Removed rock pick, mechanism and magma safe mechanism from stonecutter
added 3 drinks to still, normal, extravagant and royal
removed glass grate making (is already possible in vanilla)
removed rock chain and rock crutch making (really, giving an injured man a rock to carry around?)
added rock bin, barrel and bed to stonecutters workshop.
added arabic language for warlocks
made orc caste description clearer
added magma gunsmith and magma ammunition mint
raised ash production in crematorium from 7,5% to 33% percent
added language files for cave civs
Trog = Russian
Gremlins = Hebrew
Batmen = Farsi
Antmen = Czech
removed following buildings:
BUILDING:ALTAR_WAR
BUILDING:ALTAR_NATURE
BUILDING:ALCHEMICAL_WORKSHOP
BUILDING:CHESSTABLE
BUILDING:GAMINGTABLE
BUILDING:GATEBALL
BUILDING:TRAINING_OBSTACLE
BUILDING:ROCKBALL
BUILDING:POOL
BUILDING:THEATRE
BUILDING:CRUTCH_TRAINING
BUILDING:TRAINING_DUMMY
BUILDING:WEIGHT_SET
BUILDING:ANATOMICAL_THEATER
BUILDING:LIBRARY
Moved all reaction from the alchemical workshop to the alchemist lab.
Added: Transmute silver to copper (2 for 1)
Added: Transmute copper to silver (2 for 1)
Added: Transmute gold to iron (2 for 1)
Added: Transmute iron to gold (2 for 1)
Added: Transmute steel to platinum (2 for 1)
Added: Transmute platinum to steel (2 for 1)
This allows to have some weapon grade metal in maps that lack it, and vice versa.
Added Fountain, decorative building. You can train swimming and fill buckets in it.
Removed Helm as reward for sacrificing people in Altar. Was too much free stuff.
Added Mechanixs buildings:
BUILDING:MECHANIXM_LIBRARY_FARMING
BUILDING:MECHANIXM_LIBRARY_CRAFTS
BUILDING:MECHANIXM_LIBRARY_MENTAL
BUILDING:MECHANIXM_LIBRARY_MILITARY
BUILDING:MECHANIXM_PHILOSOPHER_GARDEN
Added new DF.exe
Should fix: Magma/Firesafe, Wagons, Crystal Glass and Material Size.
This means traders will arrive with wagons again, if you have an accessable depot
This also means, that smithing is A LOT harder. Most items now need at least 3 bars, like statues or doors.
When melted, these item will only yield ONE bar.
Redid ALL the material_size in EVERY item. Hope it does not affect the reacitons as well. As in: Product Dimension. Tested, it does not.
Lowered fossils by 50%. Meaning you should find only half as many.
Added a bunch of new fossils.
Added throwing knives and throwing axes to the new weapons section. Can be turned on or off in the settings under: More weapons.
Added Automatons. Late attacking evil race, metal men with ranged weapons. come in spring or summer.
Added cs gas as blood to Automaton
Added explosion to Automaton death, everyone nearby will be unconsciouss.
Added rockettube and rockets for automatons. No AOE, but powerful ranged blunt hit.
Added throwing hammer. Throwing weapons use the weapon skill not the marksman skill btw.
Added 15 types of fossils and Archeologist workshop
Rusty armor, ammo or weapon bundles that can be restorated, granting special items. (mood weapons, mood armor and the magic ammo from the alchemist)
Trex skull that gives a trex skull helmet, slightly better then steel
Unsettling fossil (demons), that might give a (demonic) sword or (demonic) armor, slightly better then steel
Great shark jaw, that give between 10 and 40 menacing spikes made of shark tooth. (for traps, slightly better then steel)
Collapsed walls. Give you nothing, but simulates old crumbling fortresses, long forgotten.
Treasure chests, small, normal and big. Giving a mostly random amount of bars: Silver, Gold and Platinum. These can only be found near or in collapsed walls.
Deadly traps. Kills your miner. Yes, I am serious. Can only be found near or in collapsed walls.
Fossilized horn, skulls, bones and shells. Give the respective item.
Overhauled the entire library system:
Added 3 ways to make books: Vellum out of skin, parchment out of leather, paper out of logs.
Added 11 skill books. You can write them in the scriptorium. Small chance (5%) for epic book, is worth more, otherwise the same.
Added 4 library sections, Farming, Crafting, Military and Mental (Philosophers Garden is unofficial 5th)
All skills can be trained in those sections. You only need the fitting book. There is a small chance (5%) that the book is destroyed.
This system is a personal mix, between the old genesis system, the new mechanix's genesis upgrade and my own work. Hope deon likes it
Raised body size of Fortress defense units slightly, so they can use weapons that are too big for dwarves.
Updated the VB settings.exe
Updated the manual
Added 400 new words to the language_sym file, in the proper categories.
Added cave fireflys
Added pack/pull animals to every civ.
Reworked the landmine and turret bodys slightly. They have individual blood now, instead of 12 copies of: hydraulical fluid.
Reduced the price for constructs by 50% (since they come that often with migrants.)
Removed Chessboard, Fortressgame and Lamp from toys. Not needed any more. (no genesis buildings)
Added 25 new reactions to the crematory. Destroys yarn, plant, silk, leather and bone cloting. 5*5 types.
Removed Charcoal Furnace
Moved building order in the raws around a lot. hopefully the new order makes a little bit of sense and is easier for the player.
Added hotkeys to every building.
Removed metal beds from furniture workshop (should be in a forge)
For people that like to build with coloful mats, but want to play with simple mats, because of FPS:
I added 8 bricks of different color. Can be made in the brick oven.
Needs 2 blocks, creates 4 bricks.
Removed metal mechanisms from gunsmith (you can already make those in other workshops)
Fixed 101 problems with the guns, gunsmithing and ammo.
Reworked guns. Different (easier) way of making guns, ammo and gunpowder.
Added bayonets and the ability to equip any gun with a bayonet.
Moved deons stone grinding from stonecutter to stone grinder
Added 3 new reaction to batch furnace. Make batch coke, from wood, lignite and bituminous coal.
Added loads and loads of building mats to the new buildings, so people cant build everything instantly. No special items needed though, any mason can supply what you need.
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Added a reaction for every drink, you can now order specific drinks
Added a reaction for every milling action. You can now order specific dyes and oils.
Removed the 3 batch drink reactions from kitchen
Fixed scale material reaction. Scale items are now generic scale and can be used for armor (like leather)
changed all archeologist reacion to only accept rough gems.
Changed all standart fossils to inorganic mats. needs testing.
Added mining cart, logging cart and corpse cart. Replaces wheelbarrow.
Added wheelbarrow reaction for bodyparts. NEEDS TESTING SINCE THE MATERIAL TYPE IS MISSING
Added 5 new throwing weapons
Nerfed hydraulic fluid. Now dizziness instead of paralysis (no more suffocation)
Reduced value of warbeasts by 50%
Added a glowtile to landmines
Removed airmen
added arc furnace
added 6 new metals
added gem workshop
added cheat workshop for testing
added metallurgist for alloys
added smithing accidents, slight chance for injuries or metal poisoning
Added transmutation chamber, to seperate the alchemy reactions
Changed temples reaction. Since they dont always kill, you wont always get all the gear. Made a bug into a feature, still hope to fix it somehow.
Changed landmines into castes, not creatures. Reduces the amount of free landmines
Changed golems. Only one remains, the Iron Golem. Better combat skills, weaker defense. I did not like they way they cant fight well, and die too hard. Hope this is better.
Added nether worms, a catchable pet in the deeper caverns. Has frost breath attack.
Added all new changes to the GUI
updated manual