Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I didn't try it yet because I'm still learning the basics with Lazy Newb Pack installed... And i always liked how easy it is to install mods on Steam.
I have had a half-finished version of 2.8 lying around on my computer for over a year now. I took the positions from the files within, added in [CHAT_WORTHY] to all of them and confirmed it all worked. It used to be you could add in non-chatworthy positions to dark fortress civs, but that stopped working which required me to remove all the positions altogether.
So in effect I was copying from an earlier version, labelled 2.8 into a later version of the game labelled 2.7, rather strange. Hopefully the bad forum memories won't harass me too much and I will release 2.8 BEFORE the devs release this game on Steam. That will involve a lot of work since I will have to make graphics for all my creatures.
Four of these are now integrated, I had to go through the error to remove the bugs and incompatibilities. Dwarf Caramel proved particularly interesting in that it was so ancient a mod that the files needed plenty of additions to keep up with the changes to Dwarf Fortress over the years. I have now successfully created a large world with no bugs in the log, so I consider this part of the process a success; nothing stands in the way of adding in Various Vivants and then finally my own additions.
The main focus of the mod other than adding in more unique creatures to make the world more interesting is to increase the distance between the vanilla dwarves and the D&D ones I added in (there isn't presently much, since the former is basically the latter to begin with). The vanilla dwarves will no longer have basic human creatures to start with, but the D&D ones will, this should make them seem more different.
It seems if you add the [FANCIFUL] and the [NATURAL] tag together into the same creature, the creature's materials do not load properly but everything else does. You end up with a creature that is both invulnerable but ALSO harmless, as since the creature is not actually *made* of anything all attacks on it simply pass through while all attacks made by the essentially imaginary creature glance off. Vadam and her dwarves spent ages throwing the roc about the place (since it weighs nothing) but doing no harm at all and suffering no harm in return.
An extensive list of trees has now been added, drawn pretty much from Rimworld and King Under the Mountain. The reason was I have been long annoyed by the overabundance of fruit trees in the game, many forests are basically natural orchards in DF :-). Adding more types of trees should shift the balance away from this orchard planet situation. Moving on from this, I understand that a number of creatures are referred to in describing procedurally generated monsters that do not exist in the base game. I intend to rectify this by going through monsters of a few worlds in order to create a list of such missing creatures and then add them in.
Then I am going through all the creatures in the raw files in order to check-up on everything and see to it that there is a proper giant/animal/normal set for everything that isn't a intelligent creature that comes from the Forgotten Realms. I plan to solve another issue that has been bugging me at the same time, the word-soup that occurs from having a separate word for creatures that are described in English as ADJECTIVE>NOUN. The reason for this is that in our language many creatures will full noun-names, really could be described as ADJECTIVE>NOUNS, ravens for instance could well be described as GIANT CROWS. I aim to come with a consistent taxonomy so that very similar creatures end up sharing the same noun but sufficiently different creatures do not, we can assume the differences between the creatures are described using place-names or adjectives.