"Within the conquered sky there dwelt
The Haemothurge, to which man knelt.
It looked upon the Earth and said
My child, thou shalt stain it red."
-Author unknown
The sky blazes crimson above the depleted earth. The enlightened Haemothurge watches from high orbit as its children feast. Blood, flesh, and metal are the currency of the world and the source of your power. Life as you know it, worthless mortal that you are, is utterly destroyed. The seas boiled and the forests burnt to ash in the fires of global revelation. And yet, things still crawl in the ruins, clinging to humanity and precious life upon the carcasses of the less fortunate. Survive if you can, so you may bear witness to the unending final act of the tragedy of mankind.
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https://www.patreon.com/themodsmith/postsDownload Link:
https://dffd.bay12games.com/file.php?id=16182If I can get enough money to reach my goal, I can focus on modding full time and put out bigger and more frequent updates.
Music used:
https://youtu.be/jAYLSJxa38khttps://youtu.be/kFK7k33UkpM=====================================================================================================
What is Haemothearchy?
This mod is a total conversion set in a world of post-apocalyptic occult horror, where an artificial god has assumed dominion over the earth through the use of sorcery and turned all of mankind into blood-addicted cyborgs that prey on both one another and every other creature on this world that has a pulse. Expect to fight and struggle for food and drink, with even something as mundane as water a precious resource paid for in blood. Biomechanical creatures stalk the wastes, and the preservation of basic decency is a daily triumph among those who would dare to become something more than amoral predators. The Haemothearchy features a robust ensemble of cybernetic cosmetics which will eventually be given unique attributes when the game allows for it, and sets the foundations of a much greater saga set in a sinister and alien universe.
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. Use the pre-made advanced worldgen parameters when generating a world.
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Change Log:
1.5 Changes:
-Flesh-clay changed, along with earth veins. What will happen is that they will be integrated into a large subterranean colonies composed of various flesh-stones which can be harvested. I don't want to lean to heavily into a fleshy earth, it is meant to be a very bleak and depleted world, not one overgrown with horrible meat. Finding a huge pile of flesh should be a fun and exciting experience for the locals.
-Golems altered. They now come in three types based on the stone used to make them, and their numbers are lessened.
-Shedim altered. They now come in three blood quality types, each being rarer than the last. They also have a projectile attack now.
-Armor now more varied, should allow for cool combos.
-Haemomancy altered. Attacks using blood will now draw from the body's own blood type rather than using condensed blood. What this means is that the strength of your magic depends on your body's blood quality, so beings with higher blood quality can use the same attack to greater effect.
1.45 Changes:
-Though it is with some misgivings I must admit the wholly waterless ideal of Haemothearchy has defeated me. Essentially, it requires that the only biome besides mountains be tundra, and this tundra is classified as a single biome, and Dwarf Fortress REALLY does not seem to like large, single biomes. Also, it heavily limits the kinds of civ types I can create. So, there will now be a few lakes scattered on the world map. No rain though, so don't get too cocky.
-Implants overhauled. Some descriptors have been shifted around and a lot of stuff has been added. Overall the looks you get should be a lot more coherent and interesting while feeling like a guy wearing a full set of implants is a scary type of dude.
-Taverns/Inns changed. They are now all called "banks" or at least have that in the name, because their purpose is to store synthetic blood. Tavern keepers are called quartermasters. Basically, these are the grain storage vaults of the modern era, used to keep the people fed and keep one's blood reserves in order.
-New soil added, flesh-clay. So simple it barely counts as meat, it is one of the main sources of water. Stab some wells into it and you can at least subsist, but without blood, don't expect happy citizens. However, you can harvest it to make sculpted flesh, moldable living tissue useful for all sorts of things.
-Giants are now an underground invader race. They'll pop out during worldgen and create giant forests of bone on the surface, getting up to all sorts of problems.
-Can no longer become a choir priest by ingesting one's blood. As blood is a healing mechanic and NPCs didn't know any better it didn't feel fair to for that to happen.
1.42 changes:
-Fix to caste-related CTD issue
-Stone reworked into layers of increasing density with various materials embedded into them
-I have once again caved to my urge for categorization in the adventure mode selection screen. Nothing too overly verbose but it should get the basic groupings across.
-Fix to material levels for some civs
1.41 Changes:
-Music reverted to normal for the time being
-Weapons changed again, middle ground between overly cluttered and too blandly realistic hopefully
-Fix to giant sizes
1.38 Changes:
-Fix to not being able to craft stuff with blood, it now needs to be in a container but ought to work.
1.37 Changes:
-towers and tombs will be more aggressive
1.36 Changes:
-fix to fuel and metalcrafting
1.35 Changes:
-bug fixes
-Giants ought to invade from hell now
-New race, the Elioud, which serve the aforementioned giants
1.3 Changes:
-Some bug fixes
-Haemophages renamed to Saints. Everything is an "eater of blood" so the name was redundant.
-Language fixed to be more esoteric (should still sound mostly the same though)
-Daemons edited. Arch-daemons are now megabeasts which create wild daemons, and now daemons evolve into a form based on which one of the Seven Righteous Passions they dedicated themselves to in order to redeem their sinful natures. Normal daemons will also form fort-type civs, but there should be less of them
-Giants added. There's already the Nephilim, but now there are the Gibborim, Lilim, Anakim, and Rephaim. These three tribes of monsters are obligate man-eaters, or man-drinkers properly. They're like vampires but they don't hide what they are and are way stronger than humans. If one joins your fort, they'll be a huge asset early game so long as you can keep them fed. Hope you have extra citizens to spare.
-Underground creatures overhauled. Should be more weird alien fauna instead of just leeches and sub-humans, though its still very much subject to change.
-Some new surface monsters added
-You can now craft primitive weapons in adventure mode
-Travelling on the surface by night is now far more dangerous
1.21 Changes:
-Emergency fix to blood granting abilities
-Some other small fixes
1.2 Changes:
-Some quick bugfixes
-some profession names altered for immersion
-some new monsters added
-Gorgon faction beefed up
-the wasteland was too quiet, this has been fixed
-Daemons modified significantly, their deal is constantly mutating into new subtypes over the course of worldgen.
-Giants added
1.1 Changes:
-nerfed hovercycle armor
-additional thaumic rites conceived
-fixed berserkers being playable (obtain them via mercenaries or infection)
-new megabeasts added
-Shells changed to Hylics, Berserkers changed to Daemons.
-Hylics can evolve into Archons, Berserkers can evolve into Arch-Daemons
1.0 Changes:
-1.0 released