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Dwarf Fortress Best Mods

Dwarf Fortress Best Mods

Bay 12 Games: Dwarf FortressComing to! DOWNLOAD DWARF FORTRESS CLASSIC 0.44.12 (July 7, 2018) Current Development:,. I went to the Interplanetary Festival in Santa Fe, where I was part of a game design panel.

☑ Main Inspiration for the game was Dwarf Fortress (even mentioned in Steam Bio for the game). ☑ It’s like a cleaner, easier to use version of Dwarf Fortress and dare I say it’s better in almost every way. ☑ The best colony creation and base building mechanics I’ve experienced. ☑ Over 20,000 reviews with a 10/10 score on Steam.

They've already posted. The audience was seated out in the grass and there were many dogs (and a wolf from a wolf sanctuary!), so it was much more relaxed than the background would have you believe, which is why I perhaps do even more odd dancing than usual. Should have more normal sorts of news for next week. We now have our first complete plot pulled off in play, after world generation is complete. The lucky (and one unlucky) actors were a dwarven necromancer named Ustuth, the dwarf Count Limul Treatyvessels, and Jonu the human assassin. Ustuth had quite a run through world generation.

Before becoming immortal, he was the Sacred Night of the dream religion, the Veiled Fellowship, but was too proud to give in to death and sought to extend his life. A necromancer was all too happy to arrange this, and Ustuth joined as a lieutenant of a small zombie horde which had rampaged through a few villages. The dwarves led an alliance with the humans and elves to put an end to this after a decade or so, and Ustuth was taken prisoner.Normally these stories have ended with some giant monster just killing everybody, but Ustuth had another 80 years to go. Ustuth escaped from prison after a few years and settled in a town which was captured by goblins, and he was reimprisoned in a goblin tower. Freed during a dwarven invasion, Ustuth settled in a dwarf fortress and became an engineer while running a highly-successful criminal operation. I'm not actually sure why he didn't try to start a zombie horde of his own instead, but this is okay.

After another few decades, he moved to the center of scholarship of the dwarves, Roomlantern, and began working more seriously, inventing valves and writing a few books about how they work. Even among dwarves though, agelessness is noticed, and Ustuth had to flee for his life, to the hillocks of Questrelic, where he blended in as a miner. He married Urdim Craftdells and moved back to the original fortress where he had settled after goblin prison, Basementcave. He joined the bonecarvers guild, the Prime Guild, and became their recordkeeper.This didn't last long, though, as he was already known at Basementcave and the suspicions arose again. Ustoth fled again to hillocks where he was not known. It was at this point that he had had just about enough, and grew to hate the ruler of Basementcave, Count Limul, very deeply. From the hillocks, Ustoth took up the traveling life and became a bard, studying under an elf who immediately joined Ustuth's criminal network, which had been operating all this time.When the game started, Ustoth was hanging out with several criminal musician elves in a human village.

From the world debugger, I watched him travel to the mercenary fort where the Blockades of Chaos made their base, worshipping the god of strength. Some of them were still freelancing though, and Jonu was one of these. Excellently equipped by her group, and highly experienced, sneaking into Basementcave still wasn't going to be easy, but it wasn't beyond her.

After she successfully slipped past the guards, Count Limul didn't stand a chance.Several of the other plots will come mostly for free with this, and handling the infrastructure for this has solidified the idea that adventurer villains that can give similar orders are going to work. There are going to be some near misses, as people can move around at times, but enough people stay in place for long enough that it hopefully won't be too frustrating to have your companions and fellow plotters come back empty-handed too often.

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Before testing any of that, though, I need to finish up the plot conversions. Ah, the month slipped by on the dev log here. This is, and here is the Future of the Fortress:,.

Also,For most of the days since the last log, I've been doing month changeover work with emails and rewards etc. I did manage to find some time to start the post world-gen villain work, and it looks like everything will transfer over about as incompletely as I could have hoped. There is a lot to do with meetings, and travel, and infiltration-style actions at sites, etc., but it can all use roughly the same basic data structures and framework as we have from world generation.

That's the hope. We'll see how that goes!.

A dry but productive week of historical data structures and text. They don't read as well as the stories from the dev logs, but the information is there now, and in the XML export.

And that marks the end of the world generation work! Finally, we'll be moving on to everything else.

Since it has been a while, a reminder of what that looks like in recent years, roughly speaking. First, we bring over the core of the world generation mechanics that'll be needed in both modes of the game, with finer detail since the map is more detailed and time is more granular. This time, that mostly means getting the villainous agents to actually move on the map, continuing the plots from world gen. Then, we work on adventure mode, since it's easier to see things up close there and do necessary tweaks and patch up flaws.

Here, we'll be doing adventure mode investigations and adventurers-as-villains, as well as finishing some items we left for parties and realizing some maps and things from world generation. Finally, with all the core mechanics and tweaks in place, we hit the fortress mode changes: relationship improvements sparked by the villain upgrade, villains against the fort, any plotting that you yourself can do as a fort (either as counter-espionage or more actively), and any other bits from religions, mercenaries, etc. That make it over, though these last are undecided.Here are some items I forgot to link from earlier in the month:This doesn't have the video, but the very good cat was crawling all over me intermittently.And finally,. Fortunately, the bug from last week lasted only one more work day.

The divergent butchered meats were tied to different livestock populations, which came back to differently initialized labor pools due to the game being confused about zombie work forces. It was particularly bad since the seeds of the two worlds diverged but then realigned before things got too bad (and then diverged again for keeps 38 weeks later). This happens sometimes, since the number of dice rolls can resync, with just a slight change that doesn't become apparent until it blows things up later. So, in any case, I was able to get back on top of things.First, alliances. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like gobs and the undead), they can join up now, for as long as feels necessary, and beyond, if they get along.

This has had the desired effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market to attempt to get a snowball going. This sets an alliance to be formed, and the necromancer is subsequently be defeated. In one such case, the necromancer Morul Searedgorge did exactly that to a coastal town of humans, and the next year found himself captured by an alliance of humans, elves and dwarves in roughly equal numbers.

He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack.There are all sorts of variations on the general pattern. In one world, a militia commander obsessed with their own mortality defected to the necromancers, was killed, raised, and imprisoned for decades (and still in prison at game start.) In the same world, the main necromancer was also killed, but was brought back by an apprentice who had assumed control, who was later killed, and the now truly undead main necromancer became the leader again, until the alliance was finally fully successful. I only had one small world where the wind just blew the wrong way for everybody and the necromancer completely won, after 700 years of tracking down the last villages. In the end, heroic animal people were the last resistance, settling in the final holdout locations, slaying multiple forlorn butcher lieutenants as they inevitable fell to the army of 10000+ zombies and became forlorn butcher animal people themselves. By the year 834, every settlement was destroyed, and history effectively stopped, aside from chronic book writing and some animal heroes that still arose and wandered the regions (they found nowhere to settle and died of old age peacefully.) The necromancers don't yet attack the wilderness.I was able to finish a few more supernatural events as well.

World gen dwarves can break into the underworld now. It gives them a chance to fight off the demons, but this generally goes poorly, as they aren't as clever as you all, making theme parks down there, heh. Some goblins are thrown into the mix, and this becomes a new civilization in the mountains. Artifacts can now be stored in tombs, and if thieves go for them, this can cause disturbances, as in adventure mode currently. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. Here is after the mummy decided to attack the nearby city that had built the tomb. They executed and raised everybody there as zombies.

The mummy never managed to recover the iron ring that was stolen from the tomb, and the thief died in an unrelated combat a few years after the theft (before the tomb eruption even happened.) The mummy also raised his own mother from the tomb as an 'interred ghoul', along with every other notable personage buried there. I've given the intelligent undead raised by mummied more 'crypty' adjectives to distinguish them. We'll probably have to wait for the magic stuff before a more natural system can be used.I also finished the villainous/merc/etc.

XML exporting I needed to do, and have started on the remaining historical event writeups. In preparation for alliances, I searched for a world with a formidable necromancer. I didn't find one initially, as it took quite a bit of tweaking to get them to take off properly.

During this process, I found a random intelligent undead, a gorlak night shade, that was taken captive during a human counterattack, enslaved, and made to milk cows for some years. The citizens eventually became bothered that the creature did not age, then suspicious, then hostile.

I suppose that's fair, as the curse doesn't currently change their appearance from the one they had in life, but still, it was leading a zombie army. In any case, the night shade escaped their wrath, and returned to its tower, where it died (again) defending against another necromancer's attack.Eventually, as I made changes, the necromancers started conquering larger swaths of land more often, as intended (pre-alliance.) The elves had to conquer an entire mountain range filled with zombies that used to be a dwarven civilization of thirty or so sites. Their first attack on a zombie fort failed, but most of the zombies were put down then, and the elves eventually cleared out the halls. In other cases, the initial counter-attack started trouble for the world. The dwarves took a necromancer tower that had attacked their hillocks, and they took the necromancer's forbidden death-god slab as a prize to one of their fortresses, where the local historians started reading it and corrupting themselves. I also gave necromancers and vampires the ability to use their secrets and their blood respectively to entice people to join their villainous schemes. Grateful and dutiful villains actually carry through and share their power when an asset proves themselves useful, but others never fulfill their promise.At last, I found a great world for testing alliances.

A necromancer took over an entire elf civilization, choosing their battles well enough that the elves never mounted an effective counter-attack (though there was a bit of luck involved there too, I'm sure), after which they were pretty much unstoppable. The whole time, the neighboring humans and dwarves stood by, because there are no alliances yet, but they could have easily stopped the undead. This, of course, was the perfect time for another world gen non-reproducibility bug, which I've been working on for two full days. I've traced it from the main necromancer being assassinated (or not) in the year 205, to a migration happening (or not) in year 183 week 40, to a debt being to one city or another in week 38, to whether or not a site wanted stone cabinets, to the size of their meat stockpile in 183 week 2, to ten particular stacks of meat which have random amounts even when the world seed is the same. I'll get it eventually, but I have to generate the medium island world out to year 183 at least twice every time I want to log, usually more, so that's fun, ha ha ha. I was planning to wrap up the supernatural changes this week, and now may end up just doing alliances, but we'll see how the bug chasing concludes. Necromancers are having fun.

I've added a bit more information to the necromancer towers, allowing the zombies to build them up a bit to increase a site zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers.

Such regions become evil slowly, emanating outward visibly from the tower tile by tile. Necromancers can infiltrate site graves and catacombs to sneak out some zombies, before they are ready to attack (in the currently released version, they only raid old battlefields.) Necromancers captured during such risky infiltrations are generally executed.Once the necromancer is feeling powerful enough, they attack the outlying villages of a market town and if the snowball gets big enough, the market town as well, all in the same invasion during a given year.

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So far, this has caused some minor pain, but hasn't ever turned into a world-ending cascade, as history is usually too messy for that (sudden dragon attacks, opportunistic goblin attacks, etc.) But I'm still planning on adding alliances, as the necromancers will only get better at seeing through their new ambitions as I do a few tweaks to make them more effective.For instance, in order to handle some of the logistics of taking over the world, necromancers can now raise a new type of intelligent undead from historical graves and battlefields. These currently have silly names like hollow haunt and doomed zombie and so forth. They are under the control of the necromancer, but can retain much of their old identity. (There are bugs to wrangle - sometimes they take off and join performance troupes.) I'm also currently letting the necromancer use them as assets during villainous schemes, though I should grapple a bit with what that means in terms of, like, their intimidation rolls and how they get reported to the authorities.

Magic

The report to start May:. And here's the monthly Q&A, Future of the Fortress:,.

Now to begin supernatural villains and perhaps our first end of the world. The civilizations in world generation now have some basic counter-intelligence abilities, and though it's abstract like the rest of world generation, the spy masters and law enforcement position holders, like the villains, have to work in a more-or-less fair fashion to earn their victories. The game keeps track of the evidence they've collected from witnesses, interrogation and surveillance, and this gives them leads on further steps to take, in terms of who to surveil and who to interrogate. They don't take any complicated steps, forming plots against villains etc., as there simply wasn't time.

But they can defend themselves adequately and stop the world from falling into compromised ruin. Hopefully that'll be enough for now. We'll come back and adjust after we see how fort mode plays if necessary.But first, we need to finish world generation, and that means it's time for the supernatural critters and persons to have their shot at earning proper villainous credentials. We spent some time this week narrowing down a very long list of possibilities. Most matter to do with the supernatural is best saved for the magic release, but since there will be a Big Wait for that, adding as well the work on the graphical release, we've been planning to add a certain amount of Fun elements to help tide everybody over. I previewed one of these at my talk at the last Roguelike Celebration, which was a plot for a necromancer to take over the world with an army of undead soldiers raised from the chaos of plot-caused wars. Conveniently, we have almost all of the tools necessary to do that now.

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This'll also very likely lead to a non-villainous addition - alliances. At least, our suspicion is that in some worlds, those will be very necessary for survival. But it's not all undead armies in the notes. We'll see what we get to in the time we've set aside for this. I've finished the final non-supernatural plots for villains to employ now. As stated last month just before all the excitement, these are corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies.

They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) The most complicated plot here was snatching, as it involves the new hideouts and also the disposition of the hostage afterward. They can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong grudge and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). So, that's kind of bleak. One bright side is that personal prisoners have a chance to escape now (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls.Most of it is bleak, though. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target.

If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile to imprisonment or execution. The villains make sure to check the laws first before they attempt to use either of these techniques.Starting wars, also bleak, involves corrupt leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace.

Contents. A more complete list of mods (comparing to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.The list does however not encompass all up-to-date mods published on the forum, for that one has to search through the, or even the, the site where nigh all uploaded mods are stored. Current version: 0.5.5 for DF Version 0.44Description:Author: IndigoFenixType: Total ConversionSummary: A total conversion mod that give the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends.

Dwarf Fortress Best Mods