THIS IS A THREAD FOR ARCHIVAL PURPOSES ONLY
Mankind was born from sin, and it seems that to sin he shall return. Since the days of the First Men, who ate the flesh of gods and in doing so became them, only to turn against one another in anthropophagic frenzy, ruin has followed our people. Stumbling from one madness to another, the world crawls with our mistakes. Warring kingdoms, monstrous creations, shameful degenerations, and things far worse. Yet still, hope persists. The Great Faiths, wardens of civilization, grant what comfort they can offer, and salve the cannibalistic hunger inflicted upon us through the deeds of our ancestors, even if their patrons have long been silent. The wisdom of Metan, the humility of the Savior, the guidance of the Diel, and the new, daring hope of Multiplicitism, to name but a few known to the peoples of the ever-changing borderlands, a place where old empires come to die beneath the endless tides of long wars and bleak harvests.
In this world, El-Enlil, the soul of man is laid bare, in all of its terrible wickedness and all its righteous passion. When humanity is truly a people cursed, afflicted with consuming destructive impulse only restrained by devotion to alien gods, what recourse is there but to charge ahead? To pick up the sword or the sigil or the word and strive for greatness, or become but another forgotten soul in a realm which ever seems to change, yet truly has never broken the cycles that constrain it. Here, in a land between lands, is a place where destinies can be made or broken through skill and chance, through cunning and bravery. So will you seek glory? Power? Respite? Or will you simply be a pawn to those who do?
We have fallen from grace, and little hope remains.
Yet still, we struggle on.
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What is Fall From Grace?
Fall From Grace is a dark gothic horror fantasy where mankind seeks to escape the sins inherent to its nature by turning to the worship of alien gods with unknowable agendas. Sorcery, knights, and strange monsters stalk the land while peasants eke out a living below the rulership of aristocratic warlords which range from the noble benefactor to brutal tyrants. Inhuman civilizations make both war and trade and the further one strays from the lands of civilization the greater the terrors and wonders they will stumble upon. It may seem like somewhat conventional fantasy on the surface, but the deeper you probe into its mysteries the stranger the answers you may find, if indeed any explanation is given at all. Of course, if you're not a degenerate sellsword vagabond going about plumbing said depths, you may be the ruler of a domain instead, in which case it may be the neighboring kingdom and their all-too-common ambition which presents the biggest threat. Fall From Grace aims to provide an experience that ranges from the nearly mundane to the horrific and surreal, consisting of a wide variety of cultures, races, and lands to explore that are all interlinked in the grand narrative tapestry that the world of El-Enlil provides.
DOWNLOAD:
http://dffd.bay12games.com/file.php?id=14588HOW 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.
NOTE: Vampires seem available as adventurers in adventure mode but its just for allowing players to play a Dhampir sub-caste. If you want to be a vampire start as a human and find the appropriate slab or drink the blood of one.
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Change Log
2.53:
-Change to maps to make them more of a single big landmass with notable biomes instead of a messy patchwork (hopefully)
-Fix to positions, when you start a fort you should automatically have access to a knight or knight-equivalent for your civ. However, succession is still determined by heir. Make sure you have a replacement before your knight gets killed in battle.
2.52 Changes:
-Fix to Zawian civ positions
2.51 Changes:
-Changes to maps, they should have a better "look" to them but this is still a work in progress.
-Some more man-creature types.
-Various bugfixes.
2.5 Changes:
-Races refurbished. The issue with nomenclature in DF modding is that unless the whole setting is a monoculture you will be dealing with multiple cultures with their own languages and inspirations. Taking a race and giving it very specific terminology limits it to that particular niche. As a result, I've been working to make player-end terminology as descriptor-oriented and culture-agnostic as possible. For example, cynocephali are now "man-wolves". Presumably, every culture has their own word for the things. It isn't perfect but essentially there are workable categories now which I can fill out as the mod continues to develop. The bay12 race section will explain what all the new stuff is.
-Armor reshuffled a bit. Cuirasses won't come with pauldrons and such, arm armor is now handled entirely by arm equipment. So you'll be equipping things like a pauldroned vambraced miton. No customization is lost but it should require less chest variations. There's also a greater variety of helmets.
-Soldiers of a civ will now always wear both a cuirass AND mail/gambeson underneath, as opposed to previously when they wouldn't. Mercenaries will always be one or the other though.
-Additional sorcerous shenanigans for you to encounter. Vampires are back along with their undead armies, and a new form of necromancer faction has formed as a horde of flesh-eating giants so have fun with those.
2.41 Changes:
-Fix to cambion civ, they will now invade in worldgen
-Proper angels added to church civ
-Golems re-added to temple civ
-Some other small fixes
2.4 Changes:
-I have redone how armor and weapons work, they should be both more coherent and more varied now.
-I have done my best to remove all new-world plants and animals and fill in the gaps with new old-world animals for that true medieval feel.
-I have added over 100 new colors and replaced all the normal colors with these colors.
-Lore heavily reworked and expanded to be better.
-Magic reworked, what powers you get are tied to spheres but there's a lot of them.
Disclaimer: This is basically a bugtesting version because I have changed SO MUCH under the hood and cleaned stuff up. I would basically consider this version 1.0 of version 2.0 if you get me. If I didn't upload this now I'd spend forever tweaking it so I am putting this out here now. This version is the solid foundation from which I will add a ton of cool stuff.
2.31 Changes:
-Some additional creatures added in, secular necromancers get giant flesh constructs, the church gets angelic flesh constructs
-Arms and armor shuffled around to be more consistent
-Languages tweaked to be more unique
2.3 Changes:
-Many small errors fixed
-The issue of saving taking a really long time is PROBABLY solved. XML files shouldn't be bigger than 3 gigabytes on average now when you generate a large world, which is still a lot but should at least be manageable now until I find a way to make it better
-No more freezing during worldgen
-Monsters altered across the board. There should be much more variety within certain individual strains, some such as ogres have gotten their own civilizations or will join existing ones. Dragons especially will have a lot of detail across individuals.
-Big changes to clothing, everything is now more description-based and should bring to mind images of shapes rather than historical terminology. Each culture will have its own unique fashions and appearance within the limitations of its broader culture.
-So humans. I really thought separating them into different "species" divided by culture was a good idea since it allowed for region-specific interactions and allowed more lore to be explored in the vanilla game, but in the end the inability of these different human groups to breed has caused more problems than it solved. Humans are back to being one singular species, but the cultures previously described still exist, with their descriptions available on the bay12 page.
-A bit of a bold choice but I feel that, looking back, the world is just slightly too much of an overt ripoff of real world geography for my liking. Occidental Yria, the main region where the game takes place, has been shifted to the southern half of the equator. So, the north is hot, the south is cold. These regions are referred to as the Septentrion and the Nadir, respectively.
2.21 Changes:
-Some small issues I missed earlier whoops
2.2 Changes:
-I accidentally made cambions not wear clothing so this is a quick fix to that
-Some civs use firelances now, they're like handgonnes but shoot metal filaments that do slashing damage. They should let out a gout of fire when they do it but the game won't let me do that so just pretend
2.1 Changes:
-mummies will now be aggressive
-tomb builder civ is once more playable
2.0 Changes:
-Big but subtle overhaul to the setting. Lore changed to be less silly and more serious, some things removed and replaced, other things added, other other things tweaked. Overall this could be considered a sort of great restructuring that will make further changes much easier to implement now that the foundation is totally solidified. More will come but right now it should be a playable and enjoyable experience.
-Demonic invasion system implemented, certain nations should be attacked by demons and taken over by them in rare events, like in vanilla. Demons are also now entirely custom creations.
-The magic system of Broken Chain, my occult dieselpunk mod, has been ported to Fall From Grace, with some tweaks added. Broken Chain as it currently exists is simply too similar to Fall From Grace to really exist as a standalone mod, so all the cool magic stuff in it will be ported to Fall From Grace, and Broken Chain will be overhauled yet again into something that can reliably stand out from Fall From Grace without overlapping aesthetically and thematically with it.
1.75:
-Fauna overhauled. Savage tropical and temperate areas are now populated by prehistoric fauna ranging from mammals to dinosaurs. However, all environments in cold or oceanic regions can host prehistoric fauna, being untamed and savage as they are.
-Wights and Embalmed (mummies) added as specialized undead. The Embalmed should also take over certain southern nations which build tombs. Not violently, but as benign undead Padishahs of the ancient civilization. Wights are less benevolent, and are grudge-bearing undead with an inherent predisposition to cruelty, which they feed on.
-Good biomes overhauled. As everyone knows, space is filled with currents carrying spores of life. These spores land on both planets and other stellar bodies, but the atmosphere burns most of them up, otherwise the world would be overrun with alien life. However, El-Enlil's moon has a special relationship with the planet, and some areas achieve a form of symbiosis between the native ecosystem and the quasi-alien lunar life that has grown to inhabit the region. Who knows, maybe in the future aetherships will be common enough for regular trade between the two realms.
1.72 changes:
-emergency fix for a raw duplication
1.71 Changes:
-Many small fixes
-Some new creatures added
-New "race" added, ghouls. Previously an undead template, they are now their own unique undead creature, and are created when a human survives a necrotic bite from an elder ghoul, formed by curses, or the terrifying Grigori. They're stronger than vampires, but have less magical power.
1.7 Changes:
-Updated to latest version.
1.68 Changes:
-A bunch of little fixes
-Voidborn have inbred slave-castes (life on a generation ship does things to people)
-Human civs will now send caravans every season but winter to make getting steel easier.
1.67 Changes:
-Some new monsters added
-Some bugfixes
-Northern armor overhauled, and coifs added. Northern civs are meant to be inspired by the 1200s, so hopefully that works out.
-Another southern civilization added. There is now a divide between the henotheistic caliphates of the Great God of Fire and the polytheistic old shahdoms.
-A new race added, the voidborn. They're frail, intelligent humanoids from the Outer Dark who live in cloistered settlements.
-Northern, Southern, Imperial, and Diaspora human civilizations are now playable in fortress mode. I want to keep non-humans unplayable in fortress mode to keep them mysterious and exotic. Making contact with them either as a hostile force or friendly liaison should be an exciting and unpredictable occasion.
1.66 Changes:
-I finally broke and changed ALL the equipment names so they function right in fort mode. Let me know if something has gone terribly wrong.
-Some cool bugs added. Like, the insect kind.
1.65 Changes:
-Quick fix to some bugs
-Golems overhauled
-Automatons added
1.6 Changes:
-Magic users reworked. There are now generic "practitioners" which can learn a wide variety of disciplines. I will add more in future updates as I think of them.
-A new minor faction of humans added. These humans are refugees from a continent to the distant east, driven out of their homes by an oppressive, sprawling empire and arriving on the southernmost portions of the northwest continents. It is said that there are strange and unknown Great Gods in their homeland, but until the westerners find a way to cross the open ocean without being taken by the horrors of the sea these refugees are the only proof such a place exists. They wear strange armor and use strange weapons, and fight alongside their massive insectoid war beasts.
-Dinosaurs reworked, there are now more of them and the names are changed.
-Ghosts added to evil areas. They are easily dispersed when struck but hard to hit and can debuff you with status effects. Some types of ghost are more dangerous than others. As a general rule, you don't want to run into one alone.
-I have decided that there needs to be more monstrous enemy races to threaten civilization, especially with how the new alliance mechanics work. With that in mind, I introduce four invader races; The Excarnate, heretical skeleton crusaders who want to purge the living in the name of holy undeath (schismed from the Sanctified), the Plagued, insane humans carrying a contagious disease, Troll-Men, a troll variant with something approaching intelligent thought, and Blemmyes, failed experiments in creating homunculi soldiers. All are hostile.
-Cthonic monsters used by civilizations will now be special slave variants instead of the sort found in their native habitat. A bit weaker with a better ratio of creatures.
-Relics added. Pre-Deluge technology was vastly more advanced than what exists today, and what examples remain are jealously guarded. The remnants of the Land Of Many Angles, the Roaming Empire, and the First Civilization all make use of melee, ranged, and vehicular relics of immense combat potential, the latter of which can be so powerful that the strongest of knights cannot dent them. Only massed fire from ranks of handgonnes or the cannons of a normal war machine can hope to bring such ancient terrors to heel.
-I really dislike giving the player the ability to do things NPCs can't, but I really don't have a choice here. The player can now make lead ammunition for guns using the smelter. Unfortunately, NPC civs will not do this for a bunch of complicated reasons. But I really want lead ammunition for your gunners, so here we are.
-I switched the skills for handgunner and bowman. Not much of a change, but now hunters will spawn with bows and crossbows instead of handguns, and that sort of detail is important.
1.58 Changes:
-Quick fix to necromancers not having emotions
-Nosferatu will now infect victims with the Strigoi strain of vampirism instead of making them ghouls.
1.57 Changes:
-Some nations with a strong connection to pre-deluge civilization will use advanced firearms like muskets and blunderbusses.
-Orichalum and Black Iron temporarily removed due to bugs regarding material usage. Everyone is back to using steel for now.
-Landships overhauled. There are now four different styles of vehicle, two land-types and two air-types. In addition, land-types will have a mobile workshop variant that can "revive" and repair downed vehicles adjacent to it.
-Some more new armor pieces added
1.55 Changes:
So I found a CTD bug mid-update so now I'm rushing this out, more content to come but your game won't crash no more hopefully.
-Some new armor pieces added
-Languages overhauled to give them a more defined aesthetic and move away from historical cultures in favor of something more unique. Different civilizations can share a language according to their historical lineage and the ancient civilizations they descended from.
-New wizard type added, the Druid. They're like werewolves, only they turn into bears and deliberately chose the life of living in a cave and terrorizing you instead of having it forced on them. They won't infect you but oh man are they big.
-Trolls added to various biomes.
1.5 Changes:
-Gunners and bowmen get cool hats now (in civilized nations at least)
-A batch of true Chthonic entities added to the underworld
-Rolled back the iron/steel stuff because it just seemed to weird and arbitrary. Instead of just giving barbarian northerners steel though, they now use a substance called black iron. It's thick, crude, and imbued with shamanic runes to give it the strength of steel. So same thing, different aesthetic.
-Slavic-style humans added, the Severa. They split from the wolfmen before they became the wolfmen, and defend their homeland from bestial aggression.
-Creatures from the Outer Dark revamped, replacing vanilla creatures that had previously been placeholders. They should be more space-y now.
-Giant Snails added as per medieval tapestries
-Vampires reworked. There are now Nosferatu acting as conventional civilization-infiltrating vampires, and actual vampires existing as tower-dwelling necromancer-types with special undead minions. In addition, if two vampires procreate, they produce a Dhampir, an eerie being with strange powers but without the bloodthirst of its parents.
-New curse added, ogre transformation. Functions as a vampire or werebeast curse, but you turn into an ugly, perpetually insatiable elephant-sized humanoid. They can exist in society but tend to cause upheaval and trouble wherever they go. They can also reproduce.
-The Sanctified changed to better fit their theme as religious undead. The majority of the mortal population are now termed pariahs on account of basically being lepers, with a small percentage of them being born stillborn and used as seeds to create different types of undead based on modifications of pre-existing rituals. So instead of holy undead all basically being the same, they will now have a greater variety of form and bear the traits of the undead they were intended to mimic. They're like bootleg versions of the original along with some universal modifications.
-This change is a bit crazy but bear with me. I've changed the way skills work to reduce them greatly. Instead of all the different weapon skills, there is now the one-hander weapon for small weapons, the two-hander weapon for large melee weapons, the sidearm user skill for daggers, with skirmisher/handgunner/bowman remaining unchanged. This is because you can't use two-handed weapons with shields effectively, and the game does not let NPCs not carry shields if they are of a particular melee skill. Basically if a hammer user carries a maul, he's automatically nerfed from using it one-handed. The exception to this is the Pikeman skill, which does not use a shield. I could just fold two-handed weapons into the pikeman skill, but that would be lopsided as one-handed weapons would require a ton of different skills while a two-hander expert could pick up a greatsword as easily as a greataxe. So, my compromise is the situation explained above.
-Overhauled weapons entirely, there's now a fair amount of variants for each type of weapon, tilted in favor of blunt weapons like maces and hammers because you need those to fight dudes in plate armor.
-Doppelhaken name changed to 'wall-gonne' so its more universal
-A new biome added, the Forest of Night. Its at the bottom of the cave layers and is where vampires get their powers from. It is basically a physical manifestation of nightmare and predation.
1.4 Changes:
-Some nations make pig iron directly from ores. It's advanced metallurgy don't think about it. Anyway this also means that other civs will make weapons/armor/ammo from normal iron to emphasize their primitive nature while also ensuring civilized nations don't wear an iron/steel patchwork mess of armor, which they shouldn't be doing in the current era.
-New hostile race, Hellions. These demonic cave-dwelling imps boil forth from the caverns where their chthonic masters dwell, bringing chaos behind them.
-Some updates to vehicles. The current type of landcraft will now be called "ironclads" on account of having metal plating. "landcrafts" will be the term given to non-armored wooden vessels used by some other nations. They use ballistas as opposed to cannons like what ironclads do.
-Two new types of ranged weapons, slurbows and prodds. Slurbows are crossbows with closed barrels, and prodds are a type of crossbow that fires pellets, or in this case the round shot used by handgonnes.
-Throwing weapons reworked. Instead of a generic "throwing gauntlet" to trick the game into making soldiers with throwing weapons, there are now types of throwing weapons as ammo and a "last xyz" as the thing that "throws" them. So if a soldier has a "last throwing spear" weapon, he'll carry throwing spears as ammo. This lets them have a decent weapon to defend themselves with after they run out of ammunition and charge into melee. A guy with throwing axes just becomes an axeman once he throws them all, for example.
-Just a ton of new melee weapons in general. Wanted to give nations more variety.
-Flying carpets now come in small, moderate, and large varieties.
-Holy Weapons reworked
-New caste added to the Saints, the Faithful. The Faithful are mortal, almost human beings touched by necromancy. They age and die like anyone else, but the best of them have the opportunity to become Saints if they desire immortality on earth as well as the heavens (works as necromancy). This was added to ground the Saints a bit more as a civilization, giving the Saints themselves (who are now about 1/4th of the population compared to their mortal charges) a more distinct role as protectors and servants of the mortal citizenry if they haven't decided to go off on adventures. The race as a whole is now referred to as the Sanctified rather than Saints, as well. My tests have shown that this shouldn't cause you to CTD when you look at them but they still might haha, so tell me if they do that.
-Added some more underground friends
1.35 Changes:
-HUGE overhaul to clothing and armor. There should now be a wide variety of outfits and military uniforms to choose from, with each civilization having its own distinct and unique look.
-New human culture, the Jern. A simple northern people regressed back to the iron age after the great deluge, the Jern are a hardy and reliable group that often feud with the wolfmen who share their territory.
1.3 Changes:
-Weapons swapped out because I've always used muskets when guns were needed and I want to try something new out. Civs will now use handgonnes of varying types. Handgonnes are the ancient predecessor to the musket and have all kinds of weird shapes I think are neat.
-Languages updated to be more closely based on real-world ones for fun thematic stuff.
-Cool types of magic added. Demonologist, Diviner, Thaumaturge, Lineage Channeler, and Alchemist.
-New race added, the Ghuls. Carnivorous ogres descended from tribes who rejected the teachings of the Fire God, these surprisingly human cave-dwellers are highly-valued mercenaries and brothers-in-arms in the eternal wars of the post-deluge world.
1.2 Changes:
-Updated to latest version
1.1 Changes:
-Random monsters from medieval tapestries added. I'll probably be adding more of these in bits and pieces as I add other new content.
-Armor expanded and fleshed out, should get more cool designs.
-New human faction added, city-states guarded by knights in various types of late medieval armor.
-Caverns expanded, they are now more fleshed out. Mostly sunken and filled with horrific water monsters. The land is relatively safe though. Unless you run into the natives.
-New race added, Cyclopes. The Cyclopes are another remnant of Antiquity, like the Satyrs, but are godless and prideful. perhaps that is why they are reduced to a paltry few mountain fortresses.
1.0 Changes:
-Fall From Grace released