Those alive now scarcely remember the old world, but they remember how it ended.
Long ago, a league of forgotten powers declared war upon the world. It was defeated, but dragged the rest of civilization down with it. The earth, a depleted husk after one hundred years of industrial war, bears scant resemblance to what it once was. Pocketed with the scars of chemical storms and artillery barrages, it hosts a humanity which has forgotten the luxuries and gentleness of that forgotten age. A low, perpetual state of conflict exists, over land, over people, and over matters long forgotten, waged by the ghosts of long-dead ideals.
But it is no longer man alone that claims this earth. From his laboratories and abandoned trenches stumble new breeds of life, staking their own claim upon the blasted soil now too ruinous for humanity to retame. And from the deep forests and endless caverns crawl things which have not been seen by the eyes of men for thousands of years, woken by the thunderous last gasp of human civilization. And stranger still, whispers from nowhere, spreading madness and delusion amongst those who would dabble in the esoteric arts, which yet remain incomprehensible even in an era where rationality seems to fracture.
It is an era of deprivation and struggle, fraught with war, banditry, and desperation. Only the most cunning, stubborn, and simply lucky can rise to power, and it may all be for naught in the end. But what else is there? Only a broken world awaits.
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Broken World is a dieselpunk setting with supernatural horror elements, depicting a humanity living in the apocalyptic ruins of their ancestors after a sanity-shattering era of industrial conflict. The focus is on the struggles of the inheritor nations for supremacy and the human element which lies underneath, along with the encroaching threat of a entirely new kind of horror. Plenty of opportunities exist for the player, but be aware that more often than not the impact of a single fort or adventurer in this world is far smaller than most of my settings, as worlds are designed to have large populations and huge conflicts. Even a playthrough that does everything right might succumb to an endless tide of enemy invaders.
This mod was originally intended as an overhaul of Broken Chain, and can essentially be considered its sequel.
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.
Also, there are presets in Advanced World Generation with the proper parameters for playing the mod. Not using these parameters may cause crashes or weird things to happen.
Download Link:
https://dffd.bay12games.com/file.php?id=16097===================================================================
Changelog:
1.2 Changes:
-New "workshops" added, trench segments and barbed wire. They function as cheap defenses which can be rapidly produced and turned into sprawling networks which can be shot through, but not moved through. However, they can be destroyed by building-destroyer type creatures. Most big vehicles or machines count as that. This should allow you to create sprawling networks of defenses which repel infantry but are weak to tanks, in keeping with the spirit of the mod. It is also cheaper per tile than fortifications or walls, so you get a lot of bang for your buck.
-Armor types changed from breastplate, light, and heavy to breastplate, half-armor, three-quarters-armor, and full-armor in keeping with historical armor coverage designations.
-Clubman and poleman renamed to "light fighter" and "heavy fighter" respectively, so they can use a wider variety of weapons (some have also been renamed).
-Forklifts added as more expensive but higher-load alternative to wheelbarrows, there's also handcarts.
-Abhumans changed to vivisects. The concept of monsters derived from the Great War is that they are openly half-formed, malcreated things, butchered by surgery and chemicals into monsters. Taking a page from the good doctor Moreau, vivisects are living beings with surgically altered bodies, which unlike reanimates are capable of reproduction, and also unlike reanimates have a very short lifespan. This will also help contrast them against the genuinely supernatural, which are horrific monsters that, against all reason, lack the markings of human butchery which people see as a requirement to go against natural law.
-New enemies added, the Branded. Humans enthralled to the will of an ancient occult civilization, those who delve too deep can awaken a new player in the great game all too happy to combine modern warfare with their own forgotten knowledge. Really, they should just be humans, but the game won't let me do that. Think of them as a culture more than a race. As for their masters, they are not set in stone, but should be suitably terrifying for the time being.
-Taverns will now have names with shack, hut, inn, bed, bar, or shelter etc in them rather than random foods.
-Advanced Worldgen Parameters now clarify how populated the map will be in a more concise way.
-"Magnetic" weapons changed to "electric" weapons. Same principle but with more zapping noises. Back in the day electricity was the quantum mechanics of its time, used to pull sci-fi wonders out of the air and justify the inventions of mad scientists. I intend to keep with this trope.
-Weather changed to be a bit more manageable.
1.1 Changes:
-Fix to various caravan issues.
-Fix to coal mining.
-Kingdoms will now use horses.
-Reanimate civs will not have reanimate pets.
-Reanimates will have properly dulled emotional propensities rather than whatever I did before.
-Automated Surgeons SHOULD only reanimate corpses or heal people which are adjacent to them. Also, they will only regrow the limbs of reanimates now. The living just have to suffer as cripples, but if their bits are intact can still otherwise be healed. Let me know if there are still problems.
-You can now construct brainjacks of all types using a new workshop, the Brainjack Dock. The dock allows you to manufacture bodies, armor, and weapon types for a brainjack, and combine them to create brainjack bodies. When a human is placed in a room with an empty body, they will (eventually) be integrated into it through an automated surgical process, becoming an immortal warrior machine. Do be aware this is expensive, and something to be bestowed upon favorites. Currently the customization options might be lacking but you should be able to make a diverse ensemble overall. Also, this is complicated and something might go wrong, do tell me if you run into any errors.
1.02:
-Fix to "butchering" vehicles, it should yield metal blocks which can be melted to get bars of the material.
-Some lore about common technologies on the bay12 page.
1.01:
-Fix to Brainjack stuff
1.0:
-Broken World released
NOTE: As this is the initial release of this mod, expect potential bugs and errors, and lots of changes in the future. However, it is playable and does not CTD, so if you feel like trying it out in its current state any feedback is appreciated.