running away when enemy gets close)
- Iron Maiden. Turns the worker into an adrenalin-fueled super-soldier for 1-2 months, but makes them bleed out at the end of that time. (delayed bleeding/deadly syndrome).
- Sacrifical altar: Pasture pet on top of workshop, run reaction, pet dies... get reward.
- Black Candle: Turns EVERYONE on the map blind for a month. Makes for interesting fights with sieges, especially if they bring a lot of archers.
Elves:
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Humans:
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Goblins:
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Orcs:
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Naga:
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Necromancers:
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Hermit:
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New GUI settings:
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New utilities:
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New tilesets:
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Note: This is not finished yet, I'll add more things as I go on.