NOTICE: This is a legacy page for the mod which I ran out of space to post in so I have moved it to here: http://www.bay12forums.com/smf/index.php?topic=179676.0Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.
But this is all ancient history, long forgotten to the rising powers of the new Earth. They live in a different world entirely, an endless jungle of steel and carbon in which even the mightiest of cities are but mere drops in its ocean, in which even the greatest scientific achievements known to their ancient ancestors are but wheels and torches compared to the hypertechnological relics which they rely on to survive. Where mankind no longer rests at the summit of existence but submits to the authority of those who dare follow the path carved out by their forebears and seek to transcend the limits of mere biology. Where even posthuman demigods struggle for survival against ceaseless danger and overwhelming violence. A world in which the power of the individual once more reigns supreme, the ideals of equality and unity reduced to laughable fantasies. An era that waits with bated breath for its own end, and the rise of a new existence which will finally bring order to the anarchy and terror of a star system gone mad, or deliver the killing blow to what remains of intelligent life. But this terrible night of humanity's history will be long and harsh indeed, and only the greatest among the great stand a chance of bringing forth a new dawn.
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What is The Long Night?
The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an Earth-turned-megastructure. Central to the game experience is the use of nanotechne; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal nanotechne to slowly gain superhuman abilities and obtain the power to fight the most terrifying foes Earth has to offer. Of course, there's nothing stopping you from playing a humble village of hydroponic farmers or a low-life scavenger either, but bear in mind that biological sophonts are far from the top of the food chain, even with armor and weapons.
Download Link:
http://dffd.bay12games.com/file.php?id=14134Music Source:
https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA===============================================================================
Change Log:
3.45 Changes:
-Some quick bugfixes
-Coil weapons are back. Any ranged weapons that previously existed are now all specified as "rail weapons", whereas these new weapons have the coil- prefix. They shoot a little harder but cost one extra bar. Visually they'd have a round barrel vs a railgun's rectangular one, probably. Hi-Caste and transhumans will have them, poors and mutants make do with railguns.
-Metal "grasses" found in the wilderness will no longer burn when hit with fire.
-Two new posthuman types added, the Superheavy and Metareflexive clades, which rely on size and probability calculations as their innate advantages respectively.
-Banditry rates made higher. You may not be aware of this, but there's a bug in the game where bandit forts will automatically replenish themselves after a battle or something like that, and a civ will drain away its army from constantly attacking it. I tried fixing this by lowering the banditry rate but it didn't help, so I'm just ramping up the banditry again since it'll at least give you more things to do in-game.
3.4 Changes
(this update would have originally been part of the 3.35 update but due to some bugs that needed quick fixing it got split into two parts, so now here it is)
-Tiles for sapients reworked. All posthumans will use 'o' or 'O', all lo-caste will use 'u' or 'U', all hi-caste will use 'i', all un-caste (aberrants) will use 'a'. This means I can add as many to each category as I want and you'll know where they stand aesthetically, while keeping the weirder tiles for more niche creatures like shells and hereditary cyborgs and so on. This will come in very handy when partial procedural generation is implemented and all of these groups will be dynamically generated.
-There are now multiple new clades of posthuman that can arise in worldgen. I have created a handful of new species which can form from hereditary cyborgs if one seeks out the slabs for it. You can also create a techne pill to brute force it in fortress mode with guaranteed success, but this will be INCREDIBLY expensive resource-wise and still requires you to have a hereditary cyborg to use it on. As I continue to work on the mod I will try to make more posthuman forms, but these should cover some basic variations with their own advantages and disadvantages.
3.36 Changes:
-Goofed the tablet interaction in fort mode
-Maybe fixed the nanomold plant stuff, they're called nanofactories now and there's more than one of them.
3.35 Changes:
-Fix to some buggy interactions
-Fix to adventure mode armor crafting
-This mod existed before altars and die were a thing, I have now added them to the mod whoops.
-The title "Transcendent" will now be applied to all those who have learned Techne Arts, differentiating them from normal biosophonts, cyborgs, or posthumans. Even a posthuman life form can be managed through the sufficient application of force, but Transcendent individuals are those who can freely live outside the laws of society if they obtain enough power.
-So it turns out you can't read slabs in fortress mode. This puts a bit of a damper on my whole "create a dynasty of cool cyborgs" thing. So, you now have a special interaction where you can make nanotechne tablets in the techne refinery which when consumed offer a 1% chance of turning into a cool cyborg, representing the character slowly accumulating internal nanotechne until a qualitative chance occurs. Yes this will be a slow and tedious process but it also has zero risk. If you want quick gains topple statues or drink the blood of transcendent individuals, or read books if someone wrote any. All books with powers have "Transcendence" in the title.
-Waistcloth as pants moved to just be the fashion of rag-wearing savages and fancy posthumans who want the cult look, civilized city folk wear an undersuit below their normal jumpsuit as "pants".
-Some governments altered. Low Caste civilizations will now have sects which comprise cyborgs, posthumans, and people trying to become them. Sects are quasi-independent militant organizations which exist outside the boundaries of a normal city state's government. In fortress mode gameplay you will need to have hereditary cyborgs or posthumans in your fort to elevate to a sect matriarch/patriarch. They will make demands but not mandates.
3.3 Changes:
-Various bugfixes
-So it turns out even if you use every trick in the book to make it not happen civs will still make chairs and castles out of nuclear fuel rods and such so I will be removing that stuff until I can make it work.
-Additional types of nanosuit added allowing for a greater variety of military customization.
-Some new Techne arts added.
-Names of weapons changed to be more readable, less unimportant differences and more important ones with gameplay applications.
-New Light Ranged class weapons added, rail-pistols. They're half the cost of gun/melee hybrids and not as good in melee but still have useful bayonet attachments that make them worth deploying.
-New Hi-Caste race added, the scicaste, who are engineers and scientists. They have good attributes for being craftsmen and scholars but aren't good fighters or leaders, so their sects are rather small and they mostly exist to be conquered and put to work by other civilizations. They also have strange moods.
-Some more weird animals added across the board.
-New Un-Caste races added, or rather split. The original Aberrant has been divided into Carnivore, Omnivore, and Herbivore subtypes, as there was conveniently one species of each dietary preference that regained sapience. Each subspecies has different advantages and weaknesses that hint at their original lineage.
-New cyborg race added, Shells. Shells are organic brains in robot bodies. Are they human brains? Prooobably. They're big guys but aren't made of the best materials, so they still don't outperform hereditary cyborgs. They are a good early game asset in combat due to their size however and are excellent for heavy lifting.
-Names shuffled around again. Essentially, all posthumans will be going by their "scientific" multidenominational names now, based around their most notable trait as a prefix to the 'posthuman' status. So, 'immortal' posthumans are your basic all-purpose ones, 'adaptive' posthumans are the Asura due to their adaptation to their environment (sometimes to their detriment), Deva are 'collective' posthumans due to being mini group minds, and so on. I want all posthumans to follow the same naming conventions because I will soon be adding many new types of posthumans and need a group-wide naming schema that is consistent.
-Uplifted animals removed for the time being. Now, I'm aware they've been in the mod for awhile and have some nostalgia value, but I've spent a lot of time thinking about this decision, and ultimately I have come to the conclusion that as they are they just don't fit in with the rest of the setting at present. You have a fragmented humanity divided into dozens of subspecies, cyborgs derived from them, and immortal posthumans they can become, it's all very human-focused. Uplifts just get sidelined and seem out of place being the only "normal" animals (intelligence aside) when everything else is made from either people, machines, or gene-spliced mutants. Mechanically they're also flawed. Cetaceans and Delphinids ought to be an oceanic civilization but the game won't let them, corvids should fly but flight pathfinding for sapients is bugged, and so on and so forth. For those wishing to play ape-men, the Aberrant species should fill the same itch. For the more exotic body plans, Shells come in all sorts of shapes to experiment with. When uplifts can be more meaningfully integrated into the mod and take advantage of the unique niches they could fill I will try to re-add them.
3.23 Changes:
-Fix to recycler nanomold so it can be used to make paper.
-Changed introductory section to account for the more polished lore.
3.22 Changes:
-Fix to posthuman skill rates
-Fix to nanomachine zombies being OP
-Fix to a goof I made in the large advanced worldgen map.
-New weapon variant added, Ultraheavy weapons. These weapons have nearly the same mass as an adult human and are only used by strong civs like warcladers, aberrant mutants, and posthumans. However, any Transcendent life form can become strong enough to wield them. They all use the Heavy Melee Specialist skill.
-New civilization added, independent hereditary cyborg sects. They'll probably get wiped early in worldgen but will allow for a greater number of advanced evolutionary life forms to appear later on.
3.21 Changes:
-fix to some adventure mode crafting stuff
3.2 Changes:
-Fix to exhuman asura, color bug (I was originally going to add the other stuff later but this needed to be addressed, enjoy some new content)
-A new megabeast added, the Myriad Immortal. The lowliest remnants of the Myriad, the immensely powerful transhuman overlords who ruled during the short-lived Age of Sorcery, they are either mad vagabonds dwelling in abandoned temples or the venerated rulers of mortal city-states.
-Age of Sorcery lore added to the bay12 page, you can now learn why everything is so horrible.
-"silk"-producing factory worm variant added for easier access to fabrics.
-New melee weapon types added, saw-bladed, high-frequency, and pneumatic. Pneumatic weapons replace pile bunkers as infantry melee weapons that perform the function of a pile bunker, but come in spear and hammer variants.
3.16 Changes:
-Fix to cannon ammo.
-Added biofactories, which are factory worms but they produce nanotechne now, so even if you aren't a civ which produces advanced nanotechne you can still get a reliable source of the stuff if you shell out enough cash.
-Made Asura a little less angry.
3.15 Changes:
-Fix to crafting condensed nanotechne
-Fix to wafer crafting name
3.14 Changes:
-Fix to domestic animal names being broke
3.13 Changes:
-Added loosely defined underwear due to the fact DF doesn't know what jumpuits are and assumes everyone is pantsless
-Fixed crafting armor from advanced nanotechne.
3.12 Changes:
-Duplicate raw fix
3.11 Changes:
-Fix to nanotechne crafting
-Another fix to adventure mode crafting
3.1 Changes
-Fix to adventure mode leather crafting
-Fix to some creatures having the wrong profession names
3.0 Changes
NOTE: This is a big update, there might be things wrong, please let me know when you encounter anything buggy.
-I actually don't know how I did this but there will be a lot more war now, both between civs and between civs and necromancers.
-Organic races overhauled. The current lineup of human species is very much something that has been needing some tweaks, as a lot of it existed before I truly conceptualized what I wanted the Long Night to be. Organic races have been reshuffled to reflect the currently existing lore. Humanity has been divided into two primary types, hicaste and locaste clades. The hicaste consists of the civclade (noble, old jovian), warclade (neo-human, old titanian), and joyclade (old europan) lineages, being human species highly specialized for particular roles in society, which is reflected in their personalities and attributes. The locaste gene-clades consist of the masses of relatively normal humans who colonized the various worlds under the leadership of the ruling caste and their hicaste administration, and rather than role, are divided by the environment they were grown to colonize. Major locaste lineages are Terran (human), Venusian (old martians), Europan (new race), Martian (new race), Lunar (new race), and Spacer (new race). The vibrant colorations of engineered humans you are familiar with are now found in the hicaste races, who were modified for aesthetic purposes and have distinct configurations and styles to them. The bay12 page will go over the new race lineup and what they offer.
-Armor overhauled. I do like the idea of particular brands of exo-armor, but the primary issue is that it also ties what could be cool and emergent armor styles to a pre-existing pool of non-customizeable sets, which are also reliant on players opening a separate webpage to know what they are looking at. I would like your fortress's soldiers to be a unique product of your own style. As such, armor has been overhauled to allow for this. There are now multiple components to a single fully armored soldier. The helm, mask, exo-frame/exo-walker, nanosuit, exo-arms/nano-arms, and exo-legs/nano-legs. The armor section on the bay12 wiki will explain how this all functions.
-Bioframes overhauled. There has been a consistent issue with bioframes since their introduction, that being the existence of multiple species of them. This issue is simply that the game does not understand they should be rare. Each species of bioframe, when tamed, can lead to a civ possessing hundreds of them. Multiply that by the 8 different bioframe species available, and the issue becomes obvious. The sheer amount of biomechanical mecha leads infantry to become effectively useless in off-site conflicts. As a result, I have condensed bioframes into a singular species. Rather than brands, each bioframe is now a unique being with its own shape, coloration, weapon, and power set, allowing for hundreds if not thousands potential combinations. Given they are supposed to be rare relics representing the peak of the Age of Sorcery's biomechanical warfare, this should be more fitting for them and prevent oversaturation.
-Cultivation overhauled. The current transhuman system was too limiting. There are now multiple forms of ascendance available. In addition to conventional cyborgs, one can become a sapient vehicle or biomechanical monster starting from an organic base. The Deva and Asura have different evolutionary paths however.
-Nanotechne overhauled. Grades are gone, they were arbitrary and didn't explain much. There is now Basal Nanotechne (Grade-C nanotechne), neurocybernetic nanotechne (Grade-S), normal nanotechne (Grade-M) and then Advanced Nanotechne, (Grades K, X, and N). In addition, however, there are new specialized kinds of nanotechne which can be used to create weapons with particular properties. For example, Overcharged Nanotechne creates weapons with the Energy-Bladed modifier, giving them doubled sharpness. Condensed Nanotechne creates Ultradense weapons, giving them more kinetic energy to inflict. I will add more special types as I find ways to add new useful properties to them. Furthermore, creating nanotechne is now the domain of a new, custom skill/profession, the Nanotechne Breeder, also called the alchemist, and a new workshop, the Nanotechne Incubation Reactor. This adds an additional layer of complexity to crafting nanotechne for yourself, and this is by design since you will now get traders every season, so players should be incentivized to rely on trade more often. Simply achieving nanotechne self-sufficiency is intended to be a milestone for your settlement.
-Plants overhauled. Most plants are now hydroponic, and most civs will make use of exclusively hydroponic plants in worldgen and NPC sites. You can find them underground, the systems are designed to be pretty self-sufficient. "Real" fruits and vegetables fetch five times as much profit due to rarity and expense, peasants eat bugs and algae. There are also various synthetic oozes which extract all kinds of useful resources from the ground, so remember to plant those too.
-Weapons overhauled. They should be much more streamlined and fit the world better while having more meaningful variations between them. Skills have also been changed to be more balanced using a system similar to Fall From Grace. The four main skills are one-handed/shield using melee weapons, two handed melee weapons, combination weapons (gunblades), and proper ranged weapons.
2.87 Changes:
-Fix to exponential minion spawning
2.86 Changes:
-primitive crafting fixed for real this time
2.85 Changes:
-fix to uplift transcendence
-fix to primitive crafting
-tribulation machines have become demons rather than megabeasts and devas will not spawn normally in worldgen and will instead invade from the megastructure center of the earth
-ancient nanotechne improved
-other small fixes
2.83 Changes:
-Pale star cult will now be aggressive
2.82 Changes:
-Bit of an awkward rollback but we're back to just using energetic compound for ammo. I originally added other ammo material types as a slapdash fix for a perceived difficulty in finding EC material, but I've sinced fixed that and would like ranged weapons to have a more consistent damage output. It has the added bonus of forcing the player to decide if they value their energetic compound as fuel or as ammunition, since it serves the role of both.
-Tweaks to some civ values, I accidentally made martians a dictatorship instead of a republic
-Some changes to the "magic" system abilities, projectile manifestations overhauled. Let me know if this has caused any issues.
-Multiple small bugfixes, please tell me if you encounter something that seems bugged or broken.
-Adventure mode crafting made less grindy.
2.81 Changes:
-emergency fix to duplicate raw bug, game will work now
2.8 Changes:
-All water biomes totally overhauled to be more in keeping with the rest of the setting. I'll further expand on it as I get more ideas but now there's a solid foundation to add more weird stuff.
-A new race, Venusians. These genetically-modified humans lived on floating cities above the clouds of Venus, but their heavy reliance on Earth for supplies led them to flee back to the planet once their floating cities began to sink into the superheated acidic fog. They're snobby but socially adept, Venus was actually a pretty nice place to live during the Imperial Era.
-Nation names changed to be better
-Some bugfixes
2.79 Changes:
-Asura and Deva given the ability to move up a level according to their caste. In short, just like how studying cultivation techniques allows for organics to become cyborgs, Asura or Deva who study them also have a chance to move up a level in power. In worldgen, a lowly Kalakeya brute can reach the level of an eight-armed Asura, but unfortunately in gameplay you can only move one rung up the ladder because you're hardcoded to only get one transformation, so bear that in mind.
-Changes to resource gathering. Dismantle rare technologies and relics beneath the earth to harvest their secrets and energy.
-Changed ammo again. You can now make ammunition out of brass, lead, steel, iron, silver, and depleted uranium as well as energetic compound.
-Deva get their own language now.
-Slight changes to posthuman armor. They're now exo-armors like the rest, and the skull helmets have been altered to be a variant of normal helmets, but open-mouthed. Posthumans wouldn't know or care about the beasts the skulls were derived from, and it would make more sense for them to have an open version of a normal helmet which lets them rip metal apart with their own set of fangs rather than a proxy.
-Bug fixes
2.78 Changed:
-Quick fix to some mild bugs
2.77 Changed:
-Quick fix to a description issue
2.76 Changes:
-The Pale Star cultists, who have supposedly been the main villains of the setting for all this time, are now actually relevant and should serve as a terrifying enemy to face in both fortress and adventure mode. While they start in worldgen as mere mortal cultists, they work towards the Pale Star's goal of total subjugation, and can create monstrous parodies of cultivator cyborgs and even malformed bioframes along with armies of eldritch undead slaves. Due to world generation there is still no guarantee they will become an existential threat but repeated testing has shown it is now very possible.
-The moss forest fauna has been altered signficantly. Things should more toned down and less ridiculous now, more fitting with the overall theme and aesthetic, though it should still be interesting. More of a dark and moody sort of feel than the poorly-thought-out menagerie I ended up putting in before for some reason. More little scampering and skittering things surviving in the last natural ecosystem on earth, kind of pitiable more than anything. Except for the horrific monsters, of course.
-Psychic powers have been phased out on account of the fact that I never actually did anything with them and everything they were intended to do has been overtaken by post-singularity superscience and they're just sort of irrelevant now. There were only like two of them and those same abilities can now be obtained via cultivation as nanomechanical augmentations.
-A fun new monster added.
2.75 Changes:
-Updated to latest version.
2.72 Changes:
-So it turns out putting all factory worms as the same species causes errors with resource production, each model is now a separate species to fix this. As splitting them up was a little wonky, I may have done something wrong. Please let me know if this was the case. On the plus side, there will be more of them in the wilderness, so there's a greater chance of being able to domesticate them.
-Additional cyberization technique added, speed boosting. If you learn an ability of this type, you can temporarily move much faster. Useful for attacking and retreating.
-Some other little tweaks and bugfixes
2.71 Changes:
-A quick fix to permanent attribute increases. Basically in previous versions you'd get the ability but wouldn't know you had it. Now it'll be listed in your acquired powers section, though "activating" it doesn't do anything, it's just to keep track of it.
2.7 Changes:
-Additional Techniques added. Learning them allows you to immunize yourself against becoming a Fiend, or possession by certain forces.
-An additional transformation added should one become victim to certain forces. It is not a boon one should seek.
-New fun clade of critters added, the Preservates. These creatures, resembling a cybernetic cross between human, rodent, and insect, were once used as quasi-sentient engineers to maintain the megastructures of earth, but have since degenerated into yet another biomechanical organism in the complex ecosystem of the ruined planet.
-Much-needed rework to the Custodian faction. The Custodians are renamed to "Deva". They are a fully mechanical race of AIs originally intended to uphold the balance of power in the Solar Empire and automatically hunt down those who would seek to overturn the natural statified castes of the empire in the name of their own ego. They were ultimately unable to fulfill this function due to the simultaneous catastrophes of the posthuman rebellion and the pseudosingularity, but still exist as a faction of balance-minded keepers of the order and harmony. They tend to dislike posthumans and cultivator cyborgs, seeing them as inherently flawed in that they magnify the harmful animal passions of mankind into something even more untameable thanks to their strength, and for this purpose have released mighty mechanical megabeasts, the Tribulation Machines, to ensure that the wrath of the earth-spanning security system, 'Heaven', will come down on those with the arrogance to think they can rise above mankind.
Quick Fix:
-Changed file from .rar to .zip so mac computers can open it.
2.69 Changes:
-Quick fix to gorillas not transcending to cybernetic demigods, this should happen now
-Fix to ammo crafting.
2.68 Changes:
-Fix to nanotechne summons not being butcherable
Sorry for all the tiny updates, I keep finding errors after I think I've cleaned them up
2.67 Changes:
-Potential fix to kiln-based crafts and general touching-up
2.66 Changes:
-Change to how ammunition works. All normal ammunition will now be made of "energetic compound", a type of unstable solidified plasma which requires a lot of energy to fire, but has the ability to damage and penetrate the heavy armor found ubiquitously across both monsters and machines. On the other hand, it explains why infantry weapons take so long to reload. Energetic Compound can be extracted in trace amounts from various materials. It always was sort of a stopgap to me that I had super-expensive hyper-adaptable nanotech be wasted by making it into bullets.
-Overhaul to conventional vehicles, they should be better organized and there will be more of them.
-Europans now make cities out of bioengineered glowing fungus.
-Some freaky, purely organic feral mutants added to make the wastes a little more hospitable to normal humans.
-Cultivator Cyborgs no longer have innate bonuses to physical attributes. This incentivizes learning techniques that boost them.
-Some extra techniques add.
2.65 Changes:
-Various fixes to minor bugs people have reported, thank you all for doing so, if I missed one it will be fixed in the next update, just remind me.
-Alternate pre-made map scenarios with huge site caps in world gen. If your computer can handle it you can try and get a megacity going.
-Major overhaul to the technomancy system. Rather than everything being in one slab with a percentage of getting it, each slab is now guaranteed to teach one technique, with a 5% chance of the reader ascending to become a cybernetic immortal. You can gain techniques by reading slabs, defiling the temples of disembodied machine-gods, or drinking the blood of another technomancer, if you can survive the attacks that come after. There should be a wide variety of options for players to choose from as they build their character. Read a more in-depth overview on the forum page.
2.61 Changes:
-A possible fix to a bug regarding farming certain crops, let me know if problems still happen with it.
-Fix to crafting scattergun ammunition in adventure mode.
-Fix to megabeasts burning their fat off.
2.6 Changes:
-Factory worms totally overhauled into utility worms, which are like factory worms but they are bigger and there are way more of them. Many different organic and synthetic products can be harvested from these worms, so take care of them when you get them.
-Some big ol swords added
-Due to living on a polluted megastructure lots of baseline humans get born missing limbs or with failing organs, so they are given replacement limbs if their family can afford it. Basically around 1/3rd of humans will have some kind of mechanical limb. All intelligent races have spinal implants that let them interface with machinery. This change may seem weird and abrupt but because of the way DF works it lets me work around a bug associated with cybernetic apotheosis.
-Speaking of cybernetic apotheosis, the Cyberization secret has been re-worked. If all goes well, entities should be able to transform into hereditary cyborgs (cyborgs that have cyborg children) with coloration that explains what race they were, while also allowing them to interbreed and produce a next generation with unique features.
-Intelligent octopi added to the uplift races. However, due to octopi having alien and solitary natures, they tend to exist in small clans within the underground and only rarely interact with the civilized world.
-Posthumans renamed to Asura-Class, because there will be more posthumans than just them now and I need to differentiate.
-Several new minor Posthuman factions added.
-Nanomachine monsters reworked to fit the theme.
-Venusians reworked into the Custodian faction. Custodians will represent a pervasive mechanical presence that will be found throughout the world as a challenge to players, forming a network of drones, autonomous tanks, hidden assassins, and other lethal devices that can catch unwary players by surprise. Unlike most technological entities, the Custodian System is fully mechanical, a relic of a bygone era where sprawling defense systems were used to suppress an entire planet.
-Lore overhauled to finally explain a lot of things.
-New type of Nanotechne added, Grade-S or "soft" nanotechne. It actually can't be used for weapons or armor or anything, but makes up the innards of several types of machine and is very valuable, so consider it something like gold or platinum.