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Author Topic: [Steam Release] New Genesis - Volume II  (Read 6875 times)

Deon

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[Steam Release] New Genesis - Volume II
« on: December 13, 2022, 10:48:49 pm »



New Genesis - Volume I



>>> Steam Workshop page <<<






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=156059.420

Due 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


« Last Edit: December 17, 2022, 02:35:59 pm by Deon »
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trees

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Re: [Steam Release] New Genesis - Volume I
« Reply #1 on: December 14, 2022, 12:05:08 am »

Deeply stoked... thanks for the years of adventure, Deon!
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Putnam

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Re: [Steam Release] New Genesis - Volume I
« Reply #2 on: December 14, 2022, 12:46:34 am »

Woah!

You really shouldn't need to uninstall all vanilla modules, I think?? If it works despite that, that's good, but it shouldn't generally be necessary.

Rato

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Re: [Steam Release] New Genesis - Volume I
« Reply #3 on: December 14, 2022, 01:11:30 am »

You all working fast, Can we get a link for Itch users?
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Deon

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Re: [Steam Release] New Genesis - Volume I
« Reply #4 on: December 14, 2022, 03:41:45 am »

Woah!

You really shouldn't need to uninstall all vanilla modules, I think?? If it works despite that, that's good, but it shouldn't generally be necessary.

Sadly only a few things can be cut/replaced. Material templates, buildings etc cannot.

Also I do tweak a lot of graphics, and since steam release doesn't let us ADD to existing layered creatures, this is the only useful way.

I could sit down and make some modules to unload SOME of the original files, but then again imagine how many people would do something wrong :D. I am a preacher of simplicity, and Genesis was always a total raw replacement, so there's nothing new there.
« Last Edit: December 14, 2022, 08:10:24 am by Deon »
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Deon

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Re: [Steam Release] New Genesis - Volume I
« Reply #5 on: December 14, 2022, 08:08:53 am »

1.01 update is out
- Removed farming attempts from extreme-dwelling civilizations so they dont try to farm in ice and delay world generation (rejections). Now the world generates fast again.
- Corrected missing handheld sprite definitions for crude weapons.
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Deon

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Re: [Steam Release] New Genesis - Volume II
« Reply #6 on: December 16, 2022, 11:40:05 pm »

Volume II is out, with Serpentfolk, Dusk elves, stonecrafting and alchemy.
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jolibee

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Re: [Steam Release] New Genesis - Volume II
« Reply #7 on: December 18, 2022, 01:10:50 am »

This mod is awesome. Thank you for your hard work!
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Megaman_zx

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Re: [Steam Release] New Genesis - Volume II
« Reply #8 on: December 19, 2022, 05:00:38 pm »

Very Excited for this. Hopefully this mod will be compatible with the new adventure mode after it launches
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“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Deon

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Re: [Steam Release] New Genesis - Volume II
« Reply #9 on: December 20, 2022, 12:34:59 pm »

That was one of the big things of original Genesis mod: adventure mode crafting, spells and transformation into other creatures.

I will be sure to support that.
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sum1won

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Re: [Steam Release] New Genesis - Volume II
« Reply #10 on: December 26, 2022, 01:22:55 pm »

Thanks!

It's been a long time since I played Genesis. Can I assume that some of the elf changes are intended to make their invasions a little less rubbish?
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Deon

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Re: [Steam Release] New Genesis - Volume II
« Reply #11 on: January 02, 2023, 04:37:59 pm »

Indeed, although I am yet to port all the materials. But the elves will use Spellwood which is a metal-grade material.

Volume III should be out soon if you want to start a new fort. I was delayed by celebrating and staying away for PC during Christmas vacation, but soon I am back to work == back to PC craziness and allnighters :D.
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sum1won

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Re: [Steam Release] New Genesis - Volume II
« Reply #12 on: January 03, 2023, 10:33:21 am »

Thanks!

Do you know where I could dig up documentation on some of the balance changes and new weapons+armor?  (If it's just in the raws, I can figure them out from there, especially if you have somewhere I can pull them manually instead of the workshop)
« Last Edit: January 03, 2023, 11:10:30 am by sum1won »
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rabiid

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Re: [Steam Release] New Genesis - Volume II
« Reply #13 on: February 22, 2023, 04:19:56 pm »

I had a dwarf spawn with green skin at embark and i was wondering if this was a caste of dwarf and intended or a bug?

Been following your mod since way before steam release and never got to try it, im excited to get started mate, great work. Thanks
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