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File Listing: Forces of Chaos 0.52 Beta!
Last Updated: Nov 23, 2011, 02:28:29 pm
First Created: Dec 27, 2010, 10:44:25 pm
File version: 0.52 beta
For DF version: 0.31.25
Downloads: 116 (317) Size: 34.7 KB
Views: 720 (1,277) Type: RAR
Rating (0 votes): Unrated
Description
Adds a playable race for Fortress mode: the Forces of Chaos (circa Warhammer).

Featuring grovelling Cultists, mighty Warriors, and even the rare chosen of Tzeentch, Nurgle, Slaanesh, and of course, Khorne. Appropriately sized weaponry included.

Balance testing and input is wanted. More features yet to come.

Check out the thread in the Bay12 forums for input/etc.

Very open to suggestions and improvement.

Cheers!


Very big update (0.2b). What it currently has:

CASTES

-Chaos Human caste (Humans hailing from the Northlands. Twisted and cruel).

-Chaos Warrior caste (Hardy warriors from the northlands empowered by the dark gods to become deadly and skilled. Moody and quick to anger).

-Chaos Cultist caste (Scrawny and weak humans twisted by their dedication to the Chaos Gods and their higher servants). Good at Alchemy, which is the relevant skill at the Great Altar.

-Tzeentch Sorcerer caste (A Chaos warrior that has embraced the arcane masteries of Tzeentch, Lord of Change. Can devastate enemies with sorcery and in combat. Tempestuous and moody. Only half-mortal).

-Champion of Nurgle (A Chaos warrior that has embraced the gift of Grandfather Nurgle, creator of plague and rot. Large and incredibly tough. Passively rots nearby non-Chaos creatures. Tempestuous and moody. Only half-mortal).

-Champion of Slaanesh (A Chaos warrior that has succumbed to the temptations of Slaanesh, God of Desirings. Lightning fast and can inflict incredible agony on nearby enemies. Tempestuous and moody. Only half-mortal).

-Champion of Khorne (A Chaos warrior that lives for Khorne, god of Blood, Brass, Skulls, and Slaughter. Unsurpassed in strength and martial prowess. Tempestuous and moody. Only half-mortal).



PETS

-Juggernaut of Khorne (A gigantic, Khornate, demonic quadruped made of brass and blood iron. Has a deadly, axe-like horn along with mighty jaws. Nigh-unstoppable.)

-Pink Horrors (A man-sized, mischievous, Tzeentch-spawned, many-armed creature with razor-sharp teeth and a penchant for hurling arcane flames.)

-Blue Horrors (A large, Tzeentch-spawned, many-armed creature with razor-sharp teeth. Inferior cousin of the Pink Horror.)

-Plague Beast (A large, pestilent creature that spreads the rot of Nurgle.)



STANDARD WEAPONS

-Chaos warriors use two-handed swords like long swords, long swords like short swords, short swords like daggers, and daggers like toothpicks. They can only make two-handed swords out of the above.

-Chaos warriors can make larger counterparts of two-handed swords, great axes, flails, mauls, pikes, and whips. They can also wield massive throwing axes.

ICON WEAPONS

-Axe of Khorne (a huge two-handed axe). Made from an Essence of Khorne and a Blood Steel Chaos Great Axe.

-Staff of Tzeentch (a large staff that can blast foes with Bolts of Tzeentch from afar and pummel them up close). Made from an Essence of Tzeentch and a Blood Steel Brutalizer. Comes with many Bolts of Tzeentch, which ignite in flesh and never extinguish.

-Spike of Nurgle (a huge pike). Made from an Essence of Nurgle and a Blood Steel Chaos Pike.

-Lash of Slaanesh (a scourge that puts any whip to shame for its light-saber-esque tendencies). Made from an Essence of Slaanesh and a Blood Steel Chaos Whip


BUILDINGS

-Great Altar (a huge altar used in dark rituals). Can be used to practice Dark Rituals (trains Alchemy); Create Blood Iron (made from iron bars, has a stat line much like steel); Create Blood Rock (made from any stone and is a high-value rock that can be used as flux); and Create Essences of Khorne, Tzeentch, Slaanesh, and Nurgle. Any reactions here (except for the Practice Dark Rituals) have a high chance of causing death.

-Blood Foundry (a large structure used to refine Blood Iron). Can refine Blood Iron into Blood Steel (which is like very heavy adamantine).

-Charnel Furnace (a structure used to burn Flesh into charcoal). Can burn meat into charcoal.


GENERAL NOTES

-The mightier the man, the moodier they get. Champions are very powerful but exceptionally prone to violent tantruming if not managed well.

-Champions are very rare (although the game likes to embark you with them). Cultists, Warriors, and Humans are most common.

-Horrors are very interesting. Pink Horrors love to pick locks, open doors, hurl flames, and pull levers. Blue Horrors are less smart and less powerful.

-Juggernauts are insanely powerful. Enemies without steel or better will not be able to do much.

-Plague Beasts are sorta like horses but with claws, teeth, and a miasma that makes stuff rot.

-I run this mod with the amazing Fortress Defense mod for extra stuff to kill.

-In general, this race is very strong but extremely prone to revolt. Expect low populations of combat-effective troops, however (Cultists are frequent and incredibly weak). If playing against them, expect insane sieges--a Champion riding a Juggernaut is awesomely deadly (had one kill a whole squad of dwarves), and Tzeentch Sorcerers are entertaining (they kill a lot of stuff with their magic, but also tend to kill their pals with it too)!


changelog

0.3b

-Fixed Female Khorne Champions being Legendary Potash makers

-Changed Pink Horrors to having CAN_SPEAK and CAN_LEARN and removed INTELLIGENT (they will no longer need to eat and drink)

-Removed CAN_LEARN from Juggernauts. They should now be trainable

-Added TRAINABLE to Plague Beasts. They should now be trainable

-Fixed the Plague Beast breath weapon. It should now function correctly

-Fixed Lash of Slaanesh reaction to use Alchemy

-Fixed a typo in the reaction raws

-Added Enormous Corkscrews to the entity file. You may now use screw pumps again.

-Added a new building, the Dark Shrine, where your people can pray for improved combat skills with a risk of divine punishment

-Added a new pet, the Nurgling, a trainable, savage little creature with a surprisingly strong bite and the capacity to spread the rot of Nurgle.

0.4b
-Greatly increased the size of the Chaos Warriors/Champions.
After reading more fluff and looking at how people get massively heavier as they get taller (if retaining their original proportions). ie. an 8 foot tall Norseman would be closer to 600 or 800 pounds than to 300 or 400. Now they won't be built like twigs :D

-Tweaked the entity file so that Chaos Warriors will siege sooner.
-Changed the descriptions of leaders/etc. in the entity file. Now enjoy Chaos-y names for your mayors, militia commanders, etc!

-Added Chaos Crusaders, who should be a hostile, non-player-controllable race (essentially clones of Chaos Warriors) that will be able to use the God Weaponry.
They are going to be brutal enemies indeed. May need more testing though, as I'm not entirely sure if they will always be hostile. If they are causing trouble, just go into the entity file and remove them.


-0.41b
-Normalized the size of Chaos Warriors and Champions to 380000 at adulthood. Warriors should now be able to wear armour again. Champions still have bigger size variance potential, so they will still end up being bigger most of the time
-Trimmed some reactions of their excess to remove a possible crash. Functionality is not changed in any way.
-Chaos Crusaders are no longer intelligent and can no longer speak. I believe this should make them more likely to be hostile.


-0.42b
Fixed a big issue that was preventing custom buildings from being used! VERY IMPORTANT UPDATE!


-0.43b
-Rebound the hotkey for the Shrine so that it can now be built... My bad xD
-Overhauled the Great Altar reactions and the Death Energy material to try and fix a weird crash that has occasionally occured. So far I've tried 4 embarks and have yet to encounter any crashing.
-Added a handy readme with lots of info on the workings of this mod!


0.5b
-Added in some new reactions to make the ultimate chaos metal, weaponry, and defense.
-Increased the size of the Juggernaut to be that of a Rhino as opposed to the somewhatlargerthanahorse-size it previously had
-Tweaked the melting points of a few custom materials (as in they shouldn't melt)



0.51b
-HUGE thanks to Trees and SDood from the wonderful Bay12 forums for fixing numerous irritating typos in the RAWS that
I had lacked the will to fix! :D


0.52b
-fixed the duplicate Nurgling issue.



TO USE: open the file and distribute the entries into the raws.


Daemons of Chaos are also available as a separate mod (for ease of updating). Check that out here: https://dffd.bay12games.com/file.php?id=3799
Raw Data: JSON / Text
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SHA-256: 5423e6287bd39ec456bccdbb26dc87e50b996724577291b6f414ea0b518683ba
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