This file lists the categorised, cumulative changes of Goblins VS Everything compared to unmodded Dwarf Fortress. Changes made in the latest release are marked with a '*', recent changes are marked with '~', older changes are marked with '-' and changes tweaked in the latest release (for balance or fixing bugs) are marked with '!'.
The current release is 0.7
< Modified Civilisations >
- Goblins (gobbos) are the only playable race, in either game mode.
- Goblins are slightly smaller with green blood. They now risk cave adaptation, occasionally trample grass and swim a little faster.
- Goblins have short lifespans, but give birth to litters and grow up quickly.
- Goblins gain skills slower than before. Their available skills are changed slightly; they can produce potash instead of lye, can't dissect small animals and can mill or thresh gathered plants.
- Goblins are only active in spring and autumn. They're given outdoor farming to allow embarking with gathered seeds and drink, as well as pack and wagon pulling animals to allow basic trade.
- Goblins prefer certain gems instead of stone. They're not bothered by harmless vermin, but hate tiny good creatures. They no longer steal babies during world gen to prevent hostility with a new civ.
- Humans (humes) are smarter than previously; they can avoid your crude traps and locks, enter trances and will retreat from losing battles. Sometimes they bring heavy 'siege' equipment to attack you with. Depending on their location, they may also ride different mounts. They're a little bit taller too. They'll start questing after you achieve a moderate population.
- Elves (helves) are crazier. They have slightly stronger unarmed attacks, never sleep and have extravision, but are frailer and literally don't have hearts. They use powerful chainsaws instead of swords and their other wooden weapons are on par with other races. You can use their remains in place of wood. They will gather wildlife and pop up out of nowhere to attack you in any season except winter, after you've produced too many goods for their liking.
- Dwarves (dorfs) are tougher and fatter, as well as never fearing you, but will suffer if you damage their beards. They love killing goblins and have invented handheld magma cannons for this purpose. They don't 'do' diplomats or most animals, save for clingy household pets. They only carve themselves and spikes on their equipment. They'll only bother attacking once you've reached a very high population.
- Kobolds (zombolds) have been zombified. They shrug off some damage, can't be stunned or paralysed, and don't breathe, bleed, feel any emotions or pain. They're dangerous in melee and may partially zombify a goblin forever. They can also bash down doors. Fortunately they're very slow, vulnerable to traps, their limbs tend to fall off easily, and they will eventually tire if you survive the night. They'll find you and eat you after reaching a high level of population.
< New Civilisations >
- Gremlins (grablins) form hidden civilisations similar to traditional kobolds. They don't wear clothing and only use small weapons, but sometimes steal good quality ones. They will snatch babies, steal, flee quickly and generally cause a nuisance all year round from the get-go.
- A new hostile entity is split off from goblins, dubbed 'sloblins'. Their ethics and movement during world gen are complacent, and they can't use most armour or any strong weapons. They can, however, swim and deconstruct familiar buildings. They will approach your fort alongside honest migrants once they're attracted, seeking out food and drink.
* Your larger, uglier brethren the 'knobgoblins' also exist as a distant civilisation. Chaotically evil, they live in freezing biomes and weild cold, blunt weapons with their four arms. Their armour is thick and too heavy for others to wear. They'll attack out of jealousy once your fortress is very wealthy, stealing babies and sometimes bringing evil creatures to battle with them.
- A new criminal entity (crims) is split off from humans, with ethics changed appropriately. Their lifespan is shorter, and they can't trance. On the other hand, they're stronger, slightly faster and tougher, never feel fear or nausea, and can avoid all webs and paralysis. They only use the most powerful equipment available, including a few unique magic items, but don't rely on war animals. You can join the criminal's extensive black market each winter after a very high level of export or an extremely high level of production. If angered, they will sneakily seek revenge on your fort.
! Mishmash beastman (beasties) have emerged from scorching biomes to start a civilisation. They refuse to use the products of fellow animals, relying on farming to survive. Their complex body, animal abilities and refusal to submit to violence once attacked make them difficult to kill, but they're unwilling to produce any 'weapons' other than weak converted farming tools. They'll attack eventually, but will try stealing babies for reform when your production really kicks off.
- (
) It's spring, and the sun is shining. Asno McGoblin is merrily gathering plants for brewing. Suddenly he hears a noise, slithering and sloppy. He turns to run but it is already too late. They saw the traders; they followed the path. They found him. Oh, maybe their intentions were good, and maybe they weren't as destructive as the myths said. But nobody heard from Asno again.
- Only when you have shrugged off the whole world, only when your dark fortress brushes both heaven and hell, only when no mortal race can stand against you ... Finally, an ancient pantheon of creator deities themselves (uninspired wizards) will band together to wipe you from their world. Nigh unstoppable, their physical forms are untouched by ice, flame and all noncritical attacks. They can swiftly tear down your defences, summon flames before them, throw bolts of antimatter and fight with timeless rage. Either bow down before a world united, knowing you have saved it from itself, or fight back against the impossible and claim their worship for yourself. And also their magic dust to transmute metals.
< Wildlife >
~ Goblins can trade enslaved members of other civilisations. Dwarves grudgingly accept their position and physically fare the best, sometimes used for wagong pulling. Humans are too scared to fight and too scrawny to carry much for traders, but will grow up almost instantly in their new surroundings. Elves are spiteful, kicking plants and refusing food, but will still wildly defend themselves if attacked. Kobolds are grateful towards anyone keeping them safe from zombification and will hunt vermin to please you. Beastmen are horrified, dragging their feet and longing for death to any foe. All slaves are fairly feeble and can't work, so they're generally used for entertainment only.
* Thirty new unique, and truly inspired creatures are added: ascended-elves, cave-elves, cheeky-elves, cursed-elves, dark-elves, dazed-elves, death-elves, dwarf-elves, elf-elves, flitter-elves, frost-elves, fusion-elves, ghoul-elves, half-elves, heavy-elves, high-elves, horny-elves, light-elves, mega-elves, mutant-elves, oneandahalf-elves, rare-elves, sad-elves, sand-elves, sick-elves, sneaky-elves, soggy-elves, swarm-elves, water-elves and wood-elves.
- Megabeasts are generically strengthened and made trap immune.
- Semimegabeasts are now regular creatures who will rarely show up in some savage biomes.
- A few more creatures can be tamed and most are able to learn, eventually leading to very powerful pets. A few can even be trained quickly in kennels.
- All beastmen are tweaked to be slightly more interesting.
- Both wildlife and vermin are much more likely to seek out your food and drink for themselves.
- Many wildlife creatures, not including fish or vermin, are made more troublesome for the early game; thick skinned creatures have a little innate defence, sprinting predators are given a speed boost etc.
- Population caps for wildlife each year are massively increased; running out of game shouldn't happen, but the frequency and cluster size of dangerous creatures are increased as well.
- Dogs have rabies and appear in the wild. Giant eagles, cave swallows and bats all crash and burn on death. Groundhogs come in three sizes depending on savagery, plus one absurdly large megabeast. There's also one other new megabeast, the cyber-toothed tiger.
< Environment >
- Uranium can be extracted from pitchblende or, also new, carnotite. Three bars of uranium can then be refined into one enriched and two depleted bars. Enriched uranium can be used either to create strong weapons or run a nuclear generator that will produce a considerable amount of fuel. Depleted uranium can be used in effective, but heavy, armour or be further enriched using plutonium that occurs rarely amongst the same stone. Of course, goblin technology is imperfect, and all processing carries the risk of explosions.
- Deep underground you can occasionally find ancient dwarven ruins. These ruins can be mined to find valuable fossils, and any preserved debris can be searched at a smelter for the chance to recover lost mythril items. Said items can be used or sold as is, melted down and reforged as a steel substitute, or combined with steel for a much stronger alloy. You can also collect shattered rock crystal or rum sludge from the ruins themselves, useful for glass production or getting drunk, respectively.
~ Small clusters of crystallite can be found underground. These can be infused with copper to create elemental crystals, which are strong but limited in use. They can also be smashed for various effects, again depending on the element. Any crystallite becomes ordinary gemstones if cut and can only be infused with raw copper ore.
- An incredibly powerful metal exists, unobtanium. You won't find it, but certain other races might rarely use it.
- A few more soil layers have usable sand; any with 'sand' or 'sandy' in the name.
- A few more stone layers have flux: schist, quartzite and diorite.
- Anthracite, a purer coal, can be found in metamorphic layers.
- Granite and flint count as sharp stone, like obsidian.
- Microcline can be ... compressed? ... into an actually useful stone that resists magma, macrocline.
< Items >
- Original clothing, armour and weapon usage is modified slightly, generally restrictively; some new, civ-specific equipment exists as mentioned in early descriptions. Scourges count as hammers and bows as crossbows as an interface workaround.
- New clothing and armour for goblins: rags, foot bags, knuckle dusters, war bands, padded vests and scale mail.
- New weapons for goblins: Shortbows, sticks and stones, the twister, bitter clubs and hero swords. Throwing stones can be produced without fuel at a smelter. Scourges are also slightly buffed and both axes and picks always usable with one hand.
~ Goblins can produce additional trap components: boiling oil pots, giant swinging boots, torturous paper cutters, foul gas outlets, crushing anvils, razor wires and groin punchers.
- Simple daggers, axes and spears can also be made from sharp stone.
- Anvils can be made from rough stone at smelters, but they're not as valuable and it takes a while. The 'progress' items are stocked under weapons. Five parts to a progress, five progresses to a half, two halves to an anvil.
~ Goblin bricks of mild value and various colours can be produced at a smelter using mundane stone and animal fat.
- New toys for goblins. New, single, inarguably awesome, instrument for goblins.
~ There are fifty toy figurines available on the black market. Can you collect them all?
< Other >
- Old HFS are buffed and made into megabeasts. New, epic HFS takes its place.
- Cosmetic changes and additions to cooking, and shape descriptions.
- Some prefstrings are changed to fit with goblins rather than dwarves.
- The 'cat fix' and 'all stones are economic' tweaks are done for you.