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File Listing: Beastmen 2012
Last Updated: May 18, 2012, 10:21:42 am
First Created: May 17, 2012, 12:38:25 pm
File version: 1.1
For DF version: 0.34.09
Downloads: 230 (237) Size: 35.5 KB
Views: 790 (816) Type: RAR
Rating (0 votes): Unrated
Description
BEASTMEN 2012

A Standalone plugin that adds one new civilization - Beastmen - based upon a heavily modified version of the Warhammer mod Beastmen.
Compatible with 0.34 and above.

So Beastmen...

Beastmen attributes are drawn primarily from Warhammer:

- They usually stand as tall as humans but vary greatly in height, with the tallest reaching almost 9ft.
- Beastmen are very tough! They have an abnormally thick animal hide lined with fur, as well as thick insulating body-fat and bulging muscles.
- This partially compensates for their otherwise barbaric armor: loincloths, wooden breastplates and caps.
- They have the curling horns and hooved feet of a ram, with very thick skulls and small brains.
- They have very few pain receptors in their skin or bones compared to other humanoids.
- They have terrible tempers and frequently become enraged in battle.
- Beastmen have considerable natural fighting skills, easily able to wrestle and gore dwarves into submission.
- Beastmen saliva carries a pathogen comparable to rabies, which transferred via bite, has a number of minor symptoms and a 10% chance of sending the victim into a crazed state for a period.
- Beastmen learn martial skills at 125% speed of other races.
- Beastmen speak unintelligible gibberish.
- Beastmen attack forts very early, but do not send thieves or snatchers, nor do they use ranged weaponry.
- Beastmen live in human style cities (for now), but do not build roads.
- Beastmen have an interesting selection of Nobles, all of which can train exotic beasts.
- Beastmen now have skin 50% thicker than other humanoids, as well as 50% more muscle mass and 50% more body fat.
- 1 in 5 Beastmen have the ability to destroy buildings & doors.
- Now with Graphics

In practice, Beastmen are a looming threat in the early game, arriving unseasonably early and without telegraphing their approach via thieves. To embark near Beastmen is to make sure you have a militia or defenses - layered defenses, since Beastmen can break through doors eventually - by the end of the first year. They are little more than unarmored barbarians, and represent little threat to properly armored and trained military of comparable numbers, but their intrinsic toughness and strength makes them a serious threat to a fortress without an established military - and as their numbers grow, their sheer resilience allows them to penetrate traps and survive crossbow bolts much more credibly than goblins.

Worldgen is not kind to them, and they usually only have a few secluded civilisations, but starting near one in fort mode can be unexpectedly Fun!

INSTALLATION
Copy into your Raws folder. Nothing will be overwritten.
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 571695953a7a20c4d96a07d3242efbe1bb63d03759eb724a18ebd24bebc24ca2
IP: logged
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