Welcome to DF: Dark Fantasy
V: 1.01
About:
This mod is an attempt to introduce more dark fantasy elements to the game Dwarf Fortress while maintaining the feel of the original game. At the same time, the civilizations introduced in this mod should play and feel different from the base game. The inspiration for this mod will draw from several works of fiction, this first edition being Dragon's Dogma based.
If you haven't played Dragon's Dogma, I highly recommend it. Much like Dwarf Fortress, Dragon's Dogma has a random element which generates stories and experiences that are both highly memorable and often ridiculous.
Features:
Playable Civilization: The Myrmidons
⦁ A humanesque civilization fond of warfare and heroicism. They spawn in most biomes, building hamlets and towns.
⦁ Myrmidons have two castes - the Arisens and the Pawns. Both Human-sized.
⦁ Arisens have extremely high potential - capable of extending their attributes double what Dwarves could accomplish. They have a slight advantage in combat, as they have no heart. The Arisen should also never die of age.
⦁ Pawns are comparatively weaker - their attributes are completely average. However they make ferocious warriors. They do not feel fear and do not have emotions. This means they are unphased by death and corpses, but also means they're likely to pick fights with alligators. When a Pawn dies, it returns to the Rift - leaving behind no corpses.
⦁ Pawns do not experience attribute or skill rust.
⦁ Have access to all buildings and materials Dwarves do. They build bows instead of crossbows and have a slightly different variety of weapons and clothing. Also have the new weapon "Dragonslayer" - a hulk of metal larger than the standard 2H sword.
⦁ The Arisen are quite rare and most forts should have ten times as many Pawns.
Enemy Forces: Saurians and Snow Harpies
⦁ Saurians are cave-dwelling lizard men. Beware their acidic spit!
⦁ Saurians will spawn in hillocks and fortresses mostly nearby rivers and water. They are not particularly powerful, but will attempt to steal from your fort occasionally.
⦁ Saurians have natural weapons of acid and a tail attack. They will also carry spears and pikes. They wear some clothing and equipment - sized for humans/myrmidons.
⦁ A Snow Harpy - named so to avoid any conflicts with vanilla harpies - is an evil tree dweller capable of flight. They will ambush and attack your fortress, so be prepared for flying enemies.
⦁ Snow Harpies carry weapons in their talons, mostly spears and maces. They should wear some clothing and poor armor suitable for dwarves/elves.
⦁ Both can be played in Adventure mode. I enjoy Saurians the most.
⦁ Both have five or so unique creatures - many are war/hunting trainable, making them valuable to your fort should you capture some through raiding. Harpies have a beak dog variant - the Harper, and Saurians have a helmet snake variant - the Sauril Snake.
Wild Animals: Kelpies and Flat-faced Cats
⦁ Kelpies appear to be horses but come from the sea or rivers. They're powerful spirits of nature.
⦁ Kelpies have all the appropriate materials and skins. You might see them domesticated by some civilizations. If so, they make excellent sources of meat, shells, and milk.
⦁ Flat-faced Cats were my first attempt at creating a creature and were included just for fun. They are roughly the size of dogs and are hunting trainable - but not war trainable. They will also kill vermin around your fort. They're quite common as domesticated animals.
Megabeast: The Great Wyrm
⦁ A slightly larger dragon based on the titular dragon of Dragon's Dogma.
⦁ Although not too different from the base dragon, you might find Myrmidons worshipping the Great Wyrm as a deity.
Semimegabeasts: Chimera and Cockatrice
⦁ Both semimegabeasts might attack your fortress, should you gain their attention. Though neither are much more difficult than any other semi-megabeast, they each have their own special attack. Cockatrices spit a petrifying gas - slowing surrounding dwarves and Chimera might inject you with vile venom.
Installing the mod:
Unzip all files into the DF main folder.
To play you'll need to generate a new world.
Playing the mod:
Upon a new world generation, all intelligent races should be playable in Adventurer mode.
Myrmidons are available for Fortress mode. To select them, open Fortress mode and press Tab to reveal your neighbors. The name listed at the top is your current civilization. Pressing tab again will list the civilizations by name - of which you can choose either Dwarf civilizations or Myrmidon civilizations. Please enjoy.
Version information:
Made and tested entirely with 44.10. Should be compatible with any 44.xx version as the files are only object raws with modern tokens. Creatures tested in 44.11, but haven't played a significant amount of time in fortress mode yet.
XCurrent IssuesX
⦁ Pawns will accumulate dissatisfactions - making them distracted over a couple years. This seems to be because they don't have emotions and therefore can't satisfy most needs. I'm working on this - but for now, Distracted is still better than Horrified.
⦁ Pawns might leave behind body parts - if severed in their final fight. In future editions, this will be fixed.
⦁ This mod increases the civilizations from 5 to 8. On small worlds, there's a moderate chance at least one will not spawn. Smaller and Pocket increase the unlikelihood.
⦁ I'm currently dissatisfied with they symbols for Arisen and Pawns - especially as soldiers. I will likely alter this in the future. I feel they tend to fade into the background much more than the Dwarf smiley.
⦁ Saurians are somehow very diplomatic and peaceful. In most tested worlds - the saurians are not at war with anyone. I'll make them more aggressive in the future.
☼Planned Changes and Future Features☼
⦁ I will expand the Great Wyrm into a very unique creature over time. Including speech files from the game.
⦁ I also plan to add Rift Crystals and Rift Stones - a way of spawning in more Pawns. If this is possible.
⦁ Additional special attacks for saurians and harpies - sleep spells and invisibility, perhaps.
⦁ I'm going to rewrite the creature designations as to decrease the likelyhood of conflicting with any other mod.
⦁ Next update: Giants - the playable wall-building civilization.
⦁ The update afterwards will include more elements from Berserk - of which there are a few already.