::: Current version: V.1.03 - Updated 27th May 2016 - For DF.42.06 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::
::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::
New Update - V1.03 !Notes: Every Friday a new release.
This time I added options for some FPS-savings dfhack scripts, over 100 new armors and weapons thanks to 3 different item packs by LiberCeli, Grimlocke and Stalhansch; all optional of course. I fixed several reported bugs, two crash sources, but still have to figure out how standardized materials and butchering historic figures goes hand in hand. Some misc kobold fixes too.
There are two new workshops for dwarves, the inventors workbench and the handpump.
Inventors workbench: Takes any item, armor, weapon, shield, ammo, etc; and makes a copy of it of a material of your choice. Sounds trivial, but it allows to reverse-engineer foreign items, which you have looted from invaders or bought from caravans. You like that orcish tomahawk, the goblin whips or succubi pitchfork? Now you can copy them, once you have access to one of their kind.
Handpump:Must be build next to water or magma! It can store water or magma in barrels or buckets. Sounds simple, but is a massive change. For once you can store and stockpile water, building a reserve for bad times. Water in barrels also counts as a drink, so dwarves will drink water from your stockpiles now! Thats great for winter embarks or when you are low on booze. I might also use this workshop to enable liquid spawning in future, when you take a magma barrel and dump 7/7 magma somewhere else, for your magma forges. The orcs already have that feature.
A special thanks to Chaosfiend and DwarfElephantMonster for their bug reports, they really helped.
And now the big addition: ORCS! Orcs are playable now, with their own castes, pets, weapons, armors, workshops and furnaces. Almost every features of the old mod has been ported, some improved. The only one missing is the magic, which Smakemupagus wants to rewrite. A total of 60 workshops and over 700 jobs are included. They also have a new way of handling captives: Dwarves, Humans and Elves can be released as civ-members, which do labors for you. Goblin, Kobold or Ogre migrants can be bought as well.
This means you can send your throw-away goblin troups at the enemy, while your elven captives have to fight in an arena; being watched by your ogre sheriff.
Orcsby SmakemupagusProud warrior race with good fighters and an industry based on raiding and resulting slave labor; their units equipped with either well-made handcrafted wargear; or shoddy mass-produced makeshift arms and armors.
Workshops & FurnacesTribal Warcrafter
Fletcher
Boneforge
Orcish Factory
Molten Pit
Blacksmoke Furnace
Damasc Forge
Ashlander Glassblower
Ancient Foundry
Raiders Drydock
Freelancers Guild
Handpump
Fluid Caster
Dismemberment Theater
Blood Bowl Pitch
Sparring Pit
Ghetto Overseer
Dwarf Labor Cell
Elf Labor Cell
Human Labor Cell
Goblin Sawmill
Goblin Quarry
Goblin Tinkerer
Goblin Muckraker
Kobold Poisoner
Kobold Thief
Kobold Textile Hut
Kobold Bonescrimmer
Caravanserai General Bazaar
Caravanserai Farmers Market
Caravanserai Arms Dealer
Caravanserai Shadowbroker
Auxill Outpost
Orc Outpost
Human Outpost
Dwarf Outpost
Elf Outpost
Screenshots:
Features & Balancing V1.03
- Added FPS-improving options that also make the game harder: Decaying food and clothing.
- Added FPS-improving options that also make the game easier: Decaying refuse, corpses and undead.
- Added Grimlockes Historic Arms and Armors mod.
- Added LiberCelis Terrible Weapons mod.
- Added Stalhansch Arms and Armoury mod.
- Added Inventors Workbench. It can make copies of foreign items you looted from invaders or bought from caravans.9
- Fixed map-reveal/flood bug from Open-Legends script (Great Archive)
- Made Weight-Bench 10x more effective.
- Sorted workshop menu, to make it a bit more easy on the eyes. Standardized Workshop names to X's Shop.
- Added Handpump. Stores water/magma in barrels/buckets.
- Fixed wear on buildmaterials of kobold training workshops.
- Gem weapons&armor are now as good as iron-grade metal.
- Added vanilla non-square Ascii set to tileset options.
- Kobolds can butcher sentient creatures again, like killed invaders.
Future plans: I'm a bit on the fence about the werebeast, titan, nightcreature civs. While originally a nice idea, they really muck things up in Adv-Mode due to their sites (towns full of them), and in Fort-Mode due to their mercenaries, scholars and bards that come visit, toppling statues, razing buildings, etc.
I might have to remove them and make "normal" civs again for those. :/
Community feedback: Last weeks poll was about playable races. Humans did win, but Orcs were leading for a long time, so by the time the humans overtook them, I'd already started on the orcs. This weeks poll said that 50% think dwarves have enough content, while 50% want more content for them. This means I will put in a little bit more; rune magic and golems. Steam engine and explosives. High-end things.
This weeks poll is about farmable wood. Yes, No?
Patreon: There are a couple of new supporters this week, bringing the total count up to 21 patrons of Masterwork DF. Thanks! Patron rewards will be released on the 1st of each month. Consider adding $1 to the pool, if every player would do that, I could do this full-time.
Cheers,
Meph
Edit: The first 20-ish people or so had a file called item_z_ammo_orcfort.txt. Please delete it; it contains duplicates of 4 ammo types. I uploaded the mod again without that file once I noticed, but some people already downloaded the version with said file.
Edit2: For the kobold players that have no pets; add this to your onload.init.
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste FEMALE
I also discovered the crash source when butchering historic-figures. Its "standardized bones", which I turned off by default now. Currently re-uploading the mod, with the changes.