4.2
ALL CIV RACES:
-sweat and tears added appropriately to races that can sweat and cry. All races can spit.
AGUNDERS:
-Removed roads, This reclusive race prefers tightly spaced sites instead of large expansive empires
-Builds forts
-builds outdoor tombs
NORTHERN SERGALS:
-Reverted religion tags to the same tags as 3.7 , 4.0 changed them to fix a bug they were not causing.
-allowed the use of more evil resources (plants, wood, animals, etc )
-builds tombs now
4.1
AGUNDERS:
-fixed agunder grasp and stance body parts, they no longer exist in the 96th dimension.
4.0
ENVIRONMENT:
-changed "make cobalt bars" into "smelt cobaltite ore" so it fits with the rest of the standard smelting options
-gave cobalt objects a cyan background(like tin) as they are hard to see on a black background
SERGALS:
-sergal north/south entity tweaked due to crashes, some new positions too
-removed the southern sergal school house, will probably be replaced with something less "cheaty" than instantly training skills
-Increased insulation values on northern and feral sergals, and decreased value for southerns
NEVREANS:
-the ability to create cobalt bars and white gold has been moved from nevreans to agunders, as metal refining is more fitting to agunders than nevreans.
-nevreans have been given a new kind of "tech tree" involving electronics.
-added wire-drawing workshop,converts metals into wires(thread).
-added electronics workshop
-returned flier tag to male fliers
-renamed nevrean noble positions so they are less confusing and better reflect a large company
-manufacturing workshop now properly takes at least one form of build material to construct
TALYXIANS:
-feral talyxian have been converted into talyxians
-old humanoid talyxians removed
-talyxian entity ethics slightly changed to prevent constant conflict with other races
-talyxians have extravision tag now due to "sensors" instead of eyes
-talyxians have a faster speed due to there feral shape
-cannot make gloves
-has four feet now with front feet grasping.
-talyxians are split up into several new castes of male female and genderless:
-male and female generic talyxians
-genderless talyxians, can hold possitions of power in other civs during world gen, have NOPAIN and EXTRAVISION
-male and female stalker talyxians, have NOFEAR and EXTRAVISION
-fur color is affected by caste
3.7
-removed the interactions pack, the previous interactions often crashed worldgen. they have been replaced by syndromes.
-swapped attack priority of the yellow eye terror (it will scratch more than bite)
-removed the yellow eye terrors ability to get infections
-nevreans can now refine cobaltite into cobalt metal
-added palladium, very similar to platinum and can be smelted by all
-added whitegold
-nevreans can make a whitegold alloy with palladium and gold bars or ore
-gave nevreans gauntlets,gloves, and mittens because they lacked handwear
3.6
-defined all raw entries with a DL92*_ prefix, the mod should now be 99% compatible with any other mod, including skie's and chronojiuj's sergal mod
-remove [flyer] tag from male_flyer nevreans, and compensated by giving them [NATURAL_SKILL:DODGING:4]
-fixed a possible fort killer of northern sergals being unable to hunt with no ranged weapons so added:
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_BLOWGUN]
[AMMO:ITEM_AMMO_BLOWDARTS]
-added some variety to the maximum age of the mods creatures, it's mostly based on life styles,
as well as the hygiene expected in their culture, and finally the frailty in old age.
-agunders live from 130 to 190
(being of near dwarven toughness and some may even say rivalling that of dwarves
themselves at mountain life.)
-Nevreans live from 80 to 95 years
(while being one of the more intelligent races their life styles benefit quite well,
however they are still quite frail through their whole lives)
-northern sergals live from 40 to 80 years
(not expected to live long, but hardy enough to do so if they are lucky)
-southern sergals live from 60 to 75 years
(while longer lived than northern sergals they are more frail in their old age, and don't live as
long as a northern could)
-feral talyxias live from 80 to 130 years
(being bio-mechanical creatures)
-talyxians live from 100 to 120
(their culture revolves around natural foods and routines as such their lives are often easier )
3.5
-added the frosty arctic plants: jingle berry, cloudberry, and frost root. This should help northern sergals(and others) into icey biomes
-jingle berries can not be brewed, but can be replanted (only in good biomes)
-cloudberrys can be brewed and replanted
-frost root can be brewed and cooked but not replanted
- biome changes
-removed [BIOME:ANY_TEMPERATE] from northern sergals
-removed [BIOME:FOREST_TAIGA] from nevreans
-added [BIOME:ANY_TEMPERATE] southern sergals
-added [BIOME:FOREST_TAIGA] to northern sergals
-added [BIOME:FOREST_TAIGA] to feral sergals
-tag changes
-added [GLOWTILE:'"'][GLOWCOLOR:4:0:1] to all sergal breeds
3.1
-gave yellow eyes her abduction ability back
-changed converted terrors to infested terrors
-several pref string changes
3.0
-nevrean bullets now need gun powder to be crafted (made at a millstone)
-Increased bullet velocity( also there seems to be an issue with hard materials and ammo, bullets can be made without gun powder at the crafters workshop)
-refining gas into coke now produces 9 bars instead of 3
-refining oil into plastic produces 4 wafers instead of 2
-configured races to like diffrent citys such as forest retriets and dark fortresses
-guns are much more rare and i believe not possible to start with in adventure, leave some at your forts
-removed mudshop from southern sergals, water is now drawn through a mechanical well under millstones. mud making is moved there as well
-water from millstone wells is nw 10 instead of 5
-oil soaked sediment is now bitumen like real life oilsand deposits
-paraffin wax has been added as a product from refinarys.
-tweeked petrol coke to 3 bars per, tweeked gas to refine to 10 per barrel
-can refine plastic into threads like"candy"
-fixed unplayable bug with agunders having no shoes easily obtainable
-restored yellow eye terrors interaction and curses.
-gave bitumen proper a proper sediment tile '#'
-added asphalt as a byproduct of certain refining processes, have fun with the waste stone! 5 boulders for gas, 1 for plastic and wax
-bitumen stones are now called bitumen crude
-gasoline is classified as a misc liquid in the food menu now. enjoy your as specific stockpiles.
-new material values, gasoline = 50, gunpowder = 60, bitumen crude = 1, asphalt = 0 , plastic = 0, paraffin wax = 1
-changed plastic to white, yellow turned brown and items looked like wood stuff
-added watermellons
-fixed southern sergals being unable to build with stone
-fixed talyxians being as useless as southern sergals were( seems to be a size issue)
-talyxia blood is silver colored as it should be
2.9 (complete change list)
-created nevrean flier caste, apparently a few male nevreans are capable of flight
-added proper gem cuts and basic stone cuts to all entities
-removed bugged tags from talyxias
-corrected gasoline solid and liquid density to 713 and 700 respectivley
-added some dentistry decription to most races in the mod. (vampire teeth as well as I copied the dwarf entry )
-northern sergals and talyxians were missing [WEAPON:ITEM_WEAPON_SWORD_SHORT]
-changed creature raws to have proper adjective names so "Northern sergalic" will appear properly
-added dust shrouds, most races have it as uncommon, southerns and nevreans have it common, notherns and enocha have it rare
-removed forced clothing from northern sergals and changed to common
-split item_pack into three, item_armor_pack, item_tool_pack and item_weapon_pack
armor pack contains clothing and armor
tools pack contains toys, tools, and ammo
weapons pack contains weapons
-nevrean creature definition color fix, males have proper eye color now
-agunder item permissions rewriten, probably the closest to vanilla dwarfs
-nevrean item perms rewriten, race dislikes heavy weapons and armor
-northern sergal item perms rewriten, race focuses heavily on polearms and heavy armor
-southern sergal item perms rewritten, race focuses on ranged weapons and lighter armor
-talyxians are already properly set with perms and such, darthboogaloo is awesome
-sergals are less likely to be fattys, they have little body fat in cannon
-northern sergals can create tower shields as well as the normal shields
-added wagon puller and maximum pull capacity to feral talyxia and feral sergals, both can now pull trade wagons.
-removed mention of iron bones from talyxias( removed while making them, they are to strong with iron bones)
-made things a little more colorful
-feral,northern and southern sergals have gray to blue eye color as well as incredibly rare yellow eyes
-talyxia have more fur colors and several different eye colors too
-nevreans now have proper colors for male and female, MUCH more colors for males, added some dull colors for female eyes
-corrected talyxia creature tags, no longer marked as feral sergals when young
-created feral talyxia one of the new races mick made
http://www.furaffinity.net/view/7095978/ -clay flesh
-made the ice dagger use another material that melts in warmer biomes and summer
-northern sergals share there biomes with feral sergals
-talyxians now spawn in both kinds of forests just like feral talyxia
-talyxia feral graphics included
- fixed fuel conversion ratios
- reduced plastic to 2 bars per oil
- reduced coke to 3 bars per gasoline
-added motor carts ( carry four times as much as normal minecarts, but are more expensive to make )
-made at crafters workshop with a mechanism, pipe section, barrel of gas, a bar of metal, and a existing minecart.
-added new materials
- gasoline
- plastic < treated as a metal,stored as wafers instead of bars >
- oil soaked sediment < appears in the environment in sediment and beaches! >
-agunder gets new building refinery tower
- turn oil sediment into gasoline
- turn oil sediment into plastic
- turn gasoline into fuel < sort of a work around as df uses a set fuel material of coke or charcoal >
-removed "domestic" from tamed ferals, seems redundant to have tame feral sergal domestics
-testing ice dagger for northern sergals in tundra biomes/winter < adventure too >
-daggers melt when weilded or brought inside, can be used in outside weapon traps however!<pending workaround or removal>
- MAJOR: fixed southern sergals not having an [intelligent] tag causing them to be wiped out in wars unable to talk out of them
- (tension rises) added some banditry to the mix, northern sergals are a bit more hostile with a higher bandit rate( 20% ) , talyxians also have so rouge bandits ( 5% )
- nevreans mint the date on coins
- did some tweaking to the southern sergals ethics, namely animal torture( serious punishment) and making trophies of there own races(acceptable).
- more southern sergal nobles are allowed to make topic and peace agreements, they are the more docile breed after all.
-tweeked the starting adn acceptable biomes for north and south sergals, southerns are more willing to grow in deserts now. northerns prefer tundras and mountains, your dwarfs may have some new fluffy neighbors
-speaking of neighbors, northern sergals now have the skulking tag and will sometimes send thieves to your fort, continued theft may eventually lead to them deciding to claim your fort entirely and assault( like kobolds but bigger and scarier)
-fixed nevreans not being able to make captains
-fixed managers somehow having a military squad
-rewrite of Nevrean entity files
-Nevreans now allow slavery( entity and civ stuff )
-entity positions have been rewriten
-positions are now more "bureaucratic", prefering to work with a management hierarchy as if each fort is only a division of a much larger company, each fort merely a subsidy of "your civ" incorporated! have fun skittering your way up the management food chain!
-military positions may still be a bit buggy, but i believe it's ironed out.
-fixed beekeeping not being possible with the modded races. i forgot to include the screw press workshop!
-Removed potty words, some names should never be created in a randomly generated squad name....
-the great raw nuke of 2012
-complete reorganization of races entities, plants and items.
-removed copies of tags as well as added missing tags.
-removed "copies" of items already in game, such as the sergal halberd and the vanilla halberd.
-halberd
-shawl
-maul
-the crossbow copies and there ammo( replaced by standard crossbow and ammunition )
-race raws follow a set format
-sergals are divided into there own raws, northern, southern, feral, and rainsilves
-sergal entities split up as well
-lore races are in there own file now, include if you wish to
-moon berry plant color fixed to dark blue.
-northern sergal base color set to dark blue (not sure how much impact it will have, mostly for text users to tell if a "S" is a northern or southern.)
-2.8
-tweeked the speeds of enemies so they are more accurate to there races.
-talyxian graphics
-enoca graphics
-2.7
-kubutus gedit is a dick. Only copied the folders and corrupted the texts. fixed.
-2.6
- removed carnivore from Talyxian
- grammar fix in Agunder entry
-2.5.1
- minor change to fix linux install issues. ( some of the graphics were .PNG and not .png , linux treats them as different files unlike windows. )
-2.5
- added minecart and wheel barrow tags!
- added more edits by DarthBoogalo
*Removes crossbows from the Nevrean entity file
*Replaces their 'pants' and 'legging' items with a belt item of clothing for Nevrean
* Agunder and Talyxian soldier name changes.
-2.4.1
-fixed soap making I hope
-2.4
-culled unused parts of code
-culled irrelevant lore( nevreans and such are in game now )
-talyxian, nevrean, agunder entity name updates. ( DarthBoogalo )
Agunder
*Removed Dungeon Master
*Renamed Hammerer to Executioner, made them use the axe skill.
Nevrean
*Removed the 'Warden', a renamed dungeon master, since vanilla DF doesn't have a DM anymore.
*Renamed Bookkeeper to Archivist.
*Renamed Administerer of Medicine to Chief Medical Officer.
*Renamed 'corperation' to 'corporation', the land name when you gain a magnate[duke].
*Renamed champion to constable.. !
*Changed 'militia-dwarfs' under militia captains and officers to 'militiamen'
*Removed [SUBTERRANEAN_CLOTHING]
Talyxian
*Renamed militia-dwarves to militiacats
*Removed DM, again.
*Renamed chieftan back to Mayor, not sure if this is only a change I made for my personal mod, though.
*Dunno what to do with Talyxian nobles, really.
-Enoca creature update ( DarthBoogalo )
*Tidied up description a bit
*Gave them BP Modifiers, they have earfins in place of ears, just renamed ears, really.
*Gave Enoca a scratching attack
*Made them human sized.
*Renamed their skin to scale! They don't actually have fish scales for skin.
-2.3.1
-optional spelling fixes.
-2.3
-disabled interactions due to crashing, pending rewrite.
-2.2
-Enoca added to adventure mode
-no more bearded agunders
-leather sergal armors
-some civ ethic changes
-civ names a bit more "reflective' of there culture.
-2.1
removed [METAL] tag i used during testing
-2.0
=clothing updates, the new clothing thoughts caused more scantly clad beast races to baw themselves to death.
=minor plant experimentation
=added shirts and shoes for sergals
=made nevrean pants more common
=Zess now have an underground entity and may show up as playable for adventure mode.
-1.9
=agunder graphics
=plant fixes (hopefully)
=yellow eye terror transformation (permanent), converted yellow eye terror caste.
-1.8
=New Agunder, Talyxian and Nevrean items
=Nevreans now have buzz saws instead of axes
=The Zess are completed, now for bugfixes
=interactions pack
=new plants - from DarthBoogalo
-1.7.2
=agunder boots
=replaced talyxian creature raws.
-1.7.1
=new weapons for talyxians
=no more metal armor for talyxians, however metal is now used mostly for there weapons.
=talyxians have a makeshift "night-vision" not fully tested
=renamed talyxian nobels
=Nevrean have drills instead of picks, much more deadly if used in combat.
-1.7 + grafics
=secret race added, who can find the race without peaking at the raws, arena, or error log.
+ added in quick and simple graphics for them
-1.6.2
=language fixes, no more missing words!
=preplural fixes
=Nevrean descriptions
-1.6.1
=D'oh, forgot the new kill lines for sergals XP
-1.6
=Agunder body tokens now reflect amount of horns
=Nevrean graphics
-1.5.2 <fixes2>
fixes from Eric Blank
=fixed culling errors in language files
=restored original language file
=set races to name differently with symbol select.
=Agunders should spawn now.
-1.5.1 <fixes>
=removed glitching language tags
=removed at peace with wildlife tag from Talyxians
=added individual_controllable for Agunder. set there adventurer tier.
=workshop and reaction fixes
=grammar corrections.
-1.5
=Nevrean revolvers,rifles and there ammo - thank DarthBoogalo for the raws
=Nevrean Firearms workshop uses metal bars to make guns, may become more complex later
=Nevrean hunters hunt with both kinds of guns
=tweeked Nevrean nobel names
-1.4 rise of the beast men
=buggy new races to test
=Talyxians! - thank DarthBoogalo for the raws
=Nevreans!
=Agudners!
=various smaller fixes for the original sergals
=testing release expect bugs
=All the new races are currently in there infancy.
-1.2
=fixed a crash bug
=fixed site leaders
=introducing new Nobels, just as snitty and hard to please as the dwarf ones, just fuzzier.
=corrected land holder tags
=empresses and proper site leaders now show up in world gen
=completely new language file, now even more exotic!
-1.1
=changed natural_skill into skill_rate so your no longer flooded wit miners and farmers but they learn how to do those skills faster instead.
=tweaked site populations
=naming of sites has been experimented with
-1.0
=tweaked north and south to increase chances of sewers and tombs.
=general 34.01 test release
=added proper land holder tags to Nobels
-8 and 9 skipped
-0.7
=Tested wanderer mod - works but is not included by default. I will upload the modified raw file after we reach version 1.0
=Fixed religions so they are more directed towards there original lore.
=went through the errorlog file and sorted out all of the bumps
=completely redid the yellow eye terror
=experimented with northern Sergal sites, does anyone know more about mountain homes? i cant find an entrance.
-0.6
=introduced lore
=bug fixed workshops
=bug fixed stores
=new graphics for ferals and yellow eye terrors from chronojiuj
-0.5 - Fixed major bug relating to commanders and shops. also made each caste even more distinct.
=northern sergals worship an empress / southern sergals follow a high priestess
=Yellow eye terror now takes over goblin and possibly human civs, reduced frequency
=Fixed the shop crashing issue
=fix the commander squad crashing issue
=made sages printable from embark, having no manager is a pain.
=added prime minister Nobel, not appoint-able works like the dwarfs outpost liaison, removed outpost liaison tag from Diplomat as the diplomat handles trade on your site leading to the glitch where a random farmer would come to meet instead.
-0.4 - Added religions and the Mud workshop as well as minor glitch fixing
-0.3 - Added the yellow eye terror
-0.2 - made weapons and workshop specific to each caste
-0.1 - initial mod, fixed world gen issues