They say that the world was once filled with strange creatures who had no fur, nor feather or scales, but long beards and exceptional livers. According to our oldest legends, Armok grew displeased with their kind and turned his back on them. Chaos Itself sought to make a new world filled with new creatures. With all of civilization gone, there was nothing in the world but little animals scurrying hither and fro. Armok noticed them and saw potential. Armok shouted, "You there! What are you doing? Stand up straight, speak up! There you are, that's better. Now pick up your tools and get to work! That's the way, that's good. Show me some diligence! Show me ambition! Show me your worth, and this world will be yours..."
That was the beginning of our kind. Through diligence and ambition we have shown our worth, and this world is ours. This world of...FURRY FORTRESS III
Welcome aboard for the newest and thirdest version of Furry Fortress. Furry Fortress is a collection of civilizations that combine a popular animal with a particular medieval or ancient culture, as well as several improvements of my own invention to make the game a bit more fantastical, sensible or easier to manage.
I don't always get a lot of time to test all the little changes going on, so I absolutely appreciate any observations you have about Furry Fortress.
Download:
https://drive.google.com/drive/folders/0B5_Jm8L6GFwcVTM4OWtDQmV1ejg?usp=sharingAnimal Races:
Current Races:
Vulps: Foxes with Japanese themed equipment. They can produce Sakuragane, a stronger form of steel.
Lagomers: Rabbits with English themed equipment. They can produce Excalibar, steel strengthened with rutile or ilmenite.
Komodos: Goannas with Egyptian themed equipment. They can produce Bone Bronze, from copper and bone.
Greenjas: Frogs with Ninja themed equipment. They can produce Ninjawood, wood strengthened with ash and horn/hoof at the wood burners.
Saldogs: Dogfish with Pirate themed equipment. They can produce Dabloonium, gold enhanced with antimony.
Planned Races:
The rule this time is that all animals must be small. Biggest is gazelle, smallest is ants.
Viking Lobster
Zulu Impala
Mongolia Eagle
China Monkey
India Cobra
German Raccoon
Greek/Roman Army Ant
Polish/Russian Swan
Vampire Hunter Fruit Bat
Australian Wallaby
Thai Pangolin
Scottish Badger
Maori, not sure of animal yet, kiwi, kea, kakapo, weta or longfin eel
Mesoamerican, not sure of animal yet, probably ocelot, tamandua or armadillo
Digger/Steampunk, some burrowing animal
Elven, fantasy elven or druidic weapons, like a bladed bow, antler sword, druidic staff. Probably a small deer, like a muntjac.
New to FuFo3, each race will be able to produce a special cultural metal. Right now, Vulps can produce sakuragane, a stronger version of steel, Lagomers can produce excalibar, based on titanium, and Komodos can produce Bone Bronze from copper and bone. These will probably be the hardest part of a new race to dream up, so suggestions are welcome. Nope. Too hard.
Metal Changes:In general, "useless" alloys like rose gold and billon are removed. Extra work should add value, otherwise it is just clogging up the menus.
You can no longer use unalloyed copper or silver to make weapons. Lead and nickel can be used to make ammo.
New metals and alloys:
Pyrochalcum - An extra sharp iron-like metal
Geochalcum - An extra hard and dense iron-like metal
Aerochalcum - An extra light-weight metal
Hydrochalcum - An extra valuable gold-like metal that can be forged into metal clothing
Novachalcum - A very valuable and strong alloy of the 4 elemental metals.
Dracometal - A strong, lightweight metal smelted from dragon fossils.
Paktong - Nickel-Copper Alloy, similar to bronze. Data based on modern 50-50 cupronickel.
Bulletta - Lead-Antimony alloy, a harder version of lead capable of being made into weapons (although they can't cut well) (Antimony comes from Stibnite)
White Gold - Nickel-Gold Alloy, same value as gold, giving an increase in overall value.
Crucible Steal - Produce steel with clear glass and clay instead of flux.
Planned Metals:
Atlantium - A very strong material found in "atlantis scrap" piles. Might be based on vanadium or thorium or something like that.
Antimony Alloys - Antimonial pewter, antimonial bronze, not sure what else it is used for.
Magma metals - Possibly a way to extract iron, aluminum and magnesium from magma.
Neutronium - A super dense material, probably similar to slade. Current thought is that Neutronium is useless in its natural state, i.e, a 1-ton marble, but it likes to "alloy" itself with tetravalent materials, carbon or silicon, so Nu+charcoal = Neutronium Carbide (+Iron = Neutron Steel), Nu+Diamond = Neutron Diamond, Nu+Graphite = Neutron Paper, Nu + silica (sand) = Neutron Glass. Ideally, the "alloying" process causes your Neutronium marble to lose density very suddenly and explosively, throwing your Nu compounds all over the smelting area.
Plants & Woods:I wanted to add a few more "economic" plants and woods to make that aspect more interesting.
Note that playable races no longer have access to underground crops or wood, so it will be more of an adventure to go explore the underground.
New Plants:
White Oak - Different mechanical properties than normal wood, supposedly better suited to wooden weapons
Boxwood - A white wood, very valuable
Ebony - A black wood, very valuable (I'm not sure I've ever seen it spawned, might be bugged, might just be rare)
Calamander - A golden colored wood, extremely valuable (in real life, it is stripey, extinct and even more valuable than gold)
Grotto Lemons - An underground fruit bearing tree. Grotto Lemons cannot be eaten, but can be turned into Dwarven Lemonade.
Pillar Stalk - A wide and tall underground tree with no branches.
Blade Bough - Mechanical properties copied from obsidian Grows underground.
Ironwood - Mechanical properties copied from iron. Grows underground.
Gem Berries - An underground equivalent of sun berries. Grows only in summer, appears in the 3rd layer.
Shadow Flax - A more valuable cloth, based on flax, it can also produce seed oil.
Burrow Lint - A less valuable cloth that grows all year round.
Planned Plants:
Waxwood, Koa, Lignum Vitae, Quebracho, and some more types of expensive wood like Rosewood, and probably some underground imitations.
Trees that can be "tapped" for syrup, resin, rubber,
diesel, shellac, etc. Right now I'm thinking this would be done with a harvestable growth on the trunk.
Crops that can produce materials like leather, wood, shells, gems. Or possible trees that produce it. These would probably be only underground.
New Stone:There are a few new stones, silcrete, flint, jadestone, zirconia, which can be used for sharp stone tools. Right now, they are just stone, I am having a hard time finding material data for them. For flint and silcrete, this doesn't really matter, they won't be all good anyways, but supposedly jadeite and zirconia have pretty good material properties. So if anyone can help me find out more about those materials, I would appreciate it.
In the future, I might also make a more valuable kind of stone, kinda like calamander wood. I also might make something like kaolinite that can be found deeper, maybe in small clusters like the elemental metals. I also want to make "deep iron", an ore that yields iron that can be found deep underground, since I find it annoying that the best metal in the game can only be found in one particular ecosystem and at the surface, but on the other hand, the new metals scratch the same itch, and I don't know how to make an ore only show up at a particular depth.
Clothing Overhaul:I've never been very pleased with how DF handles clothing outfits. It's too micro-managey, and doesn't work well for cultures like Ancient Egypt where people ran around half naked. So instead, I've developed a new system where you produce a single piece of clothing that covers the entire body, that comes in different quality levels. Higher quality levels cost more material to make, so they should be more expensive. I have left in Anklets and Bracers from the last version of FuFo, since they can be made from bones, shells or metals, they strike me as more interesting. Armor is handled similarly, you just produce a suit of chain armor or plate armor. In the future, I want to also include a form of lamellar armor that can be made from any material (even historically lamellar was produced from metal, leather, paper, bone, shell, stone, seed husks, ivory, horn, all sorts of things), but I need to think about how that will work first.
At some point, I may include cultural variations of these garments. This is simple for cultures like Japan, but difficult for cultures like Ancient Egypt, so I don't know yet how I will handle it.
As of this post, I have not extensively tested this system, so I'm sure it will change a bit as I feel it out.
New Creatures:For the future, I want to make more fantasy critters. A fortress full of turkeys and sheep kinda kills the fantasy mood for me, and it's fun to set traps and tame wild animals, but there's not a lot of reason to do it, a team of battle tigers is probably going to get slaughtered by metal weapons. So the approach is 2-pronged, set up more interesting domesticated creatures and create more interesting and useful wild animals to catch.
Right now, the only new animal is the Wyvern. They can be found in all ecosystems, until I start to fill the world with more fantastical creatures and decide what goes where.
New creatures will be along the lines of mythical beasts, like the Wyvern, Longma, Amphisbaena, etc, and prehistoric animals, like Woolly Mammoth, Kelenken, Sebecus, etc. Might also do regional dragonoids, like a Jungle Drake or Mountain Wyrm.
For domesticated animals, I want to thin the list a bit and throw in some more exotic pets and fantastical animals, like chocobos instead of horses or civets and falcons instead of cats. Civs from the right biome may have access to the vast array of critters that are domesticated in real life, like elephants, gators and ostriches.