--June 26-29:
this sub-release has werewolves and illithids deleted. Hope to get snakemen attackers.
all domestic animals are still trainable.
ascii: fixed blue crystal's tile. Bright yellow background to platinum ore.
little less coal and lignite. (my testing is with scarcity 610 to 650)
aspid caste saliva spec_heat changed, maybe less fires.
crundles are trainable and in cavern layer one also.
reduced scorpion, mummy, cave ogre and crundle numbers, and increased cave carp and giant ant count.
nerfed tigers a little, they felt more powerful than a goblin squad.
elephant and unicorn tuned a little
slightly less tissue bleeding so a dorf can survive "hand ripped off".
tip: when first siege comes, delete outdoor pasture, then animals flock to your meeting area.
--June 22-25:
reduced human lifespans.
slightly less fluorspar and cobaltite. Much less gold. Ore and bluecrystal amounts tuning with help of dfhack's dfprospector.
gave more realistic densities to clays and sands. "dry sands are 1200-1680, wet 1920-2080"
slightly more native aluminum, for a better chance of mithril making.
added "carpet", a kind of cloak that you can leave laying around on floors. Or should one build six of them into a 2x2 workshop? It is lousy as armor (but can be worn like a hoodless cloak, coverage 30%, doesn't protect head)
renamed cloaks to hooded cloaks to remind of their head protection
renamed ITEM_HELM_HORNED finally to actual ITEM_HELM_MASKED. Breaks save compatibility! Added back the old ITEM_HELM_HORNED, might prevent savebreak.
gave crossbows to nords.
reminder: a "mask" item does not protect the "face", but "50% of head", same what the Cap does.
tip: mass "gather plants" operation, turn off all hauling (well, item hauling can't be stopped from o-menu) so the workers travel from plant to plant without interruptions. Don't have the herbalism-practicers do most of the food-hauling.
--June 21:
Gave crossbows [ATTACK:EDGE:5:600:bayonet:bayonets:NO_SUB:900] --same as dagger but nerfed a little. Might be too elite for wood and bone crossbows.
Pike is two-handed until user is 60kg. Debatable. Should be two-handed always until like 140kg user.
Added training daggers but not the training reaction (that's Deon's territory).
Allowed spiked mace, claw hammer, ice axe, hand axe for dorf civ. They're axe specialists. It is cheaper to embark with hand axes. And red steel hand axe might be superior.
Alabaster to value 5. Layer marble back to value 2.
Added pink marble (3) and pure marble (5) and black marble (4, bitumin-containing limestone in sedimentary). They're RARE.
Gave flayers [NATURAL_SKILL:BITE:9] their bite is a _psionic attack_ with magic effect coming from injected venom. [NATURAL_SKILL:DODGING:4] they send out only the fittest combatants
Made flayer ambushes come later. And banned their winter activity (think they wear knit caps and scarves?)
Shroom caste sucks at archery and marksmanship, due to their poor eyesight.
(ascii sub-release) Cave turtles get [UNDERGROUND_DEPTH:1:1] so they finally will appear in the world.
--June 20:
Made brimstone/sulphur appear also in realgar and cinnabar. Genesis alchemy shop uses Brimstone for aluminum-into-mithril.
improved attack values of altar-given artifact blunt weapons
put healing_rate to nail/claw/talon and feathers, and changed nail and feather thickness from 2 to 1.
changed monitor lizards' biome from deserts to tropical.
a few more sounds to animals.
added [LAIR:SHRINE:100] to some critters, may potentially increase number of crashes.
looked at bear and deer sizes
marble upped from value 2 to 3 since I've added a few value-3 stones. Because IRL marble statues seem to be the legendary ones.
obsidian alabaster marble cryolite pitchblende serpentine migmatite, hornfels, lime hornfels, greenstone, azurite and some ores are value 3.
note: my Pentlandite ore (based on facts) yields [METAL_ORE:NICKEL:40] [METAL_ORE:PURE_IRON:40] [METAL_ORE:COBALT:6]
tip: damn good adventurers, with 70 scalps on their belt, WILL die to a pack of raptors.
--June 19:
made peanuts a little more expensive, and removed them from [DRY] areas (they need watering IRL)
boosted pack animals trade capacity a little (because wagons aren't working, and morons bring random stuff incl. clay soils and heaviest possible lead cages)
serpentfolk come attack you much sooner (temporary change).
centaurs don't need to eat now; maybe they have been starving out.
sandals and socks offer less protection
kimonos became worse armor, and can't be made of leather now.
added "kitchen dagger"(normal dagger) and "kitchen axe"(slightly worse than hand axe) to help novice adventurers and their companions. They'll be made of lead usually, for some reason.
werewolves come twice a year (temporary)
boosted warhammers and clubs (based on adventurer experiences)
again tuned bleeding amounts
humanoids with human-class teeth should not latch on with bite and then tear off limbs with teeth. Shake-tear is approved for werewolves and ratmen. Not for Flayer facetentacles.
reminder: cooking levels up very slowly now. Might want to embark with a cook. Dorfs shouldn't be exporting exquisite meals.
reminder: jade caste no longer learns military skills quickly; that is warrior caste's specialty. Jade's preferred weapon is the dagger.
tip: if you see red logs near your wood furnaces, use d-b-dump (and paint with mouse) to haul the fine-furniture woods to safety.
tip: make stockpile of low-quality weapons/armor/goods. then d-b-melt command on the whole lot. Make those black steel flutes work for you!
--June 14:
boosted standard bone's toughness a little bit, hope to see less shake-tear limb removal.
reduced platinum to value 40, have veins of it now.
pitchblende is slightly more common, and value 3 because it's pretty (and rarity value).
removed bite can_latch from some critters, so small asp snakes and flayer facetentacles can't shake-tear.
--June 12:
almost all common_domestic are war animals now, for fun, and they don't need to eat. "[TRAINABLE][PET] --funpack release"
How many war rabbits does it take to slay a Demon Of Pain?
elephants, mammoths, moose and giant moose too.
-I think pastured animals cannot be trained. So, pasture those you don't want to train. And dorfs might survive better when War Pets take hits from enemies. Assigned war animals can't be butchered, so they might take some FPS away from you.
fixed duplicate trees
dog-sized Cave Tortoises actually exist now when given biome and popnumber
forest spiders slightly rarer now, and not paralysis but unconsciousness, dizziness and pain.
arachna silk value 16 not 8 now, and two rarity-helper alternate cheapcavespidersilks added. (webber silk, spinner silk.)
http://www.wired.com/wiredscience/2009/09/spider-silk/--June 11 and earlier dailies:
Here's a ready-to-play Ironhand-tiles release for fine adventuring, most civs have towns and soundmessages. You'll hear war cries at bandit camps.
added White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
Includes my medium region worldgen (civs live in towns, lots of lairs, no bogeymen), my favorite colors.txt, more fun fort-mode announcements.txt.
Stonecutter workshop is "g" key now ("s" siege, "S" soaper's), and really useful due to rock maul and rock spear production. (someone should test if rock maul is better than iron maul?)
added mail mittens (by Nikov) to some civs. Not sure if they should have SHAPED tag.
enabled "bone high boots".
Copper is value 7 since it becomes armor.
removed keeper custom profession names for now
Giant Cave Swallows are no longer mounts
more Lignite and Bituminous Coal.
Moose Men are more aggressive.
hippoes appear more often, not only inside a river now. (they eat grass in nearby areas during night)
Donkey and Pig lacked "[POPULATION_NUMBER:1:3] per map square, [CLUSTER_NUMBER:1:4]", fixed.
made tissues bleed more, bastards should die/stop moving after 30-40 bleeding warhammer hits.
gelatinous cubes improved from unkillable onepartbody to a twopartbody, but they are still very nasty.
thicker skin (6) to some heavy beasts like dragons
--new dwarf castes: domple moron and warrior.
New minerals, especially epidote, biotite (dark mica, iron mica,
http://en.wikipedia.org/wiki/Annite ) and
http://en.wikipedia.org/wiki/Rapakivi_granite are common
fluorspar (flux), biotite (black), migmatite (shown as red, value 3 swirls), hornfels (value 3 hard and striped),
greenstone, elvan (a greenstone), zeolite, syenite, scoria (light), pumice (light), augite, azurite, corundum, sphene, barite, pegmatite.
Phyllite given value 2, it has a sheen so makes fancy statues.
less gem frequency
masked helm is 100% coverage, all others 85% (except kettle hat 60%)
robes and cloaks coverage nerfed as discussed earlier
bears fight better
giant badgers and badgermen finally have combat skills
my new animals like the Dwarf-Hating Nord kung-fu "Baldur Monk", lynx, giant lynx, spirit raven and toughmaterials-farmable cave sheep without wool: pekyt.
New trees:
- vanilla highwood is value 4, the best, except for magical ironwood/nethercap trees.
- maple is value 3 goodwood, field maple value 1 lowquality.
- Bodark (also known as Osage-orange, Horse-apple, and Bois D'Arc)
- wood material "fairwood", intermediate between regular value 1 and goodwood value 3.
- vanilla Ash: White Ash "Ash is heavy, hard and strong, open grained, tough and elastic."
- beech, walnut, teak, hickory, balsa, elm,
- holly value 3: American holly: goodwood, USA, "Engraving, Fine furniture, Fixtures, Floor lamps, Furniture , Furniture components," and lots more uses.
- waterholly value 2 fairwood
- ebony, density 1.185 when water is 1.
- satinwood value 3 goodwood, yellow satinwood value 2 fairwood.
- cork tree renamed to cork oak (don't use for furniture, value 1)
- Magical IRONWOOD (metal-tough wood logs) is now cyan/cerulean so you see it in your stockpiles.
Includes Warlord255's Bonfire mod. Hope your caravan doesn't spontaneously combust because they're bringing hotmaterial items (they shouldn't, it's set to evil biome tree) (think of it as enemy stealthers setting fire)
--March 16 2011:
I updated my Genesis raws with pandas (no graphic tile yet), verminhunter, wax fixes and petvalue_divisor etc. (Thanks for the list Lamphare)
Also includes my GOODWOOD material (red in stockpile) (oak, ash, mahogany, chestnut, maple, highwood, redcedar, redwood, sequoia, cypress, yew, puzzle-tree, black-cap, nether-cap, blood thorn, glumprong) so some trees are more valuable as furniture, and better as trap spikes and bolts.
Firebreath removed from the obsidian caste.
--August 12 2010:
Deon: "Just penises and testicles to men and ovaries to women. But no worries, it's just a minor thing I do to bodies.
The main reason I do it is because I wanted to do it for a long time. I don't think that genitals are "wrong" in a game where you can dismember a kid and beat his parents with his corpse. It's just another bodypart which you can slash off (or lose) which adds to a realism a bit.
I also do it because it makes me to look through all creature files, so at the same time I fix errors and mismatches between ASCII and graphics versions, also I change all smaller birds' bodies to unique ones with smaller legs so they do not magically catch most of attacks with their legs (TomiTapio's suggestion)."
--August 01 2010:
Added the Tolkien-loved Finnish language into my Genesis worlds.
--July 18 2010:
Should make ToughBone, ToughTooth, ToughNail, ToughMuscle, ToughSkin for monsters, so not all monsters have puny human bones and human skin. Maybe that's the main thing wrong with hydra/dragon/giant now, made out of puny materials. (Cow bone strength numbers at
http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm)
--July 16 2010:
I'm just fine-tuning things for myself. Can't be arsed to make creature graphics or 20 hours of weapon testing. But I can let people download my version of genesis, here's my current raws:
Have 4 kinds of dogs and 2 kinds of cats. Giant Gargoyle and Giant Otter too. The new creatures don't have a graphic tile
So they're the corpse symbol 255.
Have one type of gibbon and "camel", got tired of "twooo-huuumped caaaamel leather". No illithids at all, and dogs & horses are faster than in vanilla.
Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train!
I was mighty annoyed when a wildlife-catching cage trap stopped a mighty and huge Hydra. Hydras should be the size of a few workshops, not the size of half a cave-ogre.
--June 15 2010:
Deon: "v2.6: adjustments to pet sizes and values; three new wild birds: a wild turkey, a seagull, an albatross; a domestic bird: a chicken; compact peat appears only in swampy soil types.
I don't have much time on my hands now to make something bigger, but at least good tweaks suggested by TomiTapio are in."