>>> NEW DOWNLOAD - SOME BUGFIXES AND MORE CONTENT <<<
Hey guys, I made a little fix for some issues. Meat, ropes, thread, cloth and so on is aviable at embark again. Goblins/Orcs/Frost Giants should have names again, and the flickering tile thing should be fixed. Not sure about that one though, since I never got it in the first place and cant diagnose it. But the only changes I made to tiles was the addition of genesis grass tiles, and I removed those.
- ASCII Version with original characters.
- Gold Armor is possible (but horrible in combat)
- Weapon traps are weaker.
- Weapon and Armor Case added, same as Display case, to show of cool items.
- You can now bake bread and make candy in the kitchen. Produced from flour or sugar.
- Added a slightly altered tile version for plants - Outdoor plants stand out more and are easier to distinguish. If it is too colorful I can remove it/make it optional.
Full changelog:
Nerfed Trap Components some more.
Added [USE_ANIMAL_PRODUCTS] to entity_default.txt
Added [ARENA_RESTRICTED] & [DOES_NOT_EXIST] to creature_veok.txt
Fixed leather types (material/tissue) in hawk, giant eagle, giant lion, giant tiger, giant leopard
Lowered Material Value of Metals by 20%
Made Gold an weapon/armor grade material. Horrible, but for people who like goldclad guards.
Added [INTELLIGENT][CAN_LEARN][UTTERANCES] to all invaders, so they have names again.
Made Master Zombie Legendary, so he stands out easier. (Blinking)
Added [OUTDOOR_FARMING] to entity_default.txt
Removed genesis grass files, maybe that fixes the flickering tiles.
Removed [SPECIFIC_FOOD:PLANT:BAMBOO] from Panda (no bamboo left in the game)
Added the ASCII Tile Fix by Teh Zip File THANKS
Added flour => bread and sugar => candy to kitchen
Added Weapon and Armor Case. Same as Display case, just for weapons and armor.
Updated the manual
Outstanding issues I cant find a solution for:
I want armor smithing to use multiple bars for one piece of armor.
Material_Size for armor. IT SHOULD WORK. IT DOES NOT. Dont know why. 1 bar = 150 material size, in theory. but even 300 and 450 sized items still need only 1 bar...
I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.
New ideas:
Obsidian Colossus as grand daddy of all golems you can buy. At the same time nerf golems, mines and turrets a bit.
Make fossils. Rare, expensive gemcluster, but instead of valueable gemstones it would be rare petrified creatures/bones. Could be used to make high end stone/bone weapons.
Anyway, the update for phoebus in online, the Ascii version is being uploaded just now. I also got the OK from several other modders for usage of their mods within the Settings system.
Btw POLL:
Reduced Features and Added Features hold the balance, while people clearly prefer simplicity over complexity. Will be taken into consideration.