Man 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 unrecognizeable earth, filled to the brim with genetically-altered monsters, rogue machines, warring states, and countless other threats. 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 develop new cybernetic augmentations, and slowly obtain an immortal posthuman body which can survive the chaos to come. Of course, for every such madman who would seek such a thing, a thousand more live as mortal humans and struggle every day to make ends meet. Play a mercenary scoundrel, a village of hydroponic farmers, a biomechanical mech pilot, a posthuman barbarian, and much more. Countless stories wait for you in the far future of pan-humanity.
Download Link:
https://dffd.bay12games.com/file.php?id=16160Old Download Link prior to the great DFFD Crash:
https://dffd.bay12games.com/file.php?id=14134(don't actually use this I am just keeping it here for archival purposes)
Music Source:
https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA===============================================================================
Change Log:
4.6 Changes
-Some new creatures added.
-Fix to an error in bulk manufacturing armor
-Fix to ex-anthropics arriving to trade.
4.59 Changes
-Fix to combat drones not attacking things, probably. Due to hardcoded issues ranged drones may still behave strangely but the functionality is now present.
4.58 Changes
-Fix to hydroponic fruits and vegetables not yielding seeds, they should now be found in the edible products of said plants.
-Added some military skill to all races, could lead to wars being more fun.
4.57 Changes
-Regrettably, I am rolling back the removal of forgotten beasts. The trick associated with it did cause problems, just not frequently enough that I was able to catch them on my lonesome. Big thanks to the community for bringing it to my attention. The other changes will remain in place.
4.56 Changes
-Forgotten beasts will no longer spawn. While they are cool, many of them just do not fit the aesthetic of the setting. This is an experimental change as it relies on a very funky trick, which will spawn a lot of stuff in the errorlog. As far as I can tell, this does not actually cause any problems, so you can ignore it, but let me know if anything strange does happen.
-Machine life will probably no longer rot
-After multiple investigations I have determined that the error regarding exhuman transformation only occurs in the fortress-produced tablets due to the way consumable transformations work. Exhuman transformations will now produce exhumans with the normal amount of arms, legs, and heads. If you want more powerful configurations, then two exhumans must be made to reproduce.
-Other small fixes
4.544 Changes
-Hydroponic and factory-type "plants" can no longer be found in the wild. They can now ONLY be purchased, stolen, or produced in the manufacturing block workshop. NOTE: I have yet to see this myself, but this MAY cause freezes in that mode. It may be something super rare and thus impractical for me to test myself so if you get inexplicable freezes let me know and I'll roll this back.
-Fix to interaction targets being bugged, transmuter attacks should now only target enemies
-Fix exhumans sleeping
-Possible fix to the exhuman tablet interaction only creating one type of exhuman
4.55 Changes
-Fix to drill warlances requiring two hands
-fix to attribute tablets not functioning properly, you should now be able to have one of each tier
4.543 Changes
-Fix to upload categorization allowing for proper implementation of transmutation mechanics
4.542 Changes
-Fix to weapon misnamings
-Fix to hyperupload humanoid blueprints not being created when they should
4.541 Changes
-Fix to tertiary blank tablets not being craftable
4.54 Changes
-Fix to references to high frequency, should have been replaced by hardlight.
-fix to certain weapon powers not working or functioning incorrectly.
-fix to cyborgs lacking discipline.
4.531 Changes
-Fix to the blank exhuman tablet producing the posthuman tablet instead
4.53 Changes
-Change to harvesting lipofluid from certain creatures, should be more costly and cause less lag
-fix to title of core programs being CORE_PROGRAM
-fix to misnamed clothing
-other small fixes
4.52 Changes
-Robots will now bleed coolant
-Predators improved, they should now be less skittish and more likely to fight. Let me know if I have overtuned this. They should still run away if sufficiently threatened.
-Fix to possible issue of posthuman ascendance not happening in worldgen
-Some other small fixes
4.51 Changes
-Fix to posthumans, who are no longer immune to magma. They had the issue of coming to trade, and if magma were around, would dive right in, causing their items to burn up if even if the traders were fine. Exhumans and hyperpredators are still magma immune however.
4.5 Changes
-Hardlight is back, this time in the form of weird, ghostly entities which lurk the megastructure, capable of all sorts of weird phenomena. Some are benign, some are decidedly less so. Kill them to collect the bodies for their exotic materials or tame them as exotic companions, but either way, mess with them at your peril.
-This won't be obvious currently, but I have overhauled adventure mode crafting to be up to date with all the new additions I've been making. This means that when the adventure mode update drops, you can create pretty much every weapon, armor, and power available in fortress mode as an adventurer right off the bat. Of course, as I cannot directly test these things, I might still have made a mistake here and there, but that will be a lot quicker to fix than trying to add everything after adventure mode has already been released.
-The "high frequency" weapon variant has been renamed to "hardlight", or "HRDLHT" weapon variant. The faster attack speed remains the same, but this serves to integrate hardlight technology more closely into the world and make it feel less like an unrelated thing just shoved into it.
-New enemy class, Citizens. Grotesque cyborg monsters that seem to spawn from the megastructure. No one knows if they're a parasite or a function of the city but they're always bad news.
-Nanosuits altered. In terms of mechanics they remain the same as a light underarmor coming in flexible and solid varieties, but are now differentiated stylistically between body suits of thick tubing, mechanical exoskeletal struts, muscle fiber, and undifferentiated gel-like substance, in order of tech level. This should provide a greater level of variety in suit design between civilizations. Two individuals wearing the same armor suit style might now have a secondary style of the plates being affixed to formless semi-fluid matter or clunky hydraulics instead.
4.44 Changes:
-Fix to biojets not flying
-Fix to voidcladers and all hi-caste not properly responding to cyberization tablets
-Fix to nerve program yielding the trance power
-Other small fixes
4.43 Changes:
-Disassemblers (mining tools) can now also be made from hyperalloy. I've noticed some weirdness coming from them only being able to be made out of hard alloy so if anyone is having issues making them this should fix it.
4.42 Changes:
-Small fix to names of wasteland creatures showing up as 'nothing's.
-Hi-Caste caravans should show up in the summer now, give some space between visits
4.41 Changes:
-Fix to plants and animals not spawning in taigas.
-Fix to some machine nomenclature
-Fix to duplicate raw bug
-Change to preservates. Their healing ability being free and their cost being low didn't sit right with me. The new repair option is a drone variant which can be purchased for a hefty sum on embark or from subsequent merchant caravans when they arrive. Preservates (in the sense of a vaguely mammalian organism with a shell-bearing exterior) are now a variant of wasteland fauna you can have as a normal pet instead. They basically look the same but are made of meat. A few other creatures can now be made into pets as well, but don't expect them to be war animals. War is something waged by sophonts, machines, and biomechanical horrors. No place for an attack dog.
4.4 Changes:
-More new creatures added. There's a fair amount more now, especially underground. The plastsects have gotten many new members, as have automachines. There's a few new birds as well.
-Moss forest now has some lichen, with lichen trees found near pools and rivers in said forests. Should break up the greenery a bit.
-New weapon classifications, scythes and staves. Scythes can function like warpicks in the case of smaller ones, or glaives in the case of larger ones, with both stabbing and slashing attacks. They have saw-blade, rocket, high-frequency, and antigravity variants. Staves are blunt weapons, like hammers and maces, but are built with more agility in mind and a wider variety of attacks, coming in high-frequency, shock emitter, and antigravity variants.
-You can now breed nanotechne with both hard and soft alloys, with the soft alloy option having a 50% chance to spawn an additional bar. You can also butcher nanotechne for a chance to regain some materials, but this is mostly a trick to make civs have access to the right metals on embark.
-Change to architectural materials. Instead of using the feral architectural variants for construction, they are all convertable into domesticated architecture on a 1:1 ratio, or more enhanced architecture forms with the addition of various materials. My previous half-measure caused more problems than it solved, so this solution should ensure architecture variants are either used for all construction, or none, and there is a process for converting the unusable to the usable. You can also scavenge reprogrammed architecture from the "soil", remnants of prior attempts at settlement no doubt. This should allow for players to more easily create high-value rooms and materials, as you can commit resources to creating more valuable forms of architecture now.
-Uploads have their own power system instead of being tied to postbiology. While normal uploads can become vehicular uploads, which are larger, or they can become hyperuploads which have a hyperalloy carapace, hence the name. While not as mutable as a nanotechne one, it is equivalent in terms of durability and the hyperupload possesses enough reparative nanites that they aren't doomed to decay like their unimproved compatriots. These hyperuploads subsequently can have their own vehicular variants. In addition, a corrupted upload variant exists as well, working similarly to corrupted cyborgs and postbiologicals, being hostile to conventional life. Unlike highly mutable postbiological life, uploads have defined tiers of power and more reasonable body plans, but can have much larger bodies than exhumans. In this world, a true machine intelligence that can operate independently is expensive and valuable, so vehicular uploads are worth much more than bioframes and the like.
-A change to the Hi-Caste. Instead of being one monochromatic skin color, it's now divided into two parts, a normal skin tone and a sort of biological tattoo comprising the colors that previously made up its default skin coloration, termed heraldic pigmentation. So a civclader might have tan skin with pale red biological heraldry spreading all over its body, or a warclader might have pale skin with dark blue biological heraldry. The reason for this change is that, for various reasons both lore and bug-prevention-wise, pure-born hereditary cyborgs have default human skin, and are born from a union of any normal hereditary cyborg. By having the Hi-Caste have human skin tones now supplemented by the secondary coloration that marks their clade, two high-caste cyborgs having an unmarked offspring feels more natural in my opinion and the intergenerational change flows more smoothly.
-Sciclade can now form larger civs. They will be a technocratic counterpart to the bureaucratic and militaristic powers of the civclade and warclade civs. You can thank them for the new military drones that are now found in all hi-caste civs.
-Fix to clothing layers.
-Fix to some bulk manufacturing issues.
-Armor altered slightly to be more consistent.
4.31 Changes:
-Ex-Anthropics will only have hyperpredators which share the same features as themselves, and hyperpredators will no longer be crazed. They should still try to kill you but they shouldn't automatically murder everyone if they show up in a caravan.
-Neo-anthropics can domesticate postfauna.
4.3 Changes:
-Now that summoning has been fixed, I can make summons a thing, so I did. There's now an intricate summoning system for both you and enemies to exploit. Summoning is divided into three classes, large, medium, and heavy summons, and you can have one of each. A general rule is that if they are a summon capable of flight, the amount you can create is only half as much as if they were ground based, due to the additional resource cost granting flight requires. In addition, projectile weapons move slowly, while melee weapons are much faster. Determining the balance between air and ground focus, and what type of weapons to grant your transmuter, will be the key to victory. No combination is perfect, but some are more effective against certain types of enemies than others or have particular applications. Also, this is a very convoluted system by necessity so things might be broken. If they are, let me know.
-Attributes have also been expanded. There are now four tiers of power for them, and you can have one of each tier, so choose carefully. Instead of filling out every attribute, you have to chose a certain amount, and of them what order to place them in. Try to find combinations that work for particular roles or the kind of army you have in mind, or even to counter specific kinds of enemies. As above, this is convoluted, so if there are issues let me know.
-A few more new creatures added.
-New clothing item added, bodysheets. Basically it's like a simple coat, there's six variants. Not a big thing but it's a bit of extra fashion and insulation.
-Fix to some crops not behaving.
-Fix to hi-caste training instructors being automatically appointed.
-Nanotechne Refinery renamed to Transcendence Chamber and has gotten a redesign. Blank tablets are now manufactured in the Incubation Reactor.
-Some other fixes
4.2 Changes:
-I am doing something a little crazy and experimental. I get that the long names of weapons and armor are a pain to read on the screen. However, I also like being able to design a suit of armor that adheres to your personal tastes. So I have a compromise. All armors and weapons are now defined by acronyms, which are explained in the bay12 page. I've tried this before, but back then they were about individual brands of exo-frame. Now, they denote basic design choices, and are brand-agnostic while still bringing the same level of variety. Each of the new armor pieces also has a paragraph written below the raw data, explaining the details of what you are looking at. To find out a more nuanced explanation of any given armor piece, simply search it up in the appropriate text document and read the info. Once descriptions are added to items, all of these descriptions will become available in-game. For those who don't want to engage with this system, it should also be no problem. Just make an exo-frame, exo-helmet, exo-arms, exo-legs, and a nanosuit, along with the weapon of your choice, and there you go.
-Fix to scavenging from architecture blocks using all kinds of blocks.
-Fix to hair coming from domestic cattle
-Fix to oil plants, you can now process oil from them in the manufacturing block.
-Bureaucrats will have labors enabled for the time being due to a DF bug that makes them unable to stop working if they are promoted with a labor active.
-New fauna added. Due to the above fixes it's not all the ones I want to implement but I had to get something out on account of the stuff that needed fixing. Next updates will add additional creatures.
-Various other small tweaks.
4.17 Changes:
-Change to lo-caste names. Terrans are now earthcladers, martians are now marscladers, and so on. This makes things fit in more with the naming schema of biological panhumanity and ties them more closely with the setting's history. It will also look super snazzy on the character selection screen when the adventure mode update comes out.
-Less plants should cover the screen now. Don't want to make things too easy with foraging.
-Fix to rapid gun powers, was missing a bracket
-Composite now called architecture to spell out what you're seeing.
4.16 Changes:
-Emergency fix to duplicate raw issue
4.15 Changes:
-Fix to body clothing not appearing on embark
4.14 Changes:
-Info file changed, should now spell out that the vanilla raws are incompatible.
-Overhaul to how sites work, it's a lot less tied to species and more tied to a classes of civilization. Also, hamlet civs should spawn more frequently now. However, the smaller the world, the more of a tossup it is.
-Change to worldgem params, specifically in regards to civ and site amount. Due to some other issues, I have opted to shuffle them, along with removal of some unecessary restrictions. It is recommended you REPLACE the prior worldgen params with the new ones, and then edit to taste if applicable. Ignore this if you REALLY know what you're doing and have already tweaked things to your liking.
-Neoanthropic posthumans can induct hereditary cyborgs and anthropic posthumans into Outer Pattern posthuman bodies. It's a way to get some more real posthumans if you play the neoanthropic faction, since most migrants you get will be thralls. In the future, normal organic humans will be inducted by both inner and outer pattern posthumans.
-Some minor fixes
4.13 Changes:
-Charged alloy can now be made in the manufacturing block.
4.12 Changes:
-Martians can now wear hereditary cyborg armor
-Armor names got too long so I trimmed them down. Some ranged weapons will have shorter names as well.
-Outer pattern life forms now have variable limb length, ranging from normal human to longer. All exhumans do as well.
-All resource materials now have "(resource)" in the name. This is to encourage harvesting rather than smoothing or otherwise retaining the material, and to make it clear that it only exists to be broken down into something usable.
-Grinder weapons are very strong, and this is intentional, but they have also become too strong. To compensate, they now have a very long wind-up and recovery time to simulate the difficulty of using such an unwieldy weapon. But to balance this, they also now have the option to attack without activating the grinder mechanism, doing conventional damage. Like RCS weapons, it is now a special attack.
-More "gem" types
-The manufacturing block can now produce bulk orders of material such as furniture, military uniforms, and clothing. Bear in mind it isn't a huge system, it simply meets the absolute minimum standards to keep people clothed and rooms furnished. I'll add more as I can think of fitting stuff.
-Vanilla sound effects enabled, mute or enable them at your discretion
4.11 Changes:
-Added tooltips to workshops
-Superstructure tile changed to be hopefully be more readable while still feeling artificial
-Various utility drones can now be purchased by most civs
-Fix to gem display issues
-Fix to soft alloy goods not having the appropriate adjective
-New material added, lightmatter. It is used to make cool glowing tubes and cylinders and affixing them to things grants you big money, which should help with room value and such without adding materials the game doesn't understand should be rare
-Digging tools and loader exo-frames/exo-armors can be made of hard alloy instead of hyperalloy now
-Fix to tool costs in embark
-Resource materials weigh much less to account for being unable to be put in stockpiles
-Upload civs and names changed. They'll now be divided into humanoid, light, heavy, and ultraheavy variants, and can upgrade between them intergenerationally. You can choose to increase them in size for a relatively low cost, or turn them into a unique kind of postbiological entity.
-Mechanical and postbiological civs can create chemical packets from energetic compound as an alternative to farming, which can sustain them just fine. If organics eat it, they'll be sated, but will also go into shock and maybe die. Use with caution.
4.1 Changes:
-Fix to hi-caste civ positions
-Cheaper seeds
4.0 Changes:
-Updated to latest DF version
-Changes to the transcendence process. Transmutation programs now have an additional step, the creation of "blank tablets" which are later encoded with data, becoming consumable. Instructions on the process can be found in-game.
-Combat progtams overhauled, they'll be much better now and will take into account any limbs you grow (this will be expanded on)
-Changes to civ positions, I have tried to streamline things and make them better. They also have descriptions now where necessary or where it lets me dump yet more lore into the game itself rather than the bay12 page.
-Changes to material. Instead of just "meta alloy" there's now normal alloys and hyperalloy. While there are now various useful alloys, hyperalloy is metal imbued with nanotechne at the molecular level. Not enough to bring it to life, but enough to make it much stronger. This means you need to choose between using nanotechne to equip a large army with lots of gear, or focus on nurturing a small amount of transmuters, at least until you're rolling in the stuff. You can also strip hyperalloy of its nanotechne for a small chance to gain some nanotechne back.
-New geologic material, plastcrete. Basically it's concrete but fancier. Cheap and durable, but not magma-safe and with no resources to extract. However, composite can no longer be used to make stone crafts, only plastcrete can, though both can be used as building material. Grasses have been changed as well to reflect the new terrain changes.
-Shells changed to be the same size as exhumans and bioframes. Why? Because people are having trouble giving exhumans and bioframes armor. This way, you can give them armor by giving them stuff sized for shells, any issues with selecting armor for them can be handled. It also means shells, bioframes, and exhumans can scavenge armor off of each other, meaning a defeated foe's gear can become your victory prize.
-Exhumans changed. They'll now be more consistent. Transformed exhumans have a human body plan, but their offspring can look stranger. However, they are still divided by pattern.
-Plants redone. Many factory-type plants will only appear in civs now, not in the game world. Meaning, you only get what you embark with, or buy. Well, you can try to scavenge, but don't get your hopes up.
-Un-caste civs are now item thieves. Should lead to more wars.
-Guns changed. There's now three tiers. Light-Gas Guns, Ram Accelerators, and Mass Drivers (previously railguns), in order of power. More advanced civilizations have better guns. Each come in three tiers, light variants for Light Ranged Specialists, heavy variants for Heavy Ranged Specialists, and the rare ultraheavy variant which can be equipped as field artillery by soldiers or standard weapons for bioframes.
-It is now impossible to find a book that lets you obtain a stronger body via normal methods. But if you're willing to make a dark bargain, there's a few places you can look.
-Various little fixes and tweaks.
3.91:
-grazers can no longer climb
-bookshelves can be made of wood
3.9:
-New enemies added. You are already familiar with info-life. Under the current model, it will infect humans and turn them into a perverted equivalent of hereditary cyborgs, used to raise armies of infested slaves to grow out of control. Now that's just one of the horrible ways info-life can take you over. There's now infoviruses, which hide in human civilization wearing the skin of their prey before tearing out of it to commit horrible rampages, and proper infopredators, which use humans as hosts to construct more of their kind and hide out in the wastes, using strength rather than subterfuge. Fortunately cyborgs and postbiologicals are immune to these new creatures, so they'll be vital in dealing with them.
-6 new civilian weapons added. Not as good as proper military gear but don't underestimate them.
-Uploaded humans can now become anthropic posthumans and exhumans.
-Moss trees can now only be found in moss forests. Grasslands will have building ruins to replace them, but still have moss grass. Organic wood is also now more expensive.
-Change to crafting materials so you use meta alloy to make weapons and armor, forgot about that.
-Automachines should now be significantly less overpowered, and it is also spelled out in the description what weapons work best against them.
-Renamed pseudo-anthropic posthumans, they are now corrupted posthumans/exhumans. Unlike inner or outer pattern postbiologicals, they aren't categorized by mental state or lineage, but just that they are postbiological beings puppeted by genocidal malware.
-Some tweaks and fixes
3.85:
-Change to the power system. After much consideration, I have reworked things so that only cybernetic, mechanical, or postbiological life forms can use programs. Everything is bottlenecked through a single secret which, once obtained, will then spur on the transfigured NPCs to seek yet greater power. The way this affects the inner workings of the system is that it makes implementing new powers and even new races much, much easier. And also it just makes sense you've got some cybernetics on your body before you can start shooting blades out of it. However, if you start out fitting the criteria, you can just learn programs from the get-go. As always, let me know if there are any issues.
-New combat program added, nanotechne blade. It's a short-ranged edged attack with a high rate of fire, contrasting with slower-firing but longer-ranged attacks like bullets and missiles.
-Change to lo-caste language. The prior iteration was generated using a list of Brazilian names as a base, because it had a lot of different ethnic names in it, but the current name list is generated from the top 1000 names used across the world, creating a language and naming system which takes aspects from all the largest cultural groups, as lo-cant is descended from a pigdin lexicon incorporating aspects of all of the biggest language families.
3.83:
-Experimental change to nanotechne. So, the deal with it is that it is a self-repairing material which interfaces with biological matter and machines to create biomechanical life forms and improve equipment. This is cool and all, but the issue is that this property is not exhibited when it comes to weapons and armor. So, I have removed its functionality as a weapon and armor metal, with meta-alloy taking its place in that role. The material properties of meta-alloy are identical, so nothing about the properties of weapons or armor have changed, save for the fact that they are now more accessible. This should help with equipping armies, but will make nanotechne acquisition a bit more of a process as you can't just melt down the equipment of invaders. On the other hand, nanotechne armor will still exist in the form of biomechanical armor within cyborgs and postbiological life, as in that state it will possess the capacity for self-repair and properly adhere to the lore of the material. I suppose this also makes nanotechne more of a rare and mysterious substance in-universe rather than a ubiquitous material, it is still vital for civilization however, just in a more subtle way.
-Armor should weigh noticeably less now across the board.
-Instead of using hyperpredators as beasts of war and wagon-pullers, neo-anthropics will use the sub-anthropic posthumans for the same purpose.
-Some other small fixes
3.826:
-Custom interactions using the new fortress mode workshops will now have custom tooltips in-game explaining what things do.
-Some core programs added to fort mode crafting which previously weren't available.
3.825:
-Fix to adv mode armor crafting
3.82:
-Fix to the matter transmutation tablets, they should consistently grant the ability after ingestion now.
3.81:
-Minor bugfixes
-Wreckage and rubble renamed to "metal wreckage" and "stone rubble" to better explain what they are.
-Wheelbarrows renamed to "loader exo-frames" because it recontextualizes them into powered exoskeletons built for heavy lifting which is cool, they also only cost 1 bar now so you can make a lot of them. An even bigger "loader exo-walker" has also been added, with a greater carrying capacity.
-New civilian weapons added, random NPCs can carry them. Dust guns are close-range guns which fire clouds of tiny metallic particles that can rip through flesh but do poorly against armor, while batons and staves are self-explanatory.
-Altar renamed to datasphere communication array and dice renamed to datasphere interface modules. You use interface modules to access the datasphere under relatively controlled conditions to communicate with info-deities. Things might still go badly for you though.
-Bioframes can now learn transmutation programs.
3.8 changes:
-Changes to bioframes. They no longer have innate nanotechne armor. Instead, they are given armor by you, the player. You select them to be built in the forge by selecting a piece of armor, going to details, and sizing it for the intended creature. Bioframes work off of these rules, as do a few other things. This allows you to, rather than relying on RNG to get the right monster for your army, create your own monsters and equip them with the weapons you want to see used.
-Changes to clothing. Rather than more conventional clothes and jackets and hats, clothing is now more vague and futuristic. The attire of the modern era is all about body suits, limb sheathes, protective coifs, filters, and hoods. Why? Because you can't give animals the ability to wear armor without giving them the ability to wear clothing as well. All new clothing is intended as an omni-species fit, which can be applied to any creature without making them look silly (a bioframe would look silly in jacket and cowboy hat, less so in a body suit, limb sheathes, and covered in a tarp). This should synergize with the above change and add versimilitude.
-An update to the "magic" system. Just as you can produce ascendance tablets, you can now synthesize tablets that allow you to integrate weapon programs and core programs into one's body. No longer are you reliant on finding slabs or books to kit out your warriors in fortress mode. However, this process is very expensive, as transcendant combat cyborgs are meant to be a heavy investment. Do you make a bunch of them without any special powers, or make a few and turn them into living arsenals of war? The choice is now yours.
-Change to armor. Heavy vs light is sorta redundant when it comes to armor descriptions, so I've tried to simplify it into three systems. Exo-frame, exo-armor, exo-walker. The first is light cheap armor with gaps, best paired with a nanosuit but povertycore otherwise, exo-armor is full protection, standard gear, exo-walker is big man-tank gear. By default exo-frames and exo-walkers are for ranged, who either wanna be super maneuverable or super durable, while exo-armor is for melee guys, who do best with a mix of both. However, national armies can break this rule, as can the player of course.
-Low-density anthropic posthumans can now reach a high-density state through obtaining combat programs in worldgen.
-The "Transcendant" title changed to "Transmuter". Mostly, to clarify what it actually means. A transmuter is, specifically, an individual who knows how to hack ambient nanotechne in order for it to coalesce into upgrades, weapons, and other effects. Anyone can be a transmuter just like you can be a hacker. Transmutation tech in the form of combat programs and the like is what allows for individuals to reach greater heights than they could normally, and generally comes with obtaining a stronger body as well in the form of becoming a hereditary cyborg or posthuman. You can be either of those without being a transmuter, but transmuters are the ones who take the first step. Transcendence is just the process of obtaining a better body.
-Bioships and biodeities merged into the same creature. While called a biodeity, it is more in line with the role of a bioship. It is a large weapons platform which will join civilizations because they can offer it better living conditions, and earns its keep by being a gigantic bioweapon. And like a bioframe, if you have one you can and should give it weapons and armor. It can also learn transmutation programs.
3.788 Changes:
-Certain more numerous kinds of automachine should run away from danger, not attack in swarms
-Fix to some descriptions.
3.787 Changes:
-Outer pattern exhumans should no longer cause a crash
3.786 Changes:
-Fix to posthuman skill rates again, hopefully for the last time
-Fix to liaisons staying forever. It seems that it is tied to merchant stuff. While I would have really liked for caravans to have been a year-round feature, it seems they have to come once a year or the game throws a fit.
-Fix to Neo-Anthropics being unable to go on raids probably
3.785:
-Fix to some adventure mode armor crafting
-Big expansion to armor. Helmet types multiplied by five, armor types by six. You now have much greater freedom in designing your personal coolest armor style.
3.782:
-Spontaneous combustion bug possibly fixed. Culprit may have been macrocell shells which had an accidentally high temperature. Special thanks to user Atkana for assistance. If it continues to happen let me know, it is a fairly random bug so testing it is difficult.
3.781:
-A few small fixes
-Pop cap default set to 200 again whoops
3.78:
-Fix to tablets displaying misleading information
-Inner Pattern posthumans divided between Anthropic (derived from hereditary cyborgs) and Pseudo-Anthropic (uploads). If you remember the old Collective Clade/Deva faction, the Quasi-Anthropic pattern is their return to the setting, but as a dynamically produced series of lineages rather than a civ in itself.
-Parasitic Posthumans and Exhumans changed to Pseudo-Anthropic. What is the difference between Quasi-Anthropic vs Pseudo-Anthropic? The first is more or less a human, but a little different. The second is pretending to be a human, but it isn't.
-The Ex-Anthropic variant will now have their own thrall caste.
3.753:
-Fix to preservate body issue
-Fix to crafting new workshops
3.752:
-Skill rate discrepancies fixed
-Hereditary cyborg carapace now on the outside
-Some other fixes
3.751:
-Macrocells will die in lava
-Shells are no longer considered to be demon lords by the populace
3.75:
-Composite infrastructure expanded. "Composite" is the term for the general makeup of the megastructure, all the raw material that fills it. There's now three different types. At the top is superstructure, the lightest variant with a scant amount of resources. Below that is infrastructure, the basic stuff. And below even that is substructure, the densest, most resource-rich variant. The deeper you go, the more resources you can obtain from harvesting your surroundings.
-New lifeform classification: Macrocellular life. These hardy organisms are impossibly advanced monocellular entities found in extremely cold regions like void-type biomes on the Terran Megastructure along with the moons and asteroids of the solar system. Whatever they were designed to do is long-forgotten, but their protoplasm is highly energy-dense and can be converted into fuel.
-Change to Un-Caste creatures. Instead of generic herbivore/omnivore/carnivore types, playable Un-Caste races are sapient versions of pre-existing non-sapient Human-Derived Fauna.
-Manufacturing energetic compound/meta-alloy/computing substrate should now be a more straightforward process. Instead of cutting scavenged materials into components to harvest the stuff, you can just smelt it outright. Originally I thought the cutting part was necessary for a certain trick to work, but it turns out it is not.
-Fix to hyperpredators being used by non Outer Pattern civs, hopefully.
-Slight flavor change. Instead of undersuits as mandatory "lower body" wear, instead you have connection cord rigs. Lore-wise they're basically adapters for the ports in your body as you jam them into various machinery. You don't need them but they're nice to have, so people will demand you make them if they don't have any.