::: 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 after my one month break due to cycling/mountaineering. V. 1.14!
This update includes the following:
- Fix for crash involving Stals Armory pack. (There were two duplicate item entries)
- Fix for grazers that starve on surface. (Meadow-grass should now grow in all biomes)
- New feature: The pottery can sieve all kinds of soils. Sandy, silty, loamy, you name it. These get split into their components, allowing you easier access to clays and sands.
Example: You find sandy clay loam. Take 3 sandy clay loam boulders, split into 1 bag of sand, 1 boulder of clay and 1 boulder of loam. Loam can further be split 40/40/20 into sand, silt and clay.
- New feature: Crystal growing. In RL crystals can be grown in a solution of alum, salt and water. You dip a tiny crystal into it and watch it grow. Dwarves can do this too. You build a "crystal garden" workshop using potassium and aluminum, then use a gem-stone and split it into 5 seed crystals. These can be planted in any farm plot, and a year later you can harvest your "grown gems", which can be cut into proper gems in the crystal garden workshop.
Crystal garden workshop.
Farmplot full of amethysts.
This gives you access to a slow, self-contained production of gemstones that is based on RL science. You can also grow rock crystals this way, for crystal glass.
- New GUI options!4 new options to make the game harder if you like.
Slower Farming doubles the amount of time it takes to grow crops.
Picky Nobles doubles the amount of mandates and demands.
Greedy Nobles doubles the required room values and furnitures.
Tantrums (hopefully) reintroduce tantrums to the newer DF versions... maxing out personality values for depression, anger, violence, stress vulnerability and anxiety.
Future plans: I really want to introduce one more playable race... either the undeads, or goblins, or underground-living ratmen, or a insect-hive race, or a water-based naga/snakemen race... still lots of options. I just have to downscale my own expectations, and start releasing them at an earlier, smaller state than I'm used to. Community feedback: Poll unchanged, but still open for suggestions for future mod features.
Patreon: In my off-time, 4 more people decided to support the mod, thank you kindly.
Releases will start again, every Friday just as before. My next longer trip is some time in Winter, till then there will be a release every week.
Cheers,
Meph