Dwarf Fortress Advanced
Runes + metal = rune metal!
Attention!!!!!
Since the release of Dwarf Fortress 0.34.01 this mod has become unsupported! The new supported version of this mod has a new name and can be found
hereAttention! As DFFD seems to be down now and then you can get the latest version here! This link is only for those cases when DFFD doesn't work, please use the Depot as primary source. Looking for graphics!As my skills with graphical side are way bellow average I'm currently looking for graphics for all the creatures either missing one or with bad ones. If you know some or are talented in making one then please send me a note!
Screenshot of the day!Dwarf Fortress Advanced is my own attempt to enhance the vanilla game as much as possible. The mod is still in making, so any comments and suggestions are appreciated.
The mod contains features both made by others as well as made by me. All the features I have borrowed from other mods are given credit, but if you notice that I missed someone or want that I remove something you have originally made, then give me a note about that. I'm not claiming anything done by others to be mine, so if I miss somebody in credits then it's either pure accident or that I have thought out the same feature without knowing that somebody else had already made it.
At least during the early stages of this mod I'm posting updates quite often, at times even once or twice per day, depending on how much new features and fixes I have been able to complete.
I have made a blog covering this mod. While you can post comments there I hope that all the discussions are still done in this thread, so that anyone not following the blog can take part on them.Version differences:The mod contains three different versions; Pre-installed, Lite and ASCII.
Pre-installed and Lite versions are labeled with version numbers 0.x.0 and have graphics. Lite version requires vanilla DF to be installed as it contains only the raws and modified files. Both of these version have the same content and should be considered as "stable" versions.
ASCII version also requires the vanilla DF to be downloaded. The difference between ASCII and other versions is that ASCII is basically the development version of the mod without graphics. This means that it may, if the version number is higher, contain features and changes not present in graphical versions. So if you use ASCII version please note that there may be problems and bugs as I'm updating this version more often.
Currently DFA supports DF version 0.31.25
ONLY! You can try to use it in older/newer version (after Toady releases new version and before I manage to update) but I take no responsibilities nor can give direct support in those cases.
Features:Note! The detailed descriptions of each feature can found in the manual in DFA Manual -folder!- Religion
- 4 new castes
- 4 new noble positions and all the vanilla positions made available
- Lots of new creatures
- 7 new entities
- New weapons, armors and ammo
- 4 new toys
- Lots of new plants
- 3 new minerals, 10 new metals and one new flux
- 6 new general workshops
- Block factory
- Weapon workshop
- Crematory
- Display Case
- Magma-safe workshop
- Training Dummy
- Furniture workshop
- No aquifers (optional)
- No Cursed Stones (optional)
- Enable All Metals (optional)
- Basemetal
- Farming overhaul
- Dwarven Lamination
- Adventure Mode Reactions
Change log[/list]v. 0.5.0
- Updated the graphic pack to Phoebus' Graphic Set 0.31.25v23
- Optional Features
-> Tweak for Dwarf Therapist which allows the utility to understand the castes better
- Graphics
-> Pegasus (elf-fondling human)
- Tweaks
-> All underground plants plantable every season.
- New Reactions
-> Make Vellum
-> 18 manual production reactions
-> 41 training rections
-> Archaeological digging
- New workshops:
-> Printing press
-> Library
-> Archaeological digsite
- New Items:
-> 18 different manuals for trainig purpose
v. 0.4.2
- Fixes
-> Dismantling reactions in furniture workshop should work now.
-> Kobolds shouldn't die to thirst/hunger during worldgen anymore
- Tweaks
-> Producing Sacred stones from rocks doesn't use ores or flux stones as reagent anymore.
-> Swords can't be produced directly from obsidian anymore
- New Items
-> Tools
* Axe Head
* Spear Tip
* Sword Blade
-> Weapons
* Rock short sword
* Rock battle axe
* Rock spear
- New Reactions
-> Weapon Workshop
* Produce Axe head from obsidian
* Produce Spear tip from obsidian
* Produce Sword Blade from obsidian
* Produce rock short sword
* Produce rock spear
* Produce rock axe
v. 0.4.1c
- Fixed the duplicate reaction problem
- Tweaked the population rations a bit
v. 0.4.1b
Fixed the Enable All Metals -feature
v. 0.4.1
- Changes:
-> All castes now have own CREATURE_CLASS tag
-> Updated every syndrome with the new creature classes of dwarves
-> Restricted most of the noble positions to certain caste
-> Removed training weapons from entity -file
- Fixes
-> Fixed one adventure reaction with wrong skill token (BONECRAFT instead of BONECARVE)
-> Fixed the reaction of producing magma-safe mechanisms from metal, which used wrong number in reagen amount
- New Reactions
-> Produce large gem from rough gem in crafting workshop (75%)
-> Reactions to create all training weapons in Weapon workshop
-> Produce sacred stones from rocks
- Tweaks:
-> Toned down the whips
-> Changed the names of Sanctify Stone reactions.
-> All duplicate Religion reactions have now the workshop mentioned in name
v. 0.4.0
- New Manual!
- Improved the poprations of Noble castes (male and female)
- Fixes
-> Fixed the "Pray for mushrooms" reaction
-> Fixed material size problem of wands
- Adventure mode reactions
-> Resource gathering
-> Resource processing
-> Crafting
* Metal
-> Weapons
-> Armor
-> Bolts
* Wood
-> Weapons (partial)
-> Bolts
* Bone
-> Weapons (partial)
-> Bolts
v. 0.3.6
- Fixes:
-> Fixed the priest appointing problem where getting mayor could cause priest positions to disappear if not assigned.
-> Fixed the reaction to produce Kirun rune.
- Optional features:
-> Dwarves are now able to make darklight iron, mithral and titanium.
-> Removed cursed stones from all religion reactions.
v. 0.3.5
- Fixes:
-> Removed the unused rune reactions
-> Forgot to fix few rune metal reactionsv.
0.3.4
- Fixes:
-> Several problems relating to runes and rune metals
-> Bug which caused Blessed shields reaction return Bayonetted Crossbow
-> Native Palladium was named Native Platinum
-> Bone Meal Flux was missing [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] tag.
-> Viking invaders are now displayed properly
- Tweaks
-> Removed all the runes which weren't used
-> Making rune totems now require Sacred Stones instead of runes.
-> All reactions that use runes have 100% chance of giving the product.
-> Vikings come later and only during winter.
-> Bone Meal Flux now only require one stack of bones.
-> Rune metals have lower material value
-> Sacrificing metals in temple gives now 2 bars of the new metal. This is to balance the fact that altars produce one bar every time.
-> Commoners now learn fighting skills with rate of 50, while nobles have learning rate of 120.
v. 0.3.3
- Fixes:
-> Mithril nuggets appearing under metal
-> Hexas joint –problem
-> Drows not being aggressive
-> All the problems relating to nagas (not appearing, graphics and so on.)
- Tweaks:
->Nobles and warriors now have some natural skills
v. 0.3.2
- Wild dogs use normal dog graphics for now
- Tweaked the grow durations of vanilla underground plants.
- New megabeast: Hexas
v. 0.3.1
- Made some small tweaks in pop rations of castes, making commoners a bit more common.
- Fixed the [CRETURE:NAGA] causing naga cave civilizations not to appear.
v. 0.3.0
- Included Rhenaya’s Drown mod
- Removed CIV_CONTROLLABLE tag from drows
- Reworked the caste system of dwarves
- Fixed training reactions:
-> Removed dodge training for now
- New weapon: Wands and spells
- Removed the reaction tied to Display Case, as no reaction without product raise skills anymore
- Tweaked the material values of different runes
- Updated the manual to contain all the features, removed the old readme –file
- Nagas have now graphics!
v. 0.2.4
- Fixed missing castes
- Religion rework: See the /DFA manual/Manual.pdf for more details
- Added first version of the new manual.
v. 02.3
- Included the missing graphics
- Removed the culinary feature
v. 0.2.3 alpha
- New minerals:
-> Bone meal flux
- Tweaks:
-> Changed the displayed names of magma-safe reactions.
-> Vampires
* Increased the healing rate of bones, skin and muscles, making the vampires more difficult to kill
* Increased the strength, agility, toughness, memory and patience.
* Increased the population requirements for being attacked by Vampires.'
- New reactions:
-> Make magma-safe mechanism from metal.
- New Feature: Advanced Culinary
-> In alpha state, doesn't work properly
v. 0.2.2b
- Added the missing NO_AQUIFER folder
- Fixed the the problem of text being unreadable due graphic pack and language_DWARF.txt
v. 0.2.2
- Updated to Dwarf Fortress 0.31.24
- Fixes:
-> Removed [PREFIX:bubbles] from champagne
-> Removed the CREATURE_SOLDIER_TILE tag from vampire
-> Fixed some naming mistakes with golems
-> Added the tweaked announcements.txt -file, which was forgotten from 0.2.1a version.
- Graphics:
-> Bhederin
-> Mammoth
-> Golems
-> Ancient Dwarves
-> Dwarves
* Primates
* Archpriest
v. 0.2.1a
- Updated to Dwarf Fortress 0.31.23
v. 0.2.0
- New plants
-> Grape
-> Banana
- Fixes:
-> Holy iron and holy steel can cause syndromes to vampires again. Did not work in 0.1.8 due lowered homeotherm.
-> Making holy water is now possible
-> Hammer training used wrong item (training axe) and trained wrong skill (axe)
-> Mace training trained wrong skill (axe)
-> Dwarf entity missed the weapons training mace and training hammer
- New creatures:
-> Wild dog
-> Prairie dog
-> Snow leopard
- New entities:
-> Viking
- New items
-> Shields
* Training Shield
-> Toys
* Long boat
* Doll
* Sword
* Shield
- New reactions:
-> Train dodge
-> Train shield
-> Create training shield
-> Study item inside display case
- Tweakns
-> Nobility
* Set the number of priests to 8 from AS_NEEDED
* Set the number of primates to 4 from 6
* Primates are again assigned by priests.
-> Allowed dwarves to butcher intelligent creatures
v. 0.1.8
- New creatures:
-> Mammoth
-> Pegasus
-> Vargouille
- New entities
-> Gnoll
- Fixes:
-> Holy steel name changed from "steel" to "holy steel"
-> Fixed the building tag from sling reaction which prevented the reaction to appear in weapon workshop
-> Fixed the platinum hammer reaction name.
-> Holy iron and Holy steel reactions now have correct product dimensions.
-> Fixed the problem of Primate noble position not appearing. Now Primates are assigned by mayor.
-> Fixed the problem of "create green glass bed" reaction not appearing in furniture workshop
-> Fixed the reaction ID of upgrading standard crossbows, which caused the reactions to not appear.
-> Reset the vampires' homeotherm back to 10067 and fixed the [NOCTURNAL] tag
-> Holy dwarves are finally immune to syndrome caused by cursed stones.
-> Fixed the description of holy and simpleton castes.
- New Items:
-> Training sword, hammer and mace
-> New reactions:
-> Ability to train hammer, mace and sword in Training Dummy
v. 0.1.7
- Fixes:
-> Upgraded crossbows were possible to be made directly from bars without the upgrading process
-> Possibility of producing slings from metals has been fixed
-> Sling projectiles are now made in stacks of 25 instead one at time.
-> Changed the name of sling projectiles to sling bullets.
- New entities:
-> Vampire
- New metals:
-> Holy Iron
-> Holy Steel
- Tweaks:
-> Removed pausing and recentering due the damp and warm stone announcements.
-> Animal births now cause pausing
v. 0.1.6
-New nobles:
-> Priest
-> Primate
- Removed the RESPONSIBILITY:MEET_WORKERS from mayor, expedition leader and forced administrator.
- New creatures:
-> Naga
-> Naga Queen (FANCIFUL)
-> Golems
* Stone golem
* Iron golem
* Steel golem
-> Crow
- New castes:
-> Simpletons (male and female)
-> Holy dwarf (male and female)
- New Items:
-> Sling
-> Projectile (ammo for sling)
-> New crossbows
* Bayonetted crossbow
* Strong crossbow
* Battle crossbow
- New buildings:
-> Weapon workshop
- New Reactions:
-> Ability to create war hammers from platinum
- Fixes:
-> The farming changes was forgotten while updating to 0.31.21. Those changes haven reapplied again.
-> Added [BUILD_KEY:NONE] tag to all custom workshop I have made. Did not touch the ones in borrowed workshops.
- Religion:
-> Changed the workings of all reactions. Now cursed stones are generated always. See "Religion" for more details
v. 0.1.5
- Moved the mod to DF 0.31.21
- New race and entity, Ancient Dwarf
v. 0.1.4
- Several new creatures:
-> Bhederin
-> Iron Colossus
-> Steel COlossus
-> Bloodfly
- One new workshop: Crematory
->Allows the player to burn remains to ash
- Three new minerals: Goethite, siderite and Native palladium
- One new metal: Palladium
- Turned aquifers back on, and added new folder in the game root folder called NO AQUIFER
v. 0.1.3
- Remove tin from BASE_METAL_GOBLIN
- Gave Goblins BRONZE_MAKING reaction, to ensure their access to bronze items (weapons/armor)
- Added new workshop called Block Factory and reactions to make blocks from specific rocks
- Fixed the problem with few nobles using wrong token in appointing them. Should work now
- Fixed the naming error with blessed shield, the game used [NAME:shield:shields] instead of [NAME:blessed shield:blessed shields]
- Added new workshop to produce magma safe items.
v. 0.1.2
- Added nobles Archpriest and Grand Master
- Added Temple not dedicated to anything
- Added Pray reaction to temple
- All the religion reactions not requiring Sacred stone has chance (1%) of producing one Cursed stone, which will boil immediately releasing a syndrome affecting the lungs and hearth.
- Changed all the nobles which don't work to be appointed by mayor and requiring population of 80
- Changed the growth time of all plants to one season -> four harvest per year.
- Add two blessed items, battle axe and shield, and corresponding reactions to Temple of Armok
v. 0.1.1:
- Fixed the bug which caused the temple reactions to appear in altar.
v. 0.1.0: Initial release
CreditsDeon: Training dummy and Furniture making, which were taken from Genesis mod. Finnish language used for vikings was also taken from Genesis.
Phoebus: The graphic pack used in the mod
Lofn: Giving the idea of how to feature the wrath of gods by using the syndrome system.
Kaypy: Display Case
Askot Bokbondeler: Basemetal
Rephiku: Giving the idea of making Holy Dwarf -caste immune to the effect of cursed stone.
Rochndil: Giving the inspiration to bone meal flux, which was taken and modified from Metals And Minerals Overhaul.
Rhenaya: Creating the excellent Drow –mod which was added.
NW_Kohaku: For creating the wonderful graphics for nagas and Hexas
Talanic: For testing, bug reporting and tweaking suggestions
arclance: For Dwarven Lamination -mod
And of course, special credit goes to brothers Adams for creating such a wonderful game as Dwarf Fortress!