Hey hey people, yet another update here.
BUGFIXES
creature_surface_mammals_ex
- Fixed color on the zebra. Been malingering on that for months now.
creature_surface_reptile_ex
- Fixed possible bug with greater rhino lizard tile.
creature_mythical_ex
- Added proper flying gaits to several creatures.
=Fine Woods=
- Changed various tree and wood colors.
- Fixed a missing token for the various reactions so they'll take empties (Thank to Mobbstar for the catch!)
NEW BODYPLANS
- 4 tentacle upper body bodyplan/part (courtesy of ZM5)
NEW TOOLS
These are for flavor more than anything, though some are functional on paper, as these could reasonably be seen as common items craftsmen would make for sale.
- Cooking Pot (metal only, slightly lower price and capacity than a cauldron)
- Cooking Pan (metal only, lower price and capacity than cookking pots, cauldrons, or kettles)
- Urn (metal or ceramic, higher price but lower capacity than pots)
- Vase (metal or ceramic, higher price but lower capacity than pots or vases)
- Kettle (metal only, lower capacity and price than a cauldron)
- Spoon (hard materials)
- Carpentry Saw (metal only.)
- Flensing Knife (metal only, counts as dagger in melee)
- Bottle (metal and glass only, higher price and capacity than jugs or jars.)
- Jar (ceramic and glass only, higher price and capacity than jugs, but lower price and capacity to bottles.)
- Grater (metal only; while invented roughly 140 years after the tech cut-off, these are simple enough tools one could feasibly make them in DF's worlds.)
- Masher (Any hard mat, counts as a mace in melee)
- Meat hammer (metal only, counts as a hammer in melee)
- Auger (metal only, counts as a dagger in melee)
- Hand-plow (metal only, counts as a dagger in melee. Inspired by an ancient korean farm tool, the homi.)
- Razor (metal only, counts as a dagger in melee. Been in use since the bronze age and those shaved heads and beards have to come from somewhere!)
- Shears (metal only, counts as a dagger in melee. How else are we to shear our sheep and llama?)
NEW ARMOR
- Multiple new shields that fall under the tech cut-off. Block chance and material costs vary, so some might be better to use if stretched thin for metal, but they mostly exist to provide visual variety. All of them use Armor Level 2, to ensure they'll appear in sieges and the like.
-- Kite Shield, Blockchance 25, material cost 5 bars/15 wafers.
-- Heater Shield, Blockchance 18, material cost 3 bars/9 wafers.
-- Tower Shield, Blockchance 30, material cost 6 bars/18 wafers.
-- Targe, Blockchance 12, material cost 1 bar/3 wafers.
NEW CREATURES
creature_surface_other_ex
- Brier Fiend: A large canid with four tentacles sticking out of its back, found in savage temperate forests. Size 500k, trainable and ridable.
creature_surface_reptile_ex
- Arctic Rhino Lizard: A slightly larger and longer-lived version of the greater rhino lizard. Sports brown, black or gray plummage and may be found in tundra, taiga, and temperate forests.
creature_surface_mammal_ex
- Giant Fox Squirrel: A giant cousin to the regular fox squirrel. Size 300k, tamable and ridable. Grows to full size in 5 years and will try to steal food.
creature_fish_cavern_ex
- Grotto Shark: An ampbibious shark-like creature found in all cavern layers in water, but it may sometimes wander out of the water, moving slowly to traverse terrain. Can be tamed, but not trained. Value 300, Size 600k. Note, they are fearless and so likely to attack anything that gets near them.
- Cap Grabber: A slightly larger amphibious version of the pond grabber, able to slowly move over land. Only found in layer 1 in both land and water. Can be tamed, but not trained. Value 55, Size 50k.
- Cave Moray: A small eel found in the upper caverns, preying on cave fish and the like.
- Wormfish: A pale, worm-like fish found burrowing through detritus in subterreanean lakes. They can be found in all layers.
creature_cavern_other_ex
- Lasher: A pale, humanoid creature with four tentacles in place of its arms. Size 65k, fearless, and tameable. Found in all layers alone or in groups of up to three. Reaches full size at 8 years.
creature_mythical_ex
- Serpentine dragon: Based on east asian dragons, wingless, flying, noodly dragons.
FANTASY METALS
- Caster's Bismuth: Conceptually inspired by Cerrosafe, a type of casting alloy made primarily from bismuth and lead with a smidge of tin. Crafting alloy to give some extra use to bismuth. I've dropped the tin for utility reasons, so it needs 3 bismuth, and 1 lead bar, and yields 4 bars. Value 6, with bright magenta coloration. Caster's Bismuth is exclusive to dwarves by default, as anything super advanced for metals is.
EDITED VANILLA FILES
creature_other
- two-legged rhino lizards can no longer be found in freezing biomes.
creature_standard
- Dragons now have wings and the ability to fly. I found it strange that cave dragons have wings, while their surface dwelling kin didn't. They also now have a slightly wider range of colors available for eye and scale colors.
item_shield
- Shield renamed to round shield. Material cost raised to 4 bars/12 wafers.
- Buckler material cost in wafers slightly reduced to 1 (down from 2.) Armor level raised to 2.
entity_default
- Kobolds and Cave people now have access to bucklers, helmets and leather armor, as well as the new targe.
MISC. CHANGES
- Cupric lead moved to fantasy metals. I dunno wtf I was thinking making it standard issue, since it's based on an ancient greek alchemical alloy.
creature_surface_reptile_ex
- Slight change to greater rhino lizard description.
- Changed greater rhino lizard tile from 'g' to 'G' for consistency with other giant creatures.
- renamed drakes to sky drakes, for consistency with land drake name.
NEW ADDON - SPEECH
- Just some modified speech files to go into your data/speech folder. Uses a mixture of old-game stuff, Masterwork, Wiki things and custom shit. There might be some references or out-of-place wording here and there, but I think I caught a good bit on an initial, cursory pass.
Those files are pretty much only relevant to adventure mode barring probably only a tiny number of exceptions, but enjoy all the same.
Special thanks to ZM5 for that one.
NOTE: There is a minor issue with the coloration of the arctic rhino lizards, it shouldn't cause any problems in gameplay. I'm probably just a moron though.
As you can read, there's a few changes to shields specifically which might drastically alter how things go in battle, and with what you equip your soldiers with.
Everything should, on paper, work fine, as no errors were thrown apart from the coloration issue. That should just cause an inconsequential error to pop in your log. Also, in case I forgot to mention it, I seem to have finally gotten a flier caravan that worked properly, so if anyone has issues let me know so I can block the offending creature from their entity in the future.
As always if anything is messed up or non-functional, let me know. I have to admit I don't test stuff super rigorously, so there's always a chance I've broken something by mistake or something isn't working as intended.