Changelog Masterwork Dwarf Fortress V.2d
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Added Kobold Camp to Gui. Play as tiny little dirt digging thieves.
Added optional standardized toys. All allied civs only bring toys named toys.
Added optional standardized animal parts/meat. Butchering animals only gives meat (no eyes, lungs, kidney, heart)
Added optional regional interactions. Good regions get nicer, evil regions get worse.
Added optional creature settings, Magical. Adds/Removes 32 creatures. (ink man, beer man, blink dog...)
Added 70 creatures(real world animals) to optional creature setting: Animals
Added 85 new creatures (monsters) to creature setting: Monsters
Added 11 new creatures (megabeasts) the creature setting: Megabeats
Added 35 new creatures (monsters) to creature setting: Cavern Creatures
All new creatures are from the dead(?) DwarvenRealms mod, an old 31.25 total conversion. The author is Koji, who hasnt been here in 9 months, mod hasnt been updated in a year. I cant reach him and hope it is ok to use them. They do
have creature sprites, and I ported all of them into a 34.11 version. Would be a shame if all that work would lie around unused.
Removed mutant faedog, because of firebreath is too dangerous.
Shells can be tanned into shell plate. Same value as scale plate or chitin plate.
Slag concrete reaction now only accepts worthless stones, not any stone.
Papyrus is no longer free (the reaction was missing a ":")
Ink making now needs 3 jugs, and fills three jugs of ink, instead of one. Material costs are the same.
Raised value of bitterroot and shadowleaf poisons.
Raised value of all venoms.
Fountain of youth only takes empty barrels as buildmats now.
All rocktip, gemtip and glasstip ammo is now using the normal bolts and arrows. Not a extra ammo type, which means way easier equipping of them in the military screen.
Added reaction to copy blueprints to the research study. No reason dwarves shouldnt be able to copy a plan they already have. Once you get the plan, you can make as many as you like.
Removed the [CAN_STONE] tag from shortswords. No reason to have them in the craftsdwarf and rockforge.
Removed shell tag from drakescale template. No idea how that got there.
Added reaction to boil silk from silkmoth cocoons to kitchen.
Added reaction for heartstone from sun vulture. A test for extra creature butchery items. Either this system, or ebo_items, havent decided yet.
Toxicist now need a glob of tallow for each poison coating reaction.
Added silk moth colonies. Will be gathered by the beekeeper, give silk cocoons from hives (same mechanic as honey) and is boiled to silk in the kitchen. gives 3 units of silk from each cocoon.
Added specific reactions in the tanner for: leather, tough hide, shell, scale and chitin. All these run automatically.
Renamed the original "tan a hide" reaction to "tan any hide". It is no longer automatic. Takes anything, makes the fitting materials in the end.
Lowered value of tough hide, raised value of drakescale.
Deleted pet turtle, because it fills the same role as the cave tortoise.
Removed blood thorn from third cavern. Now only blue-themed plants remain.
Made candy and bread reaction automatic. This way they use the flour/sugar before it is stored, and you avoid the bug that DF cant find the reagents.
Added twohanded weapons back to the forge, got lost in the last update.
Good Regions now kill all undead that enter them.
Good Regions might resurrect dead dwarves occasionally.
Honey and Milk rain gives dwarves no_eat for one month. It is also only yellow now, instead of white and yellow, it might hurt your eyes a tiny fraction less now.
Beer rain gives dwarves no_drink for one month.
Replaced volcanic in archeology finds with rusty steel.
Sorted the pets in the embark/tradescreen a bit. Landmines, turrets and golems are at the very bottom of the pet list, so you dont have to scroll that much.
Doubled price of steel and bloodsteel crates
Humans now have steel instead of rose gold.
Added one reaction to all buildings: "====SKILL-skillname====" Similar to the workshop categories, this one simply says in each workshop which skill it uses. It will always be on the very top, can always be done, but will neither train a
skill nor produce any items.
Kobolds loot bags now contain metal crafts instead of bars (why should they have bars?) and are opened automatically at the craftsdwarf.
Runesmith is added. the building, not the utility
- ADAMANTINE => double damage on everything
- BISMUTH_BRONZE /// BLACK_BRONZE /// DEEPBRONZE /// BRONZE => 25% for crazed for a short time
- CHROME /// PATTERN_CHROME => 10% chance for unconsciousness for a seconds
- COBALT /// PATTERN_COBALT => extra bleeding on hit bodypart for a few seconds
- COPPER /// COPPER_WHITE => 25% for vomiting for a few seconds
- IRIDIUM => 5% chance for instant kill, but the corpse gets destroyed.
- IRON /// RHENAYAS_DARKLIGHT_IRON => extra pain on hit bodypart for a few seconds
- GOLD /// ROSE_GOLD => removes no exert, no pain, no nausea, no dizziness, no fever, no emotion, paralyzeimmune and no fear from enemy for a few seconds
- MITHRIL /// PATTERN_MITHRIL => 25% chance of instant kill against undead beings (with opposed to life tag), corpse gets destroyed.
- METEORIC_IRON => triple damage against megabeasts
- PEWTER_FINE /// PEWTER_LAY /// PEWTER_TRIFLE => 10% chance for dizzyness for a few seconds
- SILVER /// STERLING_SILVER /// NICKEL_SILVER => triple damage against all werebeast/vampires/mummies
- STEEL /// STEEL_DROW => 50% to cough blood for a few seconds
- TITANIUM /// PATTERN_TITANIUM => 10% for paralysis for a second
- WOLFRAM /// PATTERN_WOLFRAM => 25% speed reduction for a second
Changed the armory a little. No more armorplates. All platearmor is made directly. You need one armorpiece, steel bars and leather to upgrade it to platearmor. Works with helms, breastplate, greaves, boots and kiteshields. (custom gauntlets are, as always, bugged)
The new platearmor will have the material of the base-armor. That means you can even upgrade bifrost/volcanic gear.
Changed the weaponry a little. No more runes. All runic weapons have been replaced by "superior" weapons. You need one weapons and two steel bars to improve a weapon. Works will all weapons you civ can produce, including chopping axes and picks. You have a 15% chance to create a "legendary" weapon in addition. This weapon has some special combatlogs, expect easter eggs. Can add daggers to crossbows and javelin throwers for melee. The new, improved weapon will have the materials of the base-weapon. That means you can even upgrade bifrost/volcanic gear.
Changed both the Creature Research Study and the Scientits Research Study. Now named: Architect's Study and Researcher's Study. One building does all the blueprints, the architect. The other building does all the experiments, the researcher. Design has changed for the architect, and you no longer need cages as buildmats.
Renamed Gemcutter to Gemcutter's Workshop, because it didnt fit the naming scheme of the Stonecutter's Workshop.
Moved Boneyard to farming section.
Added tailor.
Renamed armoks metal to bone of armok and blessing of armok to breath of armok, to fit the naming scheme of blood/tear of armok.
Removed old special alchemists ammo.
Removed transmutation chamber, moved all reactions to the alchemist.
Toxicist now uses wax working labor.
Gunsmith now uses forge_weapons for everything, even the ammo.
Added child tag to cave beetles. They finally breed now, you dont even need nestboxes.
Fixed elves disappearing from ironhand worlds.
Added random creature generation script. Add 10-1000 procedually generated creatures, which can even form civs.
Added padded boots (those were missing), renamed padded leggins to padded trousers.
Made all padded armor layer under, and only be made from leather materials.
Made all normal clothing only be made from soft materials, not leather anymore. (this way people randomly embark with drakescale trousers and the like)
Steam engine uses mechanics now
Standardized plant thread, called: Cotton.
Moved butcher living rock to slaugherhouse.
Improved the slag system: Ores give 66% less slag now, in the smelter. All custom furnaces produce "slag bar (massive)", which clutters the workshop faster, because it is heavier, but the total amount of bars is reduced. This means
less hauling. Slagpits are reduced to 5x3 in size, to allow more to be build in a smaller area. Blast Furnace is efficient when it comes to slag, only 3 slag bars (massive) created for every 12 bars of metal.
Antmen drop chitinplate upon death. One for each antman.
Had to remove rusty iron and rusty steel from the goblin/orc loot in the expedition system. Dwarven civ had access to the material, means that they bring it at embark/caravans. Replaced the bars with steel and iron instead.
Tough hide renamed to tough leather. More creature give tough leather now.
Drakescale renamed to heavy scale. All wyrms and wyverns (yes, there are some) give heavy scale now.
2 Units of scale can be combined for 1 unit of heavy scale.
2 Units of shell can be combined for 1 unit of heavy shell.
2 Units of chitin can be combined for 1 unit of heavy chitin.
Studs for leather upgrades can now by made of horn and hoof as well.
skin => tan => leather => boil in oil => tough leather => stud => studded leather => combine/sew => lamellar leather.
normal => copper => bronze => iron
chitin => clean => chitinplate => combine => rigid chitinplate
shell => clean => shellplate => combine => rigid shellplate
scale => clean => scaleplate => combine => rigid scaleplate
normal => bronze => iron
All custom tools, which includes bone studs and many creatures drops, custom reagents and so forth are unimproveable. This way dwarves dont engrave/encrust random stuff and waste ressources.
Warlocks now drop custom items upon death, several sorts of evil symbols, icons, voodoo dolls, stuff like that. You can sacrifice those in the temple to appease armok. You will get rewards, and soul fractures, which can be combined to
a soul. Same as megabeast souls, these can be used to train one skill to legendary. You need 5 soul fractures for one soul. On average you should get one for about 10 dead warlocks.
Added 3 new inorganic mats called green glass, clear glass and crystal glass. Used for the glass weapons and armor, because the original glass templates suck in combat. The new ones are stockpiled under metals, so no worries if you
find an entry for glass in the metal stockpile. Will only affect weapons, armor and ammo stockpiles.
Green glass => iron -20%, clear glass => iron, crystal glass => steel -20%
Fixed a lot of stuff on the ascii/ironhand versions. Megabeast corpses, one missing tool, wood was still called "rough wood", some plants had wrong entries, elves had 2 female castes and no male one...
Renamed "small treename" to "treename sapling" for the tree farming.
Renamed seeds: All aboveground plants use seeds, all underground plants use spawns. All aboveground trees use acorns, all underground trees use spores. This way you immediatly know if it is above (seed/acorn) or below (spawn/spore)
Automatons no longer ambush you.
Added rock helm and rock boots to rockforge.
Volcanic gear only needs 1 obsidian and 1 slade boulder now... didnt relealise that the hauling time was sooooo absurd for slade.
Nerfed facehuggers a bit. 50% chance when bit, not 100% chance to transform into a horrible beast. Tehre are less of them as well.