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 Dwarf Fortress File Depot » Major Mods » Bountiful Beastfolk BETA (40.18) v.0.2.0
      
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File Listing: Bountiful Beastfolk BETA (40.18) v.0.2.0
Last Updated: Nov 27, 2014, 08:40:07 pm
First Created: Nov 25, 2014, 02:50:46 pm
File version: Unspecified
For DF version: 0.40.18
Downloads: 93 (99) Size: 61.6 KB
Views: 443 (509) Type: ZIP
Rating (0 votes): Unrated
Description
BOUNTIFUL BEASTFOLK
(BETA)

This is a beta version of the mod, a work in progress! As such it may still have some unknown bugs. Back up your saves!
FORUM THREAD

INSTALL INSTRUCTIONS: Just drag it all into data/raw/objects! Very simple, no complex rawjuggling here ;)

Tired of all those annoying thrips men and wren women wandering around your map aimlessly? Ever wish animal people were more than just beasts your dwarves won't butcher?

This mod aims to correct that.

FEATURES (VERY INCOMPLETE SO FAR):
  • 14 new civilizations, with every single animal man species having a chance to appear (and a few besides!)
  • Minor changes to some creatures, primarily beastfolk; marine animal men are now amphibious, several fanciful creatures are now fully intelligent.

The beastfolk, while living in elaborate towns or tree forts depending on biome, are without access to higher technology like metals or even stone (their entity files are largely based on the existent subterranean animalmen); they wield blowguns and wooden spears, and wear no armour. Not a huge threat to a prepared military, but when they attack, they attack very early on in your fort's life - so embark prepared. However, most of the time they will be at peace with your dwarves, bringing trade caravans every season - your broker will have plenty to do in this mod! They trade primarily in food, cloth and leather, and will sell you their blowguns (if you want to use them for some reason).

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CHANGELOG:
v.0.1.0 - release
v.0.1.1 - marine civ biome changes
- ethics changes
- biome support value pared down to 7
v.0.2.0 - revamped civs - biomes consolidated, added hostile + friendly versions of each, only one of each allowed on map now (except for thieving), added thieving civ
- new custom language
V.0.2.1 - increased civ cap to 2
- fixed typo: REPRECUSSIONS to REPERCUSSIONS
- changed thief ethics to facillitate theft


This mod is very much a work in progress, and while I've found no game-breaking bugs so far, there are some aspects of the mod i'm not entirely satisfied with.

CHANGELOG:
v.0.1.0 - release
v.0.1.1 - marine civ biome changes
- ethics changes
- biome support value pared down to 7
v.0.2.0 - revamped civs - biomes consolidated, added hostile + friendly versions of each, only one of each allowed on map now (except for thieving), added thieving civ
- new custom language
V.0.2.1 - increased civ cap to 2
- fixed typo: REPRECUSSIONS to REPERCUSSIONS
- changed thief ethics to facillitate theft


----

This mod is very much a work in progress, and while I've found no game-breaking bugs so far, there are some aspects of the mod i'm not entirely satisfied with.


TO DO LIST:
  • hostile beastfolk (both kobold and goblin analogs) Done!
  • fully custom language (atm I'm using DFLang's "Old English" preset; I'm working on a custom language generated mostly from animal noises, but it's difficult to find lists long enough) Done!
  • guards and soldiers should wear sets of bone armour, and bone spears; however I'm not too sure if this is even possible.
  • limit the amount of beastfolk civs to one or two of each; perhaps that should give the vanilla races some more breathing room, if that's desired. Done, though I may have 'balanced' them too far in the other direction...
  • figure out what to do with the 'marine' beastfolk civ; atm they're simply amphbious animal men with their biome set to NOT_FREEZING. Is there a way to make them, say, only build settlements along coastlines? Done! I think....

As I've mentioned, I'm still in the process of working on this, so if you have any feedback or suggestions they'd be greatly, greatly appreciated!
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