There's still a lot to port to the Steam version of Dwarf Fortress, and more to develop later for me, so I would like to see where the interest lies.
Please vote what feature should make it into Volume II. I will consider the winning option first.
This is the beginning of my adaptation of my old Genesis dwarf fortress mode, maintained through the years by TomiTapio on forums.
- The Olde mod thread:
http://www.bay12forums.com/smf/index.php?topic=52988.0- The most recent Classic version supported:
http://www.bay12forums.com/smf/index.php?topic=156059.420Due to the fact that everything needs graphics now, I will be adding content in big volumes. This is the Volume I.
When creating a new world, click "Mods" icon.
Disable (move to the left) ALL vanilla modules, then load New Genesis, as shown in the picture:
[ Dwarves ]Worldgen:
- Expanded biome selection for settlement placement.
Items:
- Added more weapons from rebalanced CORE items to dwarven civ - great axe, halberd, dagger, morningstar, training dagger, training hammer, bow.
- Dwarves can wear new chain mittens.
- Forced the most important clothing pieces, so you don't end up as a civ without helmets or breastplates.
- Made coins progress in 1-10-100 value instead of 1-5-10.
Positions:
- Some entity positions can participate in espionage and partrolling (General, militia commander).
- Sheriffs and captains of the guard are chat-worthy and can be targets of kill quests.
- Expedition leader needs an office, a bedroom and a dining room.
- Mayor doesn't receive complaints (that goes to psychiatrist/shaman), needs no armor racks/weapon stands and a bit less flashy rooms.
- New positions - thoughtbearer/shaman/spirittalker, can be assigned to any dwarf to listen to complaints while mayor works.
- Minor nobles need basic offices too.
- Bookkeper becomes treasurer, grand treasurer and hoardmaster as the fortress population grows.
[ Humans - Dalesmen ]- Latin words and names.
- Former "keepers" in Old Genesis
- Innate skill and trait adjustments.
- Grow up to full size at 17 instead of 12.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Hair and beards can be styled.
Items:
- Longbows.
- Halberds replace whip skill.
Positions:
- Custom medieval-style nobility including monarch.
- Dalesmen know how to forge wrought iron.
[ Humans - Nords ]- Danish words and names.
- New human type "nord".
- They settle in cold and inhospitable regions.
- Round shields, dane axes, seaxes and bearded axes.
- Horned and masked helmets.
[ Elves - Sylvan ]Creature:
- Renamed to Sylvan elf in expectations of other elf types being converted.
- Innate skill and trait adjustments.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Elves do not style their hair.
Items:
- Longbows.
- Limited armor selection, lighter dressed warriors.
[ Goblins and kobolds ]- New crude weapons with worse balance: crude knives, clubs, crude spears, cleavers.
[ Elves - Dusk ]- Ocean-dwellers with moon silver armor and weapons.
- Mostly use glaives and skimitars.
[ Serpentfolk ]- Stonegazers, salamanders and nagas.
- Nagas have 4 arms.
- Stonegazer can release paralyzing breath.
- Salamanders can breathe fire.
- They use weak tribal equipment but natural attacks make them dangerous.
[ Materials ]- Seeds can be cooked.
- Less sharp wood and stone.
- A bit tougher common skin to avoid bleeding during normal strangling.
- Cheese doesn't rot.
- Proper names for boiling/luqified materials of any kind.
- Multiple smaller Property and cost tweaks to existing materials.
- Multiple different tiers of leather: suede, fur, leather, hide, mythiskin, metalhide.
- Also added barkstrips as a leather type material to be processed from trees.
- Tannable chitin and scale.
- Three types of alcohol material: lousy, standard, fine, with various effects (worse to better). <- TODO to implement in PLANTS update
- Different types and qualities of wood. <- TODO to implement in PLANTS update
- BREAD and CANDY materials <- TODO to implement in PLANTS and COOKING update
- Mead has less negative effects.
[ Crafting ]- Alchemy workshop that replaces soap maker's. it can be used to transmute metals and create artificial gems.
- Stoneworker can create a lot of rock items, weapons and furniture, including beds. Also adds Rocktip ammo, a cheap version that is better than wooden ammo.
- Glassmaker in the kiln can create a lot of glass furniture. Furniture like beds also needs cloth.
... and much more, too much to fit in this post, available here: PASTEBIN.COM