Dwarf Fortress

Dwarf Fortress

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New Genesis (Volume II)
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13 Dec, 2022 @ 7:01pm
13 Jan, 2023 @ 5:18pm
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New Genesis (Volume II)

Description


This is a step by step returning total conversion from the old .40d days.

The original mod thread can be found here: Original mod thread.[www.bay12forums.com]

The version updated to the latest Classic version (maintained by TomiTapio) can be found here: TomiTapio's updated Classic version thread.[www.bay12forums.com]

This version is a Major release number 2 (volume II for fun), which already implements most of the base features, and the only things left to implement are all the new additional creatures, monsters and races.

So what's already in this mod version?

Dwarven castes:
+ Dwarves are made of various castes with different rarity. Some of the castes have unique properties.
You can find caste description in this standalone component (do not use it with this mod!):
https://steamcommunity.com/sharedfiles/filedetails/?id=2899792742

Geology
+ New metals - There are new metals: cobalt and moonsilver. Weapon-grade Iron is no longer made from ore. You get "cast iron" first, which is a pig iron equivalent, and you need to hammer it in forge to get "wrought iron", a proper weapon-grade metal.
+ Mineral variety - There is a big amount of new minerals and stones, all integrated with vanilla metals and gems. You will see a bigger variety of stones and minerals.
+ Surface-level mining - There are some metals (bog iron) and coals (peat) that appear in swamp-like soil, making it more available to embarks on swampy areas without going deep.

Generic changes:
+ Bodies, Tissues and Materials rebalance - All existing materials have been tweaked for a more brutal combat. Creatures are less spongy and deep wounds are more fatal. On the other hand, the brain for large creatures are made out of 3 parts, so it's possible to survive a head trauma that reaches past the skull.
+ Leathers rebalance - There are multiple tiers of leather: suede, leather, hide, mythskin, dragonscale. Large monsters have thicker hides and in turn give better leather grade. Dragons' skin is almost as tough as metal. Also chitin and scaled creatures can be tanned into chitin/scale materials for armors.
+ Weapon size and speed rebalance - This mod makes use of different "attack prepare/recover" timing settings on weapons. So daggers and small arms are much more precize and faster to strike than large weapons. Large weapons, on the other hand, hit much harder when they connect. Mod also introduces a few new weapons to match new race aesthetics and to fill some niches, all of them are sprited and appear in creature hands.
+ Alcohol quality - less common plants can produce more valuable alcohol. Also mead is less damaging to dwarves and more valuable. In total 5 tiers of alcohol are planned, but that has to wait until plant total rework.
+ Glass and stone furniture and items - The mod expands the crafting options for glass and stone furniture. You can have glass cabinets, stone beds etc.
+ Alchemy - Soap Maker's workshop is replaced with Alchemist's workshop. It allows you to transmute metals and create artificial gems.
+ Dragons' legacy - There are three types of Dragons : green, blue and red. They have different attacks (poison/cold/fire breath) and all of them have dragonscale, a metal-grade leather that can be turned into amazing armor.
+ Difficulty curve - Due to material rebalance and leather changes, larger creatures are more dangerous than in Vanilla game. Megabeasts also do not fall into traps (unless stunned) and are much harder to take down. A few drunk farmers are now less likely to strangle an ettin to death.
+ Full plate - Dwarves have full helmet/platemail that fully covers the body. Other armor pieces, especially caps and kettle helmets, have only partial coverage, so you can hit the soft spot when fighting an armored character.
+ All training weapons - There is a training weapon for each common weapon skill now.
+ Vanilla fixes - plant graphics are completed (the same as my plant graphics mod), large weapons can be wielded by dwarves (normally some of them can't because of size limitations in Vanilla),
+ Graphic/UI improvements - Replaces engraving icon (so it looks like an engraving and not like a face), and makes play/pause buttons stand out more.

What other races are here?
+ Dalesmen - knight society; humans living in plains and hills. They have large weapons and plate armor, as well as custom nobles that reinforce the theme.
+ Nords - Viking epic-inspired humans, living in tundra and cold regions. They have horned helmets, strong axe-type weapons, and are ruled by thanes.
+ Sylvan elves - Green-skinned wood elves, bent on protecting the nature. They have some new custom armors and weapons, but typically resemble vanilla elves with some changes.
+ Dusk elves - A High-elf race, they live on ocean shores and next to water (no seafaring in DF yet). They use moonsilver weapons and armor, and have amazing bows.
+ Vanilla goblins and kobolds are the same, with some extra weapons added to the roster.
+ Serpentfolk - another evil race in addition to goblins and kobolds. They have various castes, some of which are very dangerous: snake men, medusas and cockatrices (petrify), nagas (4 arms, and they can wield 4 weapons!).

There is more in the mod, but sadly Workshop erased my old description that I was building piece by piece, so I will keep coming back and updating this one as I remember more :).



Since this is a total conversion, it will be incompatible with most of mods modifying vanilla files.
However mods that modify UI elements will still work.



There are a couple of official submods that you can use.

+ Vanity/decoration - If you want to use decorative workshops, I made a set of them available here (fully compatible): Vanity Buildings

+ Genesis castes - If you dislike custom castes, there's a submod of mine that returns default male/female castes in place of my custom castes:
- Default Castes

+ Less animal men/giant animal variety - Since the mod introduces its own mythical creatures, and I wanted this to be closer to popular High Fantasy, there is much less types of vermin birds and animal-men produced by them (no more blue-faced-something-men). Some animal men still exist, but there's much less of them in the world. If you want to revert default numbers, there are two submods in my workshop that return vanilla creatures:
- Return animal people
- Return giant animals
Popular Discussions View All (1)
1
5 Feb, 2023 @ 2:28am
More info on the mod?
Redempter
363 Comments
PhearedPhantom 28 Feb @ 8:17pm 
Surprised to see no video on this Mos. Seems like DF players tend to stick to vanilla and who can blame them
Render 9 Jan @ 7:45pm 
So this has been abandoned? Hasn't updated since Jan 2023 :steamsad:
The Emperor 19 Dec, 2023 @ 4:03pm 
I cannot get dwarfs to spawn at all. even with no mods other than this one they are super rare. Is it possible to get a standalone for separate parts of this mod? namely the human civs, I really want to use this mod but I want dwarfs in dwarf fortress :(
That One Lass 8 Dec, 2023 @ 2:37pm 
I've been using it with no issues.
Bruce Wayne 8 Dec, 2023 @ 7:44am 
:gorlak:
Bruce Wayne 8 Dec, 2023 @ 7:44am 
is this up to date and still working?
Trabber Shir 6 Dec, 2023 @ 10:07am 
"You can have glass cabinets" What is this part of the description referring to? Glass cabinets, the things dwarves keep clothes in, can be made from glass in the base game. Does this mod introduce a different type of cabinet?
Vulpes_Inculta 30 Aug, 2023 @ 4:03pm 
Oh yes, hunters seem to reserve some ammunition in stocks for themselves, which then becomes unuzable by the military. If you have any hunters, make even more bolts, I guess.
Vulpes_Inculta 30 Aug, 2023 @ 3:59pm 
Ammo allocation is still janky even with unification of projectiles in this mod but it can be worked around it seems. What works for me is:

a) Assign an archer squad a uniform (default or custom made) and NEVER make any changes to it. None of the marksdwarves can be " Custom", no changes at all. If you absolutely have to make some, then recreate the whole squad after changing the uniform and saving it and then again, assign it to the whole squad and NEVER customize individual soldiers.

b) Make more bolts. Dwarves sometimes refuse to pick up old ammo, so keeping a good stock of fresh ammo is helpful. Also, no bins in ammo stockpiles.

c) Have your ammo stockpiles inside the barracks where archer squads are assigned to keep squad equipment (the fourth option in the barracks settings).

That's it, I got 12 marksdwarves in 2 ranger squads right now, everyone seems to be picking up new ammo reliably for as long as I keep a sizeable stock of it.

Hope it helps someone. Cheers!
MeadowDweller 30 Aug, 2023 @ 10:07am 
Are the new races able to be player controlled?