Most of the mods included here are based off of Warcraft and Dragon's Dogma, though there are some creatures from other games (i.e 2 Mortal Kombat races - the Osh-Tekk and the Tarkatans) or stemming from other inspirations - for instance, I have a series of megabeasts based off of the Seven Deadly Sins, and a bunch of other weird creatures, including one I made for the
Raw Travesties thread - the Two-humans.
Main featuresNew playable racesMany new races playable in adventure mode. Due to the amount, not all of them may spawn during generation of smaller worlds, or ones with smaller civilization limits!
On top of that, many of the wild non-civ races are playable as well.
Many of the new races, both civilized and wild ones, have different abilities and spells - others simply diffrentiate themselves with different body details, armored bodies, or unique weapon sets.
New magic knowledgeThere are many types of magical knowledge in the vein of necromancy that you can find.
Five of the new magic user types - Sorcerers, Biomancers, Pyromancers, Psychics, and Unholy Knights, will build towers during world generation - if you can defeat their minions you will be able to gain the knowledge they possess!
The others - Blessed Warriors, Paladins, and the Voodoo Priests of the Serpent, Tiger, Bat, and Spider - will not build towers, and as a result will be much tougher to find. However, you may occasionally come across books written by them in libraries around the world, which would grant you the same knowledge - both of the magic user groups may occasionally be found as bandits as well, clutching onto their slabs.
A more hostile, difficult worldThere are many, MANY more predatory creatures out in the world.
Additionally, there are many megabeasts that you may hunt in Adventure Mode, or which will attack your settlements in Fortress Mode.
There are a few non-predatory creatures as well, though that is not to say they are completely harmless.
New plants, ores, and weaponsThere are many new resources for you to use, found in various biomes around the world - most of them I've added to the biomes that were somewhat empty in vanilla - mostly deserts, tundras, glaciers, and taigas - giving more of an incentive to embark there.
Some of the drinks brewable from the new plants also have some special properties - for example, the Dragon's Brew made from cinderblooms temporarily allows you to spit bolts of magma at enemies; the Lichwine and Mage's Wine, made from the Lichbloom and Mageroyal respectively, grant you a long-term immunity to all types of magic (though "physical" abilities like the Gronn's shout can still affect you) - or the Pandaren Brew made from the Golden Lotus grants you a long-term increase in favorable combat rolls.
There are also many new different types of armor and weapons.
That's about it. Big thanks also to Enemy Post (Rowsdower11 on the DF subreddit) for helping with some troubleshooting and bugfixes, and also Droggarth for helping with live-testing and some feedback.
Also, with the new version, big thanks to Deon for allowing me to use modified versions of his crafting reactions from Wanderer! Keep in mind they aren't included outside of the full packs, since I don't include vanilla raw changes in those which are required for the crafting reactions.
Thanks to peasant cretin for allowing me to use his "Peasant and Forester's" mod, as well as Blaze_1711 for providing reactions for compatibility with it!
Download links:
Lite packAddons - require the full pack to work:
Additional KombatantsWarcraft DerivativesKingdoms of HumanityThe Five DragonflightsNote that some of my other mods, most notably the
Cave Revamp, share some material, inorganic and tissue files - if you want to use both of them, just use the templates from this pack, since they're always the most up-to-date and have everything needed for both packs to work.
EDIT:
Battle for Azeroth update changes.
Whispers of the Old Gods update changes.
Hero Update changes.
Shadowlands Update changes.