::: Current version: V.1.04 - Updated3rd June 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, 1.04!
Notes: This time I added the Hermit mode back, but it is very different from before. Instead of a hermit-creature that looks like a dwarf, you now embark as 7 dwarves, who meet an ill fate... and your hermit finds them. You can pick your race and gender yourself, from 200 different intelligent creatures, be it dwarf, elf, goblin, human or kobold, or rather intelligent beasts like cyclops, giants and minotaurs, or would you like to play as an animal-person?
At the start of the fortress you simply build the "Start Hermit Mode" workshop and make your selection, the rest is automatic.
You can also pick your starting gear, currently I added 5 sets: Archer, Fighter, Trapper, Barbarian and Dragonfriend, who gets a tame pet dragon at the start.
For more info, click here:
http://i.imgur.com/BMntFhn.pngThe other big addition is the modest mod. It fixes hundreds of tiny bugs or issues in vanilla DF, and now does the same in MasterworkDF. Most of the changes are under the hood, you never notice them, like child tags, egg materials (all creatures can breed now), some changes in animal behaviour, etc. I did make a few portions optional: Animals have a 5% chance to be gay, Animals with hoofs/horns/teeth/talons now get better attacks, and kitchen/still/quern get a few new reactions: You can pick which plant to mill and which drink to brew individually; and clean out buckets/barrels.
There are some minor fixes for the Succubi and this Orc update:
OF0.3
* Require blueprint for ancient foundry
* Change OUTSIDE_ONLY_ORC_RAIDERS to ORC_RAIDERS
* Re-enabled macuahuitl5 reaction in entity (adamantine studded)
* Baseline Outpost content
* Quick way to make (normal) glass blocks at Ashland
* Smelter can process Anthracite
* Burn corpses etc. (dismemberment theatre)
* Bugfix: Bone trap component reactions wrong building name
* Bonemold uses bonemeal.
* Added a small number of descriptions to reactions
OF0.4
Changes relative to v1.03 Release
* Permitted RAID_GOBLIN_ORC and RAID_KOBOLD_ORC
* Un-permitted RAID_DARKTOWER_ORC
* Added ITEM_TOOL_BLUEPRINT_ANCIENTFOUNDRY (25%) to Mountainhome and Ruins loot tables
* Removed iron bars from molten pit "slag" products. Added more rocks and small chance for low-grade quartz gems and iron ores to some slags.
* Added REACTION_CLASS:IS_BLOOD to MATERIAL_TEMPLATE:BLOOD_TEMPLATE (This is outside "my" files -- Meph please confirm)
* Used REACTION_CLASS:IS_BLOOD in Bloodsteel and bloodmeal reax
* More civ-level nobles are restricted to Orcish race (high warlord, warlord, high clanspeaker, clan liason)
* Allow local clan leader and warchief to have modest room requirements
* Huscarl REQUIRES_POPULATION:60
* Weapon balance pass
-- claws nerfed "merciless" attack
-- polehammer is PIKE
-- lifeguard society arms is PIKE
-- makeshifts, redo many stats. Slow prepare for "wind up & crush" attacks
-- redo from scratch: Jaguar, Blademaster, Cavebear. Greatly nerfed "Old Masterwork" ultimate attacks
-- slow attack and recover on powered weapon ultimates, but left them overpowered (items not currently in production)
-- redo from scratch: Dragon, Falcon, Assassin, Lifeguard, Spear Auxilla, Hammer Legion. Removed ultimates. Now melees just like their component melee item.
Future plans: Next I want to redo the manual and add ingame descriptions to reactions. Aka the next update will focus on user friendliness.
Community feedback: Poll last week was on plants/woods/trees, people do want more uses for plants, special wodd types and farmable trees. Ok.
This weeks poll is about races again. Since the Hermit and the Orcs have been added, the list has grown shorter.
Patreon: THANK YOU! The first month is over and Patreon showered me in dolla dolla bills, y'all. $106 came together in May. Remember, the mod is free and will always be; its open-source and you can use any part you like for your own mods. Support if you like, if not, no worries, its not mandatory.
I will sit down and do the engravings with nicknames and custom items for Patrons this week, they will be added in the next release. Still waiting on a few messages, people forgot to let me know which nickname that want ^^
Cheers and till next week,
Meph