>>> NEW DOWNLOAD : VERSION 0.7 WITH MORE MODS <<<- Includes Expanded Glazing 1.4 mod, Fortress Defense Mod II, Flora and Fauna 22c mod.
- Adds 85 toys, 25 instruments, 120 trees, 160 plants, 120 creatures, 12 semi/megabeasts, 25 new cavern animals. ALL OF THE ABOVE ARE OPTIONAL.
- Fixes unkillable mines.
- Fixes Zombies immunity against mines.
- Fixes material use for weapon and armor smithing.
- Adds growable fuel, produced in the kitchen from alcohol and oil.
- Adds 2 ambushing Cave Civs, one melee, the other ranged combat.
- Rebalanced Religion (a bit, is currently WIP)
Full changelog:
V.0.7
Sorted raws.
Updated Settings script to sorted raws
Fixed Creepers
Removed all but one type of instruments and toys.
Fixed all bugs in errorlog
Changed praying [PRODUCT:3:3:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]
Rebalanced free food/booze praying
Added more food items, optional
Added crematorium back in, got lost while cleaning up raws.
Same goes for bread and candy, both got temporarily lost...
Added armor and weapon wielding trogs and gremlin civs to caverns. Ambushers. NEEDS TESTING.
Removed old cavern animal people
Added 25 new cavern animals
Added 12 new megabeasts
Made cavern animals and megabeasts harder.
Landmines now affect zombies. Yeah.
Fixed errorlog that showed up with new creatures.
Tested Flora & Fauna mod.
Fixed errorlog that showed up with flora & fauna mod.
Added 160 plants
Added 120 trees
Added 120 creatures.
Added 85 more toys.
Added 25 more instruments.
Prepared them for settings program.
Added all new settings to settings program.
Tested, works.
Added Fortress Defense Mod II with 3 Settings
Easy + 10 standard races
Medium + 4 bonus races
Hard + 4 challenge races
Adjusted Settings progam
Tested, works.
Added "How to use" tab to settings program
Reverted plant tiles back to normal phoebus
Added Creeper Graphics
Added new mine body made by hugo
Landmines are now made out of "glass" (actually lye) they die much easier and unarmed creatures can now "step" on mines as well, instead of crowding around it.
Added Expanded Glazes 1.4.
Rebalanced Cave Civs
Gremlins:early ambusher with bad armor, spear and bow
Trogs: medium ambusher with armor and hammers/morningstars
Added graphics for FD Creatures: Raptor Man, but only generic raptor man, no labors.
Siegers Housebar should be a workshop now, not a smelter.
Muck Root and Hide Root can now be pressed into oil. Same goes for their seeds.
Grow-able fuel: Oil+Booze=Fuel. Done by cook in kitchen.
Fixed new toys and instruments setting.
Tested new glazing and the bio-fuel. Works both.
Material overhaul for smelting. Items need more bars now:
Weapons: 2 bars for battle axe and war hammer. Rest is 1 bar.
Shields: 1 bar for buckler, 2 bars for shield.
Helm: 1 bar for cap, 2 bars for helmet.
Armor: 2 bars for Mailshirt, 3 bars for breastplate.
Gloves: 2 bars, one for each.
Pants: 2 bars for greaves.
Boots: 1 bar for low boots, 2 bars for high boots.
Full set of max. armor + big weapon: Before: 7 bars. Now: 15 bars.
Full set of min. armor + small weapon: Before: 7 bars. Now: 10 bars.
Tested, works.
@PTTG: Thanks. Again I have to ask: Could you please be more specific ? I'd love to know what people like and dislike. It is quite easy for me to add that as optional settings then
@ALL: New ideas concerning religion and ... A TECH TREE. Kind of. A small, simple one ;-) Both things are NOT in the current upload and are just ideas. I'm curious about what you have to say about them
Religion overhaul:Buildings:
Shrine of Armok
Altar of Armok
Temple of Armok
Shrine of Armok, 1x2, workshop
Praying, for free, very low chance
Booze: 3 drinks, 3% chance
Food: 3 plump helmets, 3% chance
Soft Metal: 1 silver/gold/platinum, 2%/1%/1% chance
Hard Metal: 1 copper/iron/steel, 2%/1%/1% chance
Altar of Armok, 3x3, workshop
Sacrifices, need reagent:blood, medium chance
Offer blood to armok: Needs blood in barrel, gives iron weapon, 25% chance
Offer a life to armok: Kills a dwarf, give steel sword, helm and breastplate, 100% chance
Temple of Armok, 5x5, workshop
Sacrifices, needs magma, needs reagent: weapons/armor, medium chance
Weapon: Produce a steel mood-weapon, 20% chance
Armor: Produce a steel mood-armor, 20% chance
Offer life to armok: Kills a dwarf, give steel battle axe, tower shield, helm and breastplate, 100% chance
Tech Tree based on magma buildings. You can make your standart items better, more valuable or more powerful with it. Is just in my head, nothing has been done to any raws. Some things might not be possible as well, we'll see.
Tech Tree:Magma Based Tech Tree
Magma Brewery, 3x3 (or 3x5), smelter
Refine drink: Produces high value booze.
Needs: Brewing labor, magma access
Reagent: Booze item
(This building is essentially a refinery, that adds one workstep to raise the value of the booze)
Magma Kitchen, 3x3 (or 3x5) smelter
Improve food: Produces high value food.
Needs: Cooking labor, magma access
Reagent: food item
(This building is essentially a refinery, that adds one workstep to raise the value of the food)
Magma Armory, 3x3 (or3x5), smelter
Make fireproof armor: Produces an armor piece with fixed temp. Other values stay the same.
Needs: Armorsmith labor, magma access
Reagent: Armor
(This building is essentially a refinery, that adds one workstep to adds extra protection to armor)
Magma Weaponry, 3x3 (or3x5), smelter
Make flaming weapon: Produces syndrome inducing weapons. Only on: Weapon lodged in wound:hits.
Needs: weaponsmith labor, magma access
Reagent: weapon
(This building is essentially a refinery, that adds one workstep to adds extra power to weapons)
Magma Ammo Caster, 3x3 (or3x5), smelter
Make flaming ammo: Produces syndrome inducing ammo. Only on: bolt lodged in wound:hits.
Needs: weaponsmith labor, magma access
Reagent: ammo
(This building is essentially a refinery, that adds one workstep to adds extra power to ammo)
Slade Factory, 3x3 (or 3x5), smelter
Compress stones into slade: Produces a slade boulder.
Needs: Mason labor, magma access
Reagent: 10 random stones
(This building is essentially a refinery, that adds one workstep to adds extra power to catapult ammo and stonefall traps)
Obsidian Factory, 3x3 (or 3x5), smelter
Produce obsidian: Produces an obsidian boulder.
Needs: Mason labor, magma access
Reagent: Bucket full of water, one stone boulder
Produce obsidian block.
Needs: Mason labor, magma access
Reagent: obsidian boulder
(This building is essentially a refinery, that adds one workstep to raise the value of stone)
Magma Refinery, 3x3 (or 3x5), smelter
Refine leather into tough leather: Produces harder leather for armor
Refine bone into tough bone: Produces harder bones for armor/bolts
Refine wood into tough wood: Produces harder wood for ammo/shields
Needs: Leather/Bone/Wood-crafter labor, magma access
Reagent: Leather, Bone or Wood
(This building is essentially a refinery, that adds one workstep to improve materials)