about 30 entries long changelog:
.11c changes, 2012-07-08 to 2012-07-31: -- not save compatible, roll a new world.
- basic low-quality wood (which should be made into charcoal) no longer allowed for the following:
ITEMS_SIEGE_ENGINE, ITEMS_ARMOR, ITEMS_WEAPON_RANGED -- .11c no making crossbows and bows out of pine and fir.
- fairwood is yellow, not the same red as goodwood.
- new weapons: crude maul, crude spear, rock axe (aka crude hand axe). For making weapons from stone & wood.
- new reactions at stonecutter's, make wooden staff, rock mace. Rock club(some are brittle so they break upon testing, 30% production chance, but no logs needed. try weapon traps full of rock clubs.)
- edged rock weapon requires a specific class of stone now (which I researched on the web. either knapping-type conchoidal-fracture stone like flint, or sandstone-like that POLISHES well.)
- many other stonecutter shop things now require [REACTION_CLASS:EDGEDWEAPONROCK] stone. No more arrows, flasks, edged trap components and screw pumps of brittle stones! Use what the stone age people used!
- altar of nature changes. Sacrifice cheese? Atill incomplete.
- cartilage, horn, hoof now heal slowly. Good if you're a big-eared curved-horns demon.
- Ironhand sedimentary tile changes, some look like sand now.
- Phoebus: Lime Hornfels no longer looks like a bee.
- Phoebus: three water vermin got better tile, like cave leech.
- frequency of my Pentlandite up. (iron + nickel + minor cobalt)
- less cobaltite! more garnierite! (I've gotten tired of all-cobaltite gear because cobalt plentiful)
- more GOLD should be in the ground now.
- remember, an armful/haulful of wood is 19-36kg. So the beds and tables are pretty lightweight, for throwing.
- new reaction at stonecutter's: craft magmasafe blocks (which are required for craft rock anvil.)
- craft wooden staff, craft wooden spear. Both at furniture shop, both require fairwood or goodwood. But for traps use wooden trapcomp BLUDGEON not wooden staff. Staff is balanced for humanoid use and lighter.
- new kitchen reactions: feed meat (incl.offal) to pets, feed fat to pets, feed tallow to pets. For more realism, and get rid of excess meat&fat. No skill required on dwarf doing this. You lose a little bit of wealth, but hey, bulldogs gotta eat.
- no more ammo made of gold. Too soft.
- nerfing beastmen some more.
- new normal_normal creature: Living rock. "(Size 90, amorphous rock) A mass of living rock with four tentacles. It looks to be heated by a strange gem. It does not seem dangerous given its slow speed." In the desert, and tropical forest.
- added Iron Statue, a slow monster, to some normal_normal biomes. (My Bronze statue is in benign evil areas and I never see it because of that)
- boosted the three monk species a little.
- Altar of Nature: to build, two haulfuls of fairwood or goodwood, two wooden staffs, two shaman rings(new toy), one cauldron(tool), one drum. (embark with cauldron if you're eager to worship nature) (make a pile of rock or metal toys to get the rings)
- Altar of War: now need one anvil, three magmasafe block haulfuls, two lamps, four shaman rings(new toy) to build and consecrate it.
- Alchemical workshop: now need two cauldrons, two buckets to build. (j-m-q cauldron, or at the forge)
- Philosopher's garden: need 4 toys. To stimulate the mind. Especially sets of balls, and ring toss game.
- Scriptorium: need one lamp and one chair.
- burn wood at charcoal furnace is now three reactions: burn cheap wood, burn nice fairwood, burn elite goodwood.
- soaps' base value from 1 to 5. Wax value from 1 to 2.
- all leathers have a higher density now (was 500 for vanilla leather, same as wood).
- Pekyt (toughmaterials cave sheep) no longer need grazing (children carry grass to them etc.). Only a few exotics like impala, tapir, ibex, wombat, giant panda now need to eat grass.
- earth elemental (mudman) larger now.
- hauberk/coif and masked helm adjusted a little, along with long sword, scimitar, twohanded sword, staff.
- dwarf skill rates adjusted a tiny bit.
- "kaka"(poop) replaced in two languages. class instead of glass typo fixed in furniture shop.
- some orcs now have iron instead of black steel.
- several animals now give suede instead of leather. Looking at you, otters.
- dandelion wine and dye are lower value now.
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>>> DWARF THERAPIST FOR GENESIS
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>>> GENESIS WIKI (outdated)
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>>> Featured: Genesis Adventures (YouTube)
Features:- Three graphical versions (ASCII, Ironhand, Phoebus):
- Adventure mode crafting and spells
- Sorted by category stone menu:
- 10 dwarven castes
- 16 races/subraces
- ~100 new unique creatures
- 50+ new items
- Reworked plants and trees, many new plants and trees were added.
- Evil and good biomes have more diverse plantlife/trees.
- Different trees have different value of wood.
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.
- Dozens of new workshops.
- Material and tissue overhaul; combat is deadlier and more realistic.
- Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.
- New custom night creatures and bogeymen for your adventurers.
Alchemy
> Create artificial rubies
3 cut clear glass + gold bar = 3 cut rubies
> Create artificial star rubies
3 cut crystal glass + gold bar = 3 cut star rubies
> Transmute aluminum into mithril
aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder
> Transmute billon into tin (2 to 1)
2 billon bars + flux boulder = tin bar + 75% flux boulder
> Transmute brass into tin (2 to 1)
2 brass bars + flux boulder = tin bar + 75% flux boulder
> Transmute cobalt into iron (2 to 1)
2 cobalt bars + flux boulder = iron bar + 75% flux boulder
> Transmute copper into gold (2 to 1)
2 copper bars + flux boulder = gold bar + 75% flux boulder
> Transmute gold into copper (2 to 1)
2 gold bars + flux boulder = copper bar + 75% flux boulder
> Transmute gold into sun gold (2 to 1)
2 gold bars + orthoclase boulder = sun gold bar + 75% orthoclase boulder
> Transmute lead into tin (2 to 1)
2 lead bars + flux boulder = tin bar + 75% flux boulder
> Transmute silver to moon silver (2 to 1)
2 silver bars + selenite boulder = moon silver bar + 75% orthoclase boulder
> Transmute zinc into tin (2 to 1)
2 zinc bars + flux boulder = tin bar + 75% flux boulder
Dwarven Castes
Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.
Other Races
Human races: keepers, nords, dunedwellers. They depict fantasy europeans/scandinavians/egyptians.
- Keepers have common medieval weapons; they are ruled by a king who commands warlords, leutenants, captains and taskmasters.
- Nords are golden-haired big strong people who live in tundra and glaciers and have superior axes and hammers. They are ruled by king who commands thanes, huskarls and foremans.
- Dunedwellers' ancestors were forced to move into wasteland regions long time ago. They roamed around, some of them left but many stayed. They established their own nation using rare desert resources and slavery as the only means to survive. Nowadays they have a strong community ruled by tyrants, force and power.
Orcish races: Orcs, a humanoid race with green skin, strict code of laws and asian names/weaponry.
- Orcs live in jungle and savanna. they have superior swords, bows, lamellar armor and kimono, they are ruled by emperor who commands shoguns, samurai, ronins and ashigaru.
Centaur tribes: Centaurs, half-man/half-horse steppe dwellers.
- Centaurs live in steppes and plains. They often raid settlements of other races and are skilled with spears and bows.
Elven races: dusk elves and sylvan elves
- Dusk elves get along with other races. They have good relations with dwarves as well and have a marked distaste for goblinoids. Unlike other elves, dusk elves are more open to other races and don't have distrust towards half-breed races. They live in stone towers they raise in their forests, and unlike their wild brethren they willingly trade with other races for metals, using them to forge finest armors and weapons.
- Sylvan elves aren't cute little fairy folk who flutter happily around the forest. Sylvan elves don't make children toys or live deep in forests with no interaction with mortals. At best, they would interact with humans and dwarves with either no thought to the consequences of their actions or delight in the mess they're making of mortal lives. At worst, they're doing dangerous things with their nature magic, kidnap children and steal animals' milk. A variety of superstitions were developed to keep the sylvan elves at bay or to pacify them. Salt could keep a baby from being stolen. There were occasions when steel, crosses, sacred symbols and weapon traps scared them away. Depending on the origin of birth, they may also hate the sound of bells. Some people put out offerings of milk or food for them at night.
Goblinoids
- Goblins are medium-sized vile creatures which live to kill and steal; they avoid your traps.
- Barghests are goblins with thick fur. They have orange eyes and their whole body is covered in fur.
Serpentfolk
- Salamanders: fire serpents, they breathe fire and are immune to it. A terrible enemy indeed.
- Medusas/cockatrices: serpent-like creatures with a paralyzing breath.
- Nagas: four-armed serpent-men.
- Lizardmen: former servants of the serpentfolk, they are a part of their society now.
Illithids
- Two flavors: those living underground and those building obsidian towers. They will siege you, prepare to be assimilated.
- 9 castes: 5 types of mind flayers, elder brain and gith.
Beastmen
- Nature civ: they use their claws and hide instead of weapons and armor.
- Early menace: they do not wait for your fortress to grow. As soon as they scent your dwarves, they will send large packs to siege and obliterate you.
Skulking races
- Kobolds are small, squat humanoids with large pointy ears and yellow glowing eyes. They live in caves and eat insects and spiders. They really like shiny things so they often go into the outside world to collect some personal treasures.
- Scavengers are a cruel pig-faced hooved folk. They dwell in badlands and deserts and collect everything they can find. They often raid settlements near their territories to supply themselves with items and food.
Cavern races
- Dark dwarves are the dwarves which never left the darkness of the caverns. Expect them to have a good gear and to be strong combatants.
- Ratmen: yeah, the ratmen are back! I don't know why Toady removed them, but I've made a separate entity for them, using my tileset.
- Other animalmen existing in DF.
Materials Revamped
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Tougher beasts: elephants, semimegabeasts and megabeasts possess thicker hides, tougher muscles and heavier bones. Also powerful creatures like dragons, dragon raptors and hydras possess metal-like bones, claws and teeth, so weapons made out of their scales and teeth are very powerful. Adventurers now should hunt for dragon teeth to make deadly spears and arrows.
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Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
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Material overhaul by
Arkkhal with tweaks.
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New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
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Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
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Charcoal furnace: An effective way to make coal.
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Blast Furnace: Suited for mass-smelting.
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Ironworks:
Adventure mode Spellcraft and Crafting
* Adventurers can gather plants and craft weapons, gear and crafts out of butchered corpses
* Adventurers possess basic magic: coins can be used to summon food, and they can summon fireball arrows and bolts.
Biome-specific grass
Tundra:
- polar grass, moss.
- lichen - savage region.
Not freezing:
- sparkly grass, transparent grass - good regions.
- wormy tendril, oily grass - evil regions.
- thorny grass - savage region.
- fungal eyestalks - savage evil region.
Grassland: meadow grass.
Forest: forest grass.
Savanna: savanna grass.
Swamp, marsh: swamp grass.
Mountains: highland grass.
Desert/badlands: pebble plant.
Caverns 1: cave moss, floor fungi.
Caverns 2: red moss, purple moss.
Caverns 3: crystal lichens, glassy moss.
Soil is Fun
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New types of soil: swamp peat, black bog, raised mire, blanket mire.
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Peat is not longer a soil: it can be found in swampy soil types and burnt into coke.
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Goethite, a new mineral found in soil. It's an ore of iron but gives iron only in 50% of cases.
Expanded bestiary
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New domestic animals: goats, rabbits, boars, ferrets, chickens, turkeys, cave tortoises, bulldogs, spaniels, mastiffs.
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New wild critters: penguin, ent, giant sandworm, eland, seal, kangaroo, dama gazelle, ostrich, parrot, python, boa, asp, rattlesnake, sand cobra, giant otter, forest cat, wild turkey, seagull, albatross, pelican, swan, eagle, dire wolf, silver fox, giant ant, sand antlion, skunk, black crow, hercinia, firebird, leech, minnow, anubite, white lion, mammoth, rock lion, sand lion, jackal, raptor, dragon raptor, bronze statue, rhino, giraffe, eagle, nith, monitor lizard, rabbit, swamp troll, gargoyle, forest spider, blood spider. Spiders are redesigned (8 eyes, caste difference etc.)
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New cavern dwellers: animated armor, cave carp, ghoul, lost adventurer, mummy, beholder, illithid, umber hulk and gelatinous cube; amethyst, ruby, topaz, turquoise, sapphire, diamond, black opal and emerald golems.
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New semimegabeasts: Deep crow, thunderbird.
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New megabeasts: Balor, Frost Wyrm, Wyvern, Red Dragon (simple "dragon" removed")
Many more since I was not bothered tracking them all for some time (over 100 total).
Flavortext Mod
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New engravings-
New threats-
New phrases for speech
Additional features
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New nobles: dungeon keeper (->lord->master) is now assignable as any noble; psychiatrist which works with your sad dwarves so your expedition leader/mayor does not spend his time on this.
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Stylish Races: All races have different hairstyles and way to treat their moustache/beards.
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Sexes expanded: usually men are stronger and women are more agile. Also, gender-related bodyparts...
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New buildings: a lot of production, storage and beautification buildings. For the full list and functions read the included readme.
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Deadly archery: bolts can pierce armor, and Sylvan singing arrows are outright deadly. Now bowmen/crossbowmen have a real chance to fight, and you need a shield to fight them.
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Ironwood: Sylvan elves use an enchanted tree which grows only in good biomes, it allows them to craft good armor and weapons to fight.
Credits
TomiTapio deserves his own personal space in the credits, because he helped me with most of balancing and testing, many creature tweaks, lots of good suggestions. Also many cool creatures come from him: boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel and giant otter.
Acanthus117: brainstorming and support, cave carps.
Arkenstone: dwarven "heroes" concept which evolved into Dwarven Castes feature.
Arrkhal: total rebalancing of materials.
Asfghn: dragon raptors and raptors!
Caesar: Spider tweaks which made spiders more awesome.
Chariot: Plants and trees mod, which I mercilessly tweaked to make plants to have more understandable names and for overall edibility/price balance.
Coinich: Weight lifting workshop, training formulas.
D_E: awesome Balor and the illithid empire.
DaveT: latin language.
Deej: "Soil is fun" modcomp.
Dragon1423: anubites, which became savage beastmen, far from the original race, yet still deadly.
Dwarfu: bread baking.
Ironhand: Awesome tileset for new directx merge (which I changed a bit).
Kaypy: Display cases.
KillerClowns: races' hair/beard/moustache styles, applied to other entities but dwarves.
Koji: skunks! *sniff* *sniff*
Lazureus: vermin cremating, your best way to get rid of corpse parts and vermin remains; bodypart burning.
Lofn: adventure mode crafting.
Magnut: next_underground creature tiles; the best thing ever!
Max White: constant brainstorming and support and neat Nith critters. Tame one and cook it now!
Mechanixm: more reactions for the furniture workshop.
Mephansteras: The great Ironworks mod.
Naryar: Hell monsters (bebilith, hell hound, nightmare, strige, frost wraith, obsidian colossus, devilkin).
Orcishwarrior: logo for DFFD page, thank you for that man.
PrimusRibbus: swimming pool idea, given to me by Fleeb and remade into a bit different workshop.
Shaostoul: thanks to his
awesome guide many things became easier to mod.
Stolide: leechs and minnows, the tiny critters of your ponds.
tomas1297: balor idea, thanks to Tomas you have to fight this huge firebreating abomination; say thanks that I didn't give him [IMMOLATE].
Vattic: bread baking.
Vorthon: floaters
Zargen: Deep Ones
And of course great thanks to everyone who participates in discussion and gives feedback!