UPDATE LOGUpdated
May 20th, 2009.
You can now make armor, weapons, ammo, etc out of glass.
Many more creatures are tamable.
Changed some stats for armor and weaponry.
Can use silver, gold, platinum for armor and weaponry.
New reactions for glass.2 cut or rough gems of one type of glass will yield 1 bar of glass of the same type. Bars of glass are used to make armor, furniture, etc.
2 cut or rough gems of EACH type will yield 4 bars of Tempered Glass. Tempered glass can be used to make weapons as well as armor, furniture, etc and has the same offensive and defensive capabilities as Iron.
The defensive and offensive % of the types of metals are listed below.adamantine - 300 (reduced from 500)
platinum - 170
steel - 150 (slightly increased)
gold - 130
silver - 110
iron - 100
tempered glass - 100
bismuth bronze - 80 (increased from 70)
bronze - 75
copper - 70 (increased from 66)
crystal glass - 70
clear glass - 70
green glass - 70
The following creatures are now tamable.walrus
unicorn
ice wolf
beak dog
The following require the Dungeon Master to be tamed.
tigerman
fireman
magmaman
ironman
mudman
olmman
cave swallowman
frogman
lizardman
snakeman
ratman
batman
antman
blizzard man
troglodyte
fire imp
troll
ogre
treant
satyr
titan
giant
cyclops
ettin
sasquatch
werewolf
This mod focuses on three things.
1 - Military challenge
2 - Megaprojects
3 - Being rather ridiculous, but fun!
For the military challenge, I am improving every single creature in the game, both attack and defense wise, as well as creating new creatures (which are hideous abominations to nature), and making goblins have access to adamantine. I may also reduce the strength of crossbows, but I'm unsure of that yet.
Now of course, killing the goblins means you get free adamantine that you can melt down and reforge, but picture the other side to that. Increased fortress wealth means more and larger sieges.
Now for megaprojects. I'm increasing the appearance rate of Bauxite, so you have a higher chance to be able to work with magma. I'm also going to increase the appearance rate of sand layers, for glass megaprojects.
On a random note, I have added in a BEARD body part. Appears on Dwarves, obviously.
Here's a list of several of the creatures, with a brief explanation. I would also like to say that yes, I have created graphics for them all, they fit nicely with the Mayday set. Since a few of them are just edits of current creatures anyway.
Adamantine Colossus - Replaces the Bronze Colossus as a megabeast. Obviously, much stronger and harder to kill. Drops an adamantine statue on defeat.
Angry Noble - Dwarven nobles that are pissed that you keep dumping magma on other nobles. They're pretty much as strong as an unarmed Dwarf, they travel in groups, drop nice pairs of pants when you kill them.
Flying Unicorn - Stronger than regular ones, and even more terrifying as they rain down on you from above!
Flying Rhesus Macaque - Yeah, the annoying Rhesus' are now capable of grabbing your equipment and taking to the skies with it, making you unable to get it back before they leave the map. I had a group of these end a new fort when they stole all of my picks.
Reaper - The grim reaper, appears in evil lands, only one at a time, deals heavy damage, rather hard to kill. They don't bleed, can't be stunned, etc...
Flaming Penguin! - Think spirit of fire, in penguin form. They roam around glaciers, melting your tunnels and setting your stuff on fire.
Lone Elf - A lone elf warrior, come to hurt your Dwarves for killing all of those trees. Rather wimpy, and enjoyable to kill.
LAND CARP - Carp that will rush right out of the water and RUN at your dwarves, biting them to death before going back to hide in the river. Appear more frequently than regular carp, and are stronger too.
Dragon Spider - Well, these things are perhaps my deadliest creation. They function like a GCS, except they are not hidden to begin with. They have a high size and damblock, and not only shoot webs, they also breathe dragonfire. However, Dragon Spider Silk is EXTREMELY valuable. So it may be worth the risk to battle these monstrosities.
Wizard - They shoot fire, and deal both heat and cold damage with melee attacks. I've had a single wizard set an entire map on fire, because it punched a dwarf. I'm considering making them a hostile civ.
Now, for my questions.
Should I reduce the appearance rate of aquifers, so that more maps are easily usable without hassles?
And I would like to say that if anyone has any suggestions, for any creatures or features, no matter how ridiculous, please do tell. As you can tell, some of my current creatures are already pretty ridiculous...