For centuries, the east was shrouded in mystery. Vast oceans, impenetrable mountains, and terrible monsters kept all but the most intrepid, brave, or mad, from getting there, much less coming back alive. But time changes all things, and in this new era, the powers that be stir with forgotten ambition. The gaze of mighty empires, aspiring kingdoms, fleeing refugees, and scheming lords turn once more toward the east, towards the new world. And now, with the advances in both science and magic, that once mysterious land is a mystery no more. Zeppelins, flying skiffs, sailing craft, and stranger things still take foreigners to this uncharted domain. But they are not alone, for away from the prying eyes of the rest of civilization, a unique way of life has developed for centuries, pursuing its own path in a land of high magic and constant warfare. With the arrival of alien colonists, this way of life shall be put to the test. Already, change looms on the horizon as the blade is exchanged for the musket, the horse for the autocarriage. Change may be inevitable, but defeat is not. Who is to win in this struggle for the new world? The colonial powers, seeking to revive fading glory and regain lost wealth? The natives of the frontier, with their strange codes of honor and curious customs? Or stranger things still, things born of mankind, but now separate from it as their own desires drive them ever further from their kindred? This is a pivotal age, and whoever can claim victory on this distant land will surely create a legacy that will last far into the future.
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What is Colonialism?
Dwarf Fortress: Colonialism is a total setting overhaul that takes the game mechanics of dwarf fortress and places them in an entirely new setting, in this case a fantastical colonial/age of sail-inspired era, with new civilizations, races, and creatures. This one is a bit different from the rest, however, by being an entirely human-centric universe, with humans as the only civilized race in the game, for the most part. The difference civilizations are populated by different "species" of humans, i.e. different ethnic groups, each with their own culture, strengths, weaknesses, and equipment. For the most part, the various playable groups can be divided into three different categories. The first category is the native peoples. These humans, much like the land they live in, are heavily derived from Japanese history and mythology. Yes, you can play a samurai and swing a katana around, or go full Nobunaga and blow your enemies away with musket-wielding ashigaru. While they are less technologically advanced than the other civilization types, they are far more populous, as there is no limit on how many native civilizations can spawn in the world. The second type of faction is the generic colonial empires. Most of these are simply civilizations of humans derived from a particular historical nation or culture, with a bit of fantasy thrown in here or there. The biggest advantage colonial factions have are their advanced automated vehicles. Essentially, they have access to a wide range of "mounts" that, while technically creatures as the game understands them, function like machines, including requiring a pilot to function properly. (These will be much more fun when the mount update comes out). You can field things like the aforementioned zeppelins, wheeled landships, wooden tanks, and self-propelled hang gliders. And you can definitely expect an enemy colonial faction to use these in sieges. Which vehicles you have access to depends on the country you play, however, so keep that in mind. The native factions also have vehicles, but will not be able to field the larger and more advanced models. The last type of faction is the post-human faction type. These factions have, either accidentally or deliberately, through the use of magic, mad science, alchemy, or some other method, drifted apart from humanity and can no longer be considered conventionally human. These factions usually have access to very strange technology and abilities, and can be very dangerous in a fight. As a general rule, these last two faction types will only ever spawn one civilization each per map. This is for the sake of keeping the atmosphere of the mod intact by keeping the colonizers low in number and the native population high, as one would expect things to be. For a full overview of each civilization, see the bay12 page for this mod, and if you are reading this on the bay12 page, scroll down.
Download link:
http://dffd.bay12games.com/file.php?id=13916Special thanks to Vherid for the Natural tileset.
HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
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Changelog:
1.95 Changes:
-Spawn frequency of sky beasts greatly increased, hunting them should be more viable now. Again, be careful when embarking near savage oceans.
-New vehicle added, the firecracker cannon. It has a slow firing rate, but as you can imagine shoots fireballs instead of chunks of metal. Due to the destructive nature of this weapon, it is rarely used, found only in Namahage and Nambun civs because they are crazy enough to use them, and Sherxouan civs because firecrackers and Chinese culture go together very well and I couldn't resist.
-New ammo type usable by muskets added. You can now craft musket pellets which scatter out in an arc when fired, represented by their damage type being more akin to an axe than a normal piercing ammunition type. This makes them less effective against armored targets, but murderously lethal against unarmored animals and unruly civilians.
-There has been an issue with the Halokkut race where the emotionless drones would lose focus due to their inability to feel emotion causing them to feel unfulfilled when filling a need even though they don't have emotions so they shouldn't be bothered by this. To work around this issue, Knights now have a passive buff ability that they will constantly cast on the drones in their line of sight, which increases their focus attribute to maximum for a short time, so long as the knight is still around to direct them. This should alleviate the problem a little but feedback on it is appreciated. Note that the buff does not give you any message of it being cast because it would get really spammy really quick if that were the case. If it works then it should make a Halokkut playthrough more interesting as it increases the importance of knight-class beings and serves as motivation to keep them alive and happy.
-Three new "wizard" types added. Pyrokineticists are the simplest type. They have control over flame, but their fiery attacks have long cooldowns so they don't burn themselves up (it can still rarely happen though). Occultists dabble in hexes, curses, and rituals, and have less direct ways of making you suffer. They can make you randomly bleed, faint, become unlucky, or just go crazy for awhile. The last type is the Alchemist. They are essentially scientists who have extensively studied human anatomy, and through a combination of surgical techniques, quaffing potions, and possibly a few jolts of electricity, have transcended their human limitations, gaining huge buffs to many mental and physical attributes, but no special attacks. You can only choose one of these paths per character, so keep that in mind. I will likely add more stuff like this later.
1.9 Changes:
-Vehicles temporarily altered. The first change is that they no longer die of old age, and the second is that they no longer explode when killed. As unfortunate as the removal of the second feature is, my tests have found that killing a single vehicle in a siege often results in a chain reaction of explosions that instantly obliterates the entire army, which while amusing was making invasions far too easy to defeat. I will try to find a solution that is equally fun but less devastatingly violent.
-A new vehicle added, the Dreadnought. It is a massive airship almost twice the size of an adult dragon, with eight cannons. It is 25% slower than a zeppelin, but with twice the firepower and double the size. As of now, only the Norten Merchant League, the Sherxou Dominion, and the Republic of Tercais will start with Dreadnoughts, but they can be stolen by other civs in wars and raids and such. This vehicle is important because I needed something that could reliably kill certain other somethings I have placed in the game, but don't worry about that.
-Sherxou rebalanced, should do better in worldgen now.
-Several new sky beasts added to savage oceans, good hunting.
-Three new civilizations added. The Bainu, which are a native ethnic group of rugged survivalists found in tundras and deserts, the Confederates, which is the collective term for the various ambitious and desperate colonists arriving from small and unimportant nations across the known world (aka you can personalize them to a much higher degree than the other factions), and the Amazons, which are a race of warrior women secretly under the thrall of evil pagan tree gods who use them as expendable slaves in their quest to conquer the world.
1.8 Changes:
-Buffed fire rate for cannons
-Some bug fixes and tweaking
-Savage Ocean biome is now much more important. This is a new feature that won't be relevant until the mount update, for reasons that will be made clear in a second. Basically, savage oceans are now populated with gigantic flying sea creatures. They are usually rare spawns, with the percentage chance of getting on never higher than 10%, and often lower (this may be changed). However, the body parts of these creatures can go for thirty to three hundred times the cost of a normal creature's bodyparts due to their alleged medicinal properties. Hunting these giant creatures, termed sky beasts, has thus become a very lucrative business for those who live long enough to profit off of it. But of course, hunting these creatures would be rather difficult in adventure mode normally, since swimming is a pain and they can fly on top of that. Which is why when the mount update is released, you will be hunting them by riding airships. Of course, if you are playing a pacifistic merchant, these sky beasts are now your number one problem as you sail from one island to another to sell your goods, and while you can out-fly them in smaller ships, if you have a large but slow-moving zeppelin your only hope is to either avoid them or hope your cannons drive them off. And as for fortress mode, I would be very careful about choosing to set up a fort next to a savage ocean, because you will be exposed to giant flying predators, some of which will ambush you. Should be fun.
1.75 Changes:
-Lots of bugfixes and rebalancing
-More fleshing out done to the first cave layer. Most notable is the inclusion of treasure chest "creatures" that can be destroyed to reveal a valuable artifact. Armor, furniture, weapons, gems, precious metals, tools, and other things can be found within. However, these chests will rarely be trapped, and explode violently when destroyed. A few more enemies have been added as well. I would have liked to add more, but felt that the bugfixes necessitated a quicker release. Said bugs weren't game-breaking but I like to correct that sort of thing as soon as possible.
1.7 Changes:
-First cavern layer biome moved to the second layer because people kept domesticating herds of woolly mammoths in worldgen when they shouldn't be doing that. Also, ice age style fauna will now only be found in the second cavern layer.
-First cavern layer is now a gigantic ruined city/dungeon biome that I'm going to turn into an actual tabletop style dungeon with loot and bosses and stuff. Right now there is only skeletons and regret. But dungeon diving in adventure and fortress mode should end up much more profitable when I have creatures drop valuable items on their death.
-Fixed Behatarian animals from spawning in the wild.
-Yokai should no longer be domesticated.
-Hat stacks won't happen anymore maybe.
1.6 Changes:
-Halokkut changes reverted for now, they made the problem even worse, still working on a fix for it.
-More bug fixes.
-First cavern layer overhauled, it should now be a snowy wasteland filled with arctic creatures, warmed by hot springs.
1.56 Changes:
-Halokkut drones now have the [NOTHOUGHT] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] tags. With just the no emotion tag, they still got distracted from unfulfilled needs. I'm hoping this fixes that issue. This should be compatible with saves but back yours up just in case. If it doesn't work let me know, this is sort of experimental.
1.55 Changes:
-Halokkut knights should be more dangerous, with a high healing factor. Meant to compensate for their weak drones. Only 20/1000 Halokkut are knights, for reference.
-Behatarian war animals nerfed slightly.
-Throwing spears fixed. The 'thrower's gauntlet' weapon will be the universal throwing weapon used to launch "thrown" projectiles.
1.5 Changes:
-More weapons added, including jutte, shurikens, and throwing spears.
-In native civs, captains of the guard and their soldiers are renamed to Shinsengumi and will be found in town castles. You should be able to be recruited by and do missions for them but this is kind of experimental for me. If you want to roleplay as a member of a morally ambiguous secret police force and go around being cool and mysterious, this is the job for you.
-Kami civs are now babysnatchers (though lore-wise they probably do their enslaving in a more dignified way as opposed to stuffing children into sacks. It'd be more like picking out a puppy from a pet shop. Humans aren't really people, just pick one off the street and keep it, no one will stop you.) The reason for this change is that the constant warfare keeps their population nice and low and they won't dominate in worldgen. That said, they'll probably kill exponentially more of their enemies than their enemies will kill of them. Should make for some interesting legends mode stories.
-Some new yokai, demons, and sacred beasts added, including two semimegas that will take over civs. Some of these are thanks to the Mostly Mythical Monsters Modular Mod having already made some of the creatures I intended to add.
-Some rebalancing, bug fixes, and grammar corrections.
1.4 Changes:
-More wild yokai out in savage wildernesses.
-City-dwelling yokai added. Basically, these work the same as vampire curses, with some changes. When someone is "cursed" what actually happens, as clarified in the legends flavor text, is that the person who toppled the statue was actually a yokai all along, but now the common folk are starting to get suspicious. Most city yokai command powerful magic and are shapeshifters, with a much more powerful form they can change into if things get dangerous. However, not all of them are evil. Some simply want to enjoy the luxuries of civilization and the attentions of mortals, while others do desire to cause misery or feed on people. And some can be both, such as the kitsune, which are either zenko, or good spirits that can be friends with humanity, and yako, which are feral spirits which raise the dead and eat people. It is important to note that only people of the three native cultures can secretly be yokai in disguise, as the spirits have not yet learned how to properly emulate foreigners. Outsiders will have to deal with conventional vampires, however, as they bring that plague in from their own homelands.
-A new native civilization added, the Kami. Kami are a race of immortal, self-proclaimed gods which, if I'm being honest, I've stolen outright from the universe of the Feng Shen Ji manhua, a Chinese publication, and given a Japanese flavor. I do recommend it if you like simple stories about strong people with big emotions hitting each other and wearing flamboyant costumes. Anyway, Kami will form 1 civ per world, and are incredibly powerful individual fighters, with a small percentage of them belonging to one of the six Heavenly Affiliations, schools of fighting which teach mastery over the elements, or one's own divine aura. They are not a forced invader race, so you are not obligated to fight them. For people looking to go up against something that constitutes a serious threat even for legendary soldiers, however, the Kami would make ideal opponents to test your men against.
1.3 Changes:
-Cavern layers partially overhauled. The third layer now has a specific theme going for it, but what that theme is will remain a secret. Have fun.
-Bestial yokai added. This will take some explaining. Basically, these are yokai I've decided were not strong enough to be megabeasts, or sneaky enough to be city-dwelling shapeshifters (expect that type to be relevant very soon) but still dangerous enough to be large predators. Due to their connection with the supernatural, I have given them a certain set of behaviors. For one, they are ambush predators, so in fortress mode they will always have the element of surprise on their side. Two, they are intelligent. Even though they are monsters living in the woods and mountains, yokai are capable of planning and learning. Three, they have a legendary skill in sneaking. In other words, yokai can only be seen if they want to be seen, or you have inhuman levels of perception or get amazingly lucky. And fourth, these bestial yokai feed off of humans. That is, they don't just go on rampages, but will sneakily hunt and devour mortals in worldgen the same way a vampire does, racking up unsolved murders well into the hundreds if they live long enough. I feel this all fits the cultural perception of yokai of being powerful spirits that can vanish you without leaving any trace, and are very hard to find deliberately. So that should be fun. Also, Yokai will only be found in savage regions.
-Tercaisians now have an additional clockwork soldier type.
-Grunstollers can now field attack beasts like wyverns, hippogriffs, and griffons. I felt like it suited their medieval knight aesthetic.
-Some new fauna added to savage cold savage climates. There's no reason for this except I just felt like those biomes could use some sprucing up.
1.2 Changes:
-All megabeasts replaced with new variants based on Japanese mythology, including Kijin, which are Oni of such strength that they blur the line between demon and god. They will sometimes take over evil civilizations and will probably be a huge problem once the villain arc rolls out. Currently there are 4 megabeasts and 6 semimegabeasts, but I will probably add more later.
-Tercaisians still die a lot in worldgen so I have given them the ability to field musket-wielding clockwork soldiers. This has been slightly more successful and I really like the concept so I'm probably going to expand on it.
-Lots of small bugfixes and tweaks.
1.1 Changes:
-Halokkut site type changed to fortresses, I'm hoping this limits their population somewhat. They also have a few new drone types to play around with, and proper knights are significantly rarer.
-The Republic of Tercais has realized their complete abandonment of metal armor to be a bad idea in retrospect, and will now have the ability to craft cuirasses and metal caps. That said they still don't do very well in worldgen so I may need to tweak them further somehow.
-Native civilizations (Yado, Joman, Nambun) will have appropriately named samurai-style armor and Japanese clothing, such as kimonos.
-Mechanical vehicles now have an "armor" bodypart that SHOULD cover their bodies and need to be destroyed first in order to get at the vulnerable bits, but it doesn't work. At the least it should serve as something else for archers to hit so ranged units will have to work slightly harder to take down any vehicle.
-Namahage civs are no longer baby snatchers because I think that function is broke if they don't live in a Dark Fortress, and also this might make them die out less often in worldgen.
-Vehicles will no longer wear clothes.
1.0 Changes:
-Colonialism released.