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LEGENDS OF FORGOTTEN REALMS (LFR)
A major Dwarf Fortress expansion modification for DF 0.31.25 by Narhiril.
You (the dwarves) are not the first people to walk the earth. You are not the largest, not the strongest, not the most advanced or intellegent, and certainly not the most prosperous. What becomes of your race is your doing - will you thrive or will you split into warring sects? Will you make peace with your neighbors or be destroyed by them? Will you adapt and invent, or will you fall behind? Will your people learn from the mistakes of past civilizations, some far more advanced than your own, or will you be doomed to repeat them? Uncover their legends. Discern their secrets. Strike the earth, but be prepared for the earth to strike back.This mod has nothing to do with the Dungeons and Dragons campaign setting. It is a (mostly) original creation.
Also, as I am very much obsessive-compulsive, expect frequent posts and updates until/unless otherwise stated.
It is recommended that, if attempting to combine individual elements of different mods, you consult the mod authors.
"Urist McWeaponsmith has created Gildedblades, an adamantine shaolin hook!"Screenshots
LFR 0.11b raws only (faster download)
LFR 0.11b Pre-Installed Ironhand Graphics Version
Current version: 0.11b
(ADDED:5/1) Version 0.11b Changes
-Fixed a few minor bugs, mostly with the magma alchemy lab.
-You should not need to generate a new world for this version if upgrading from v0.11a.
(ADDED:4/22) Version 0.11a Changes
-Minor bug and quirk fixes.
-Transmutation of plants to obtain other (including rare) plants.
-New easter eggs, of course. Go forth and discover!
-New less-than-desirable possible results for transmutation. If all goes according to plan, dwarves performing transmutation will have a small chance of lighting themselves on fire, along with a few other surprises. !!SCIENCE!! is !!FUN!!
-Magma casters and magma alchemy labs.
-White gold - a new economic alloy of nickel and gold.
-A new megabeast, with a few new smaller creatures.
-Because 65-ish new weapons weren't enough for some people (wink wink), a few more are being added. I will not tell you what they are, though, only that they are all inspired by real-world designs and that some are slightly humorous, while others are undeniably brutal.
-Bog troll unarmed combat power has been reduced. They are still challenging, but not quite as overwhelming.
Installation instructions included.NOTES:While preliminary bug testing has been done to the best of my ability, some bugs or quirks are to be expected. Please report these to this forum thread, or contact me by email (provided in the manual).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~LFR is a modification that has been silently
slaved away on by non-union laborers in production by Narhiril for several months now. It has evolved from a loosely related string of concepts and drawings on napkins to a full-fledged mod. It is my genuine hope that this mod will add as much variety and fun to your game as it has to mine, both in working on it and testing it. LFR is currently compatible with Ironhand's and Phoebus' graphics sets, and includes its own graphics for all creatures added by the mod. There are plans for improved compatibility with Mayday's graphics set and text-based graphics in the next version.
The mod is designed to...
1 - EXPANDMore creatures, megabeasts, metals, and countless other features.
A combination of original and common high fantasy inspirations, resulting in a new, dynamic world to explore.
2 - ENHANCEMore weapons, armor, and civilizations to trade and war with.
All new creatures include graphics.
3 - MYSTIFYCountless hidden features and easter eggs which will not affect gameplay 99 out of 100 times, but are there to be discovered. No playthrough will be the same!
"You have struck raw mithril!"Notable features:
"With great risk comes great reward."
-Five new civilizations - possibly more down the road.
*the Meowkin, a slightly demented race of feline humanoids that will sometimes trade with you.
*the Bog Trolls, a large, dangerous and savage race that knows only war.
*the Lizardmen, a paranoid tribal culture that thrives on ambush and guerrilla tactics.
*The Nephilim, a race of flying, angelic humanoids bound by their religion to conquer "lesser" races. They periodically form alliances.
*another hostile race that is meant to challenge even the most advanced military.
-New plants, aimed at filling roles not filled by default plants. This includes...
*colorful plants both above and below ground
*a plant that can be used for just about anything, but has a very low value.
*a hyper-dense tree.
*a plant that produces high-value thread.
*a plant whose alcohol is designed to be used as a bio-weapon.
*a few rare and unusual plants with high values and/or unique properties
*even more!
-Seven new metals, including new ores and my previously-released mithril.
-A new, innovative alchemy system.
-New clothing, crafts, and armor types to add diversity to new races.
-Tweaks to two-handed weapons to allow dwarves to wield and manufacture some of them.
-A new, powerful, dwarf-exclusive ranged weapon with three types of ammunition.
-New creatures, including ...
*the wyvern, a flying subspecies of dragon.
*the leviathan, a terrifying creature of the deep ocean.
*the devourer, a deep cavern spider ten times the size of the GCS that avoids traps and rips limbs from bodies. Its silk is precious.
*the deep wolf, a creature that attacks in enormous swarms.
*the damascus sentinel, a mechanical construct of an ancient civilization long since gone from the world.
*the tortoise, a harmless above-ground creature that is a breeding source of shells.
*the pegasus, a winged horse (raws and graphics by elf-fondling human) that thrives in good biomes.
*even more legendary creatures and megabeasts, some of which have some very unique properties (more in-depth descriptions in the manual).
-A painstakingly written new language file.
-Over sixty new types of weapon.
Yeah, that's right. SIXTY. But Narhiril, how the hell am I going to manage sixty more weapon types in my stockpiles? The simple answer is, you don't have to.
Of these 60+ weapons, only about 10 are actually used by existing and new civilizations. The rest are there for one reason - artifacts. When you get a weaponsmith in a strange mood with my mod, you have no idea what you're going to get. Maybe you'll get a boring old sword or axe, or maybe you'll get "Blacktemples, a mithril khopesh," or "Hauntedrazor, a damascus steel pair of bladed chains." Legendary weapons should be legendary. Your civilization will be known forever for the weapon it creates, which will truly be one-of-a-kind. And yes, some of these weapons are obscenely powerful - but believe me, you'll need them.
-Six new buildings, including the alchemy lab, foundry (raws by Kipi), and display case (raws also by Kipi).
-Graphics support for Ironhand and Phoebus graphics packs, and new graphics created specifically for this mod by myself.
-Extensive personally-written lore files.
-An incredibly detailed manual on 90% of new features - I didn't want to give EVERYTHING away
-Modular file structure. If you don't want the graphics, don't include them. If you don't like a new civilization, simply remove them. File names are similar enough to default raws for easy navigation, but different enough to be obvious which files are mod-related.
-This is just a taste of the included features. If you want to learn more, you'll have to learn it yourself. LFR is there to be discovered, not revealed.
*.*.*