Notes: I turned Special Weather off by default. I turned Runesmith off by default, because the building has no reactions yet. I added transformation pause and recenter. This is optional, but will help in future once I introduce enemies that spawn inside your fortress. I also turned the Slagpit on by default. I want reports on this feature. If you dont like it, just turn it off for now. And please, please pretty please, if you change your tileset: First change the tileset, then your other settings. It will replace some parts, and might confuse the GUI. For example turning slagpit off, then switching to ironhand will remove the slagpit building, but copy the ironhand raws with the slag-producing ore back in. This is what broke the coarse-iron for ironhand/ascii players a while ago. Finally found out why. Just so you know. I also broke the 100 building mark, the 2000 reaction mark, and the 1000 creature mark. But most importantly: Masterwork Dwarf Fortress is one year old today. First playable version was done on the 01.01.12 and first release was two days later. Cant believe it has been one year.
- Applied binary patch. Following bugs should be fixed:
- Html-Manual included.
- All civs are reduced to one metal. Except dwarves and taiga-orcs of course.
This should make it a lot easier to guess the strength of an army. It also adds a definite refining step to goblinite and orcinite, as well as allow allied races to bring more useful tradegoods.
Changelog Masterwork Dwarf Fortress V.2c
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runesmith off
special weather off
transformation msg on
slagpit on
Added all available binary patches:
Long patrol duty thoughts accumulate from all squad orders, including training
Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen
Vermin can only escape from artifact animal traps
Fish in aquariums interfere with vermin behavior checks
Military dwarves turn off all of their labors when becoming heroes
Diplomats don't bring bodyguards
Deconstructing walls teleport material to location
Weapon Racks do nothing
Marksdwarves won't use training bolts until combat bolts are used up
Hopital Zones do not respect clothing limits
Removed wooden mechanism/quern/millstone reactions from craftsdwarf.
New buildings: toxicist, runesmith, glassforge, collosseum, expedition outfitter, expedition starting point, slag pit
Made all new buildings optional in GUI
Added runesmith blueprint research to research study
Added sending expeditions, diplomats, spies, caravans and bards.
Added gem slab, hatchcover, grate, coffin and statue. Cages, Weaponrack, Armorstand and Floodgate.
Added bone slab, hatchcover, grate, coffin and statue. Cages, Weaponrack, Armorstand and Floodgate.
Corrected description of spear golems. They claimed to have hammers, these silly things.
Increased mineral scarcity from 100-200 to 600 in the adv. worlgen (vanilla is 2500)
Added glassforge reactions. Same as gemforge, now for clear/crystal/green glass.
Added magma glassforge, and fuel needed for glassforge.
This means you can make glass weapons, armor and ammo.
Fixed magma crucible reactions
Fixed giant ant bodies
Balanced several buildmats, buildlabors and reaction skills.
Fixed meteor hammers. Now way more fitting combat stats.
Deleted cave turtle vermin pets and silkworm vermin pets
removed evil tag from phantom spiders, get those for your silkfarms.
fixed double entry of plategreaves in stockpiles
deleted 2 types of human armors, to trim down the amount of types.
fixed "bug12 please report this" at embark extract selection. (was broodmother secretion for the slave transformation.)
Goblins should only bring rusty iron
Orcs should only bring rusty steel
Added a harmless boiling stone to all religious reactions. The reason is that they rarely produce anything, and therefore dont level up the skills of the user. now a stone is created,
and dwarves get more "Apostel of Armok" skill.
Added brass and zinc batch making to the blast furnace.
Added slag to custom reactions and metal ore
Removed pure metals. Pure gold, pure platinum, and so forth.
Removed slade crate from drow traders... slade metal doesnt exist anymore
Fishing poles and nets wont be used up that fast now. only 5% chance of loosing them.
All caste skills show a (*) behind the buffed skills. Now you can identify usefull castes and fitting skills ingame.
Nerfed Legionnaires strength, toughness and recuperation a little, but added natural fighting skills for this. (to make them more obvious among migrants)
Dining room sets make now 4 chairs and 4 tables. No more decorative statues in addition.
Custom beds no longer need cloth.
Rockforge needs an anvil. This way you need to make the stonecutter first.
Removed low boots.
Renamed high boots to boots.
The Ward of Armok can now cure (that means SAFE) possessed dwarves. Warlock spies, Necromancers, Werewolves and Bloodbeasts. ONLY BEFORE THE TRANSFORMATION.
New tile for Apostle of Armok. Looks like a priest now, not a doctor.
All diseases only affect each dwarf for one month max. That means each dwarf can only be infected once. After this he has a natural protection. The original disease carrier can
still infect migrants however.
Waterdragon are now [AMPHIBIOUS] instead of aquatic
Timberyard no longer needs wood to be build.
Orcs and Frost Giants are no longer trap-avoid.
Orc Scouts still are, so take care. Same for automaton steamrunners...
Dwarves now trade runesmith blueprints.
Drow and Humans no longer trade ammunition mint blueprints, since this building has been removed.
Fixed a handfull small things in the GUI. One link was directed to an offline site, 2 tooltips were outdated, 2 names slightly off... nothing major.
Removed Stop & Recenter at birth of citizen.
Removed Stop & Recenter at fog/mist in good/evil biomes.
Removed Stop & Recenter at "moody dwarf claims a workshop" and "moody dwarf starts a construction"
You will still get announcements about births, claimed workshops and started construction. Just no pause, and no camera focus on those events.
You will now get a pop-up box and pause/recenter on every transformation. This change is optional, found in the GUI in the Misc Section. By default ON.
Added isoworld to the download
Added isoworld link to the utility section in the GUI.
Added isoworld section to the Manual
Added readmes for all utitilies. Found in the utility section.
All XYZ-man creatures (wax, sweat, beer, and so on) are 10 times rarer. They were a bit distracting at times.
Added 8 more metal types for colossi. 2 of these should only appear extremely seldom, and in the colosseum.
Added 21 creatures to be spawned into the colosseum.
Added glass buckets, bins, barrels, beds and cages.
Added bone and gem cages.
Items from the Rockforge and Gemforge no longer alienate the Elven Traders. (was using rocktip wood for the ammo, and some other items, due to stockpiling)
Added specific reaction to make shadowleaf/hide root/quarry bush oil. (these made oil before, but couldnt be selected one by one)
Added specific reactions to extract mithril and adamantine strands. (the vanilla reaction takes any metal that can be used, which are several in this mod)
Nerfed glass splinters a lot. woodcutter in the second caverns only bleed a little. nothing bad, more for flavor
Added Toxicist reactions. 6 poisons and imported animal venoms can be used on weapons, ammo or traps.
Removed mineral oil soap. for now, since no mineral oil exists.
Treant seed and spitting orchid seeds are a lot cheaper now.
Added Quickfort
Aded quickfort manual section
Reduced races to one metal each. This will allow better balancing of invasion, and trading.
Humans: Rose gold. (and sterling silver for tooly/toys)
Elves: Mithril
Drow: Bloodsteel
Warlocks: Ironbone
Goblins: Rusty Iron
Orcs: Rusty Steel
Automatons: Brass
Frost Giants: Wolfram
All cave civs have a mix of rusty iron and rusty steel
That should make elven and drow caravans guards a bit better, trading with them better, make goblins easier, orcs the same, warlocks easier, automatons same, frost giants
slower, but stronger. Goblinite/Orcinite will also always require the "remove rust" refining step.