- Updated dfhack to r3
- Added putnams itemsyndrome script, needed for some new additions.
- Added "forumdwarves" utility. Press Ctrl-P to print any ingame text to the forumdwarves.txt
- Applied binpatches from dfhack to fix following vanilla bugs:
# Bug 5994 - items teleported when removing a construction binpatch apply deconstruct-teleport binpatch apply deconstruct-heapfall
# Bug 4406 - hospital overstocking on all items binpatch apply hospital-overstocking
# Bug 808 - custom reactions completely using up all of their reagents binpatch apply custom-reagent-size
# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo binpatch apply training-ammo
# Bug 1445 - weapon racks broken, armor stand capacity too low
- Added [LEATHER][ITEMS_LEATHER] to shellplate and rigid shellplate templates. Leatherworker now accepts these as well.
- Fixed bronze ballista/catapult parts reaction.
- Replaced all coal:coke reagents with coal:no_matgloss, this way people can use charcoal as well. (was used in 20 or so custom reactions)
- Added Machinery Section to Workshops and moved Steam Engine to it. (dfhack related, does not work as furnace)
- Updated Phoebus Minecart tile (was outdated, sorry)
- Reduces clutch size of the new dwarven pets.
- Updated falconnes dfhack plugins for r3
- Shalswars and Orges no longer spawn with clothing (kobold camp)
- Golems rebalanced. Golem Casts no longer exist. Making a golem now needs:
- 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. (and the dwarf of course)
- Lowered the value of cheese, but raised the value of milk.
- Warbeast Kennels rebalanced. Pet Armor Casts no longer exist. Armoring a pet now needs:
- 3 metal bars, 1 mechanism. This will armor 1 pet.
- Recycling a dead pets armor will give you 2 metal bars back.
- Recycling a broken golem will give you 1 mechanism and 3 metal bars back.
- Rebalanced landmine and turret making. Landmine/Turret cases no longer exist. You now need:
- 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. + reagents for the specific type. (fire, ice, warpstone, etc.)
- 2 iron bars, 2 copper bars, 2 mechanisms, 1 clockwork part for turrets. + reagents for the specific type. (fire, ice, warpstone, etc.)
- Rebalanced the Colosseum.
- To "Release a creature" you need a caged monster. These can be bought from any caravan, in the tool section.
- When a "golden caged monster" is realeased, you get a spawned creature to fight, and a golden cage. Same for all other materials.
- To summon a Colossus in the Colosseum, you need a statue and the book of summoning. These can be bought from dwarves or drow caravans.
- Added New Building Category "Machinery"
- Added Alarm Siren and Gnomish Artificer Buildings.
- Kobold Viper-Caste no longer causes fires when it bites. Really odd bug, that one.
- Designing and copying blueprints now needs jugs full of ink, instead of just flasks.
- Renamed Runesmith to Rune Weaponry, and added Rune Armory.
- Rune Armory enchanted metal armors with up to 15 positive effects.
- Weather Control Device. Trade the blueprint from gnomes, late game traders.
- Added gnome race. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders.
- They bring a diplomat and a guild representative, and are the only source of blueprints for the "gnomish artificer" and the "weather control device"
- Gnomes bring no wagons and no bodyguards, so take care of their caravans.
- Added gnomish artificer. New furnace. Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.
- Steampower Armor: Iron grade armor, gives max strength
- Steamguardian Armor: Steel grade armor, gives max endurance
- Steamrunner Armor, Bronze grade armor, gives max agility
- These armors can still be enchanted with runes, if you want to.
- Flamethrower and bladed flamethrower: Dwarves can shoot flames. Beware friendly fire.
- Firecannon and bladed firecannon: Dwarves shoot cannonballs and fireballs.
- Cannon and bladed cannon: Dwarves shoot cannonballs.
- Added weather control device. New furnace.
- You can run 3 reactions there: Clear the sky, Let it rain, Let it snow.
- Added 5 options to the GUI: Gnome Race, Alarm Siren, Weather Control Device, Gnomish Artificer, Rune Armory. You can toggle these on/off.
- Updated Manual
- Snow Leopards are now war-trainable.
- Fixed 27 web-throwing creatures, including the trap spider (kobold camp) to actually USE THEIR WEBS. Turns out the webber tag is not enough.
- Thieves tunnel (kobold camp) is easier to make
- Ogres (kobold camp) are better. 5 skill in strike, kick, dodge and fighting.
- Armored ogres (kobold camp)are better. 10 skill in strike, kick, dodge and fighting.
- Fixed REACTION:KOBOLD_RIGIDCHITIN_LEATHER_ARMOR_BREASTPLATE] (kobold camp)
- Scriptorium allows to "record the history of your fortress", which will quicksave your progress.
- Elves now sell 2 special items, the Song of Gaia and Song of Titania. These are found in the misc-section of the trader.
- You can regrow all grass once with the Song of Titania, or regrow all grass and tree-saplings with the Song of Gaia.
- Gnomish Artificer can now make a steampowered Net-Thrower as well. It shoots webs.
- Fixed a splill-over bug when making boozebelly rum.
- Lowcapsed all the embark profile titles. Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top.
- Fixed dewbeetle mead spilling over
- Fixed cragtooth teeth being sheard as "skin"
- Kobolds can now make clay sling bullets. (kobold camp)
- Stealing from civs no longer needs bags and cloaks, but "pouches" and "thief's cloaks". Both are tools. (kobold camp)
- Removed bone studs. You now make studded leather directly from leather+bone/horn/hoof/remains.
- Added an empty gamelog.txt for soundsense to find.
- Added the forumdwarves.txt. It includes a small readme as well.
- Iron/Steel armored sauropods had a very small chance of appearing in the wild. I fixed that.