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 Dwarf Fortress File Depot » Major Mods » MASTERWORK DWARF FORTRESS
      
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File Listing: MASTERWORK DWARF FORTRESS
Last Updated: May 10, 2013, 01:34:49 pm
First Created: Jan 02, 2012, 08:50:50 pm
File version: V.3a
For DF version: 0.34.11
Downloads: 2,519 (82,417) Size: 54.12MB
Views: 3,223 (91,007) Type: RAR
Home:  Forum Thread
Rating (14 votes): 4.6 / 5.0
Description
eiuv4y.jpg

Masterwork Dwarf Fortress

Short summary

+100 optional Settings. Never play the same game twice.
Settings program. (GUI)


Includes stonesense, dfhack, dfFusion, stonesense and (patched) dwarf therapist.

- MORE FPS, NO CLUTTER.
- Fixes bugs and rebalances features. Weaker traps, harder farming, mining and smithing...
- Human and Elf diplomats. You can now order from caravans again...
- Trading is very important and a lot harder...
- More invaders will come. Forst Giants, Automatons, Warlocks, Orcs, Zombies...
- Adds unique stuff like guardian turrets, golems, decoys and landmines...
- Adds new weapons and armor. Guns, 2handed melee, dual wielding, throwing weapons...
- A lot of non-ingame stuff, like pre-genned worlds and embark profiles...

- A massive amount of new buildings and reactions.

- Religion, Castes, Spies and Mages.
- Gem warfare, use gems for weapons.
- 45 magic arrow types, 3 metal upgrades.
- Adds +75 buildings, +850 creatures, +150 plants, +120 trees,
+25 intruments, +85 toys, +85 food types, +75 weapons and armor,
+75 engravings, +250 pref-strings, +35 civs. All of these are optional.
- Reward system for people who explore the caverns, fight megabeasts and the HFS.

The best part ? 90% of the changes are optional. You can play however you want.

Forum thread: http://www.bay12forums.com/smf/index.php?topic=98196.645

Full Changelog (on dropbox, too long for here)
http://dl.dropbox.com/u/60111839/Changelog.txt
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Comments (Page 8 of 8)
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 MASTERWORK DWARF FORTRESS (v V.1.9.5)  » posted by TSU on Sep 30, 2012, 11:08:44 am
Hi everyone,
I just downloaded this today and I am very happy with it. I have a problem though: in my version there are missing some buildings, specifically the "fish farm", "philosophers garden" and the "fountain", despite me having them activated through the settings. Were they erased in the previous update for i could find nothing in the changelog?
comment last edited by TSU on Sep 30, 2012, 11:18:59 am
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 MASTERWORK DWARF FORTRESS (v V.1.9.5)  » posted by Jwguy on Nov 06, 2012, 03:08:37 pm
Been getting alot of crashes with the current version. Works fine for a while, and I've not really been able to determine what exactly causes the crash.
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 MASTERWORK DWARF FORTRESS (v V.1.9.5)  » posted by OldManHiggins on Nov 30, 2012, 07:46:58 am
Wanted to check and see if anyone else was having issues where the arrival of the dwarven traders in first fall, catch fire, messing up their ability to fully unload as well as burn down locality. Seems like an awfully odd occurrence.
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 MASTERWORK DWARF FORTRESS (v V.1.9.5)  » posted by Meph on Dec 21, 2012, 08:28:41 pm
Creating vellum caused a crash, this one is fixed.
Traders hat some chance to arrive with magma in bags (dwarves^^) this one should be fixed, only time will tell for sure.
comment last edited by Meph on Dec 21, 2012, 08:43:48 pm
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 MASTERWORK DWARF FORTRESS (v V.2g+)  » posted by OldManHiggins on Mar 18, 2013, 12:47:28 pm
Mod is coming along great but I have noticed something weird. Every time I start a new map I always find Grazing turned back on. Is the toggle bugged maybe or am I missing something. Never had this issue prior to most recent update.

Thanks and keep up good work.
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 MASTERWORK DWARF FORTRESS (v V.2h)  » posted by Meph on Mar 20, 2013, 12:59:55 pm
OldManHiggins, the grazing button has character, I have to give him that.

I couldnt even fix it, and focused on other things. Grazing ON currently means OFF, and Grazing OFF currently means ON. Its simply reversed.

I am a bit surprised by that as well, since I cant find the error in the code, but thats ok. Nothing too major.
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 MASTERWORK DWARF FORTRESS (v V.2h)  » posted by OldManHiggins on Mar 20, 2013, 01:40:25 pm
Ah, good to know. Well, while the mystery endures, we at least know the work around. Thanks for the prompt reply and keep up the work. Masterwork keeps me coming back, time and again.
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 MASTERWORK DWARF FORTRESS (v V.2h)  » posted by Dirty Foot on Mar 24, 2013, 09:05:14 pm
Maybe this is a stupid question (I searched here and the forums), but I was wondering if there were a way to combine yours and Deon's "Genesis" mod? Yours for the massive amount of variety and detail, and Deon's really just for the poisons and adventure mode stuff. I love both of the mods so much, but I like my adventurer to do his stuff in the same world as my fortresses.
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 MASTERWORK DWARF FORTRESS (v V.2i)  » posted by Meph on Apr 24, 2013, 04:33:17 am
DirtyFoot, the answer comes a bit late, but I really didnt see the comment here before. The bay12forum is a lot more active.

To answer it: I already have poisons in the mod, and the advfort plugin now as well. I also include many things from Genesis, all the creatures, some items, some reactions... It was one of the first things I did. Deons Genesis Reborn is more of a total conversion, I cant merge that in.

Adv. mode will stay rather unsupported by me I have to admit, I focus on Fortress mode.
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 MASTERWORK DWARF FORTRESS (v V.3)  » posted by darkside on May 01, 2013, 06:13:00 pm
Thanks for all the hard work Meph, your mod is the best mod ever!
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