Yes, I am yelling this in the hope that people take heed. Your miners can essentially be ambushed now, by weak elemtental-wraiths living in the rock, by balrogs (rare) and soggoths (rare). This means you should bring warbeasts and military while mining. I know that many people will turn this off, because it does make the game harder and is unusual. Feedback about this feature is most welcome. Since undigable rock and the coal-dust and warpstone were not quite successful in making harder mining interesting, I hope this try does better.
Changelog Masterwork Dwarf Fortress V.2e
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- Fixed double entry of helms in stockpiles
- Dog is back
- Made FrostGiants and Automatons agree with each other. They had perfectly opposing ethics, Giants wiped out the Automatons.
- Slag value set to 0 (from amazing 28, ups)
- Fixed stranglers and war-elephants from Fortress Defense bringing weapons.
- War/hunting trained gorillas and mandrills no longer look like cows.
- Fixed Ram and Stake upgrades
- Lasherdwarves are now correctly named as such
- Meteoric now gives 2 bars instead of 6 (since all small-cluster drop stones 100% of the time, instead of 25% as they should)
- Reduced the amount of grass, surface should be a bit tidier.
- Kept the amount of grass for savage biomes, this way you see a difference.
- Deleted dart thrower and darts from engineer. Its redundant now that the poison-coating exists.
- Added full sprite-set for Kobolds, with all professions
- Added two new creatures that can be hived/farmed: Bane spider and cochineal.
- Bane spiders give venom that the toxicist makes into Greenskin Bane Poison. Replaces old ingredients.
- Cochineal give insect hives that can be milled into carmine dye at any quern/millstone.
- Using silk moths and cochineal together is a valuable industry, giving silk and dye at the same time.
- Added Large Dress Aware Patcher to the download (in utility folder) and linked it to the GUI.
- Added the LNP laptop-keybinds to the GUI.
- Researchers Study now correctly portraits both yes and no on the button.
- Plants are now sorted alphabetically, for farmplos, kitchen screen, trading, embark...
- Fixed "spawn water from bottle" hotkey.
- Nerfed plants. All aboveground plants need 2 seasons to grow, and can be planted in spring or summer; harvested in summer or autumn
- DO NOT PLANT THESE IN AUTUMN, YOU WILL LOOSE THE SEEDS.
- All underground plants need 4 seasons to grow, and can be planted all year.
- All trees need 4 seasons to grow, and can be planted all year.
- If you turn harder farming off, plants need between 1/3 and 1/2 of a season to grow.
- Linked tree-growth rates to harder farming. If turned off, farmed trees grow faster now.
- Added grazing back, linked to a button in the GUI.
- Harder smelting now results in 50% less ore and 50% rarer metal ores to be found.
- Harder smelting now has a 2% chance of a small fire, instead of 1%.
- Slightly raised chances for ore of tin
- Added lead back to galena, thanks smakemupagus.
- Removed grazing from 4 underground monsters that still had it.
- Armored animals dont need to graze (I did this because I had to remove mating from armored animals, so this should balance it out a bit. This way you can station your
steel-clad elephants even inside the fortress)
- Added grazing to all kinds of wild plant-eating mammals.
- Bigger creatures have a small grasstrample value (20) if grazing is on. If you turn grazing off, grasstrample is set off as well.
- Fixed papyrus.
- Linked wood stalk (koboldcamp plant) to kobold camp option. Its only in the game when you play as kobolds.
- Added 5 new blueprints. Colosseum, Machine Factory, Bifrost Forge, Great Magma Forge and Warpstone Lab.
- Buy them from the dwarven caravan or design them yourself at the Architect.
- Raised value of golem hearts brought by caravans. Now to be found in the "misc" section of traders.
- Made getting golem hearts slightly harder in the temple.
- Fixed resurrection spam in good regions
- Dead turrets now leave a clockwork part, which can be used to create a new turret. Same item drop as automatons.
- Coal dust has been nerfed a lot. Kills maybe after 10 years... (harder mining setting)
- Added 2 special rocks to harder mining: foreboding shadow and non-euclidian rock. First one spawns a balrog, second one spawns 3 soggoths.
- These are very rare. Your miner will drop his gear, stand still in fear (till the creatures are spawned) and then run away. The creature will be stunned for a short time.
- You should treat these two as megabeasts.
- Balrog fights really well and can melt stuff, will destroy your buildings.
- Soggoths... multiply if injured. Seperate and kill, or kill all at the same time, or dragonfire, or wall-in, or obsidian/magma/ice/cave-in.
- Most rocks have a chance to contain an undetectable "shifting rock". Same mechanic, it will spawn 3 rockwraiths.
- Rockwraiths are very brittle, and even copper weapons kill them. But they are immune to punches/kicks.
- This means you need an escort while mining, mostly in big areas/veins.
- Most ores have a chance to contain an undetectable "shifting ore". Same mechanic, it will spawn 2 metalwraiths.
- Metalwraiths are about as strong as copper. You should use iron/bronze to fight them.
- Minor balancing in inorganic files.
- Minor balancing in worldgen files, Glacier world should now work again. (genned it a few times)
- Added seeds to all vanilla plants missing seeds.
- Updated Orc Fortress to 0.22
- Updated therapist to 19.3
- Updated falconnes plugins