Dwarf Fortress

Dwarf Fortress

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Mcnuggy's Mythical Beasts
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Díjazás
Kedvenc
Kedvenc
Törlés
megabeast
Címkék: mod, creatures, pet
Fájlméret:
Közzétéve:
Frissítve:
2.561 MB
2023. júl. 27., 14:37
ápr. 27., 16:25
9 változásjegyzék ( megnézés )

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Mcnuggy's Mythical Beasts

Leírás
This mod was made both as a way to satisfy my desire for more 'common' mythical beast seen in fantasy settings that I was disappointed weren't in the base game, or in any other mods—in addition to practicing spriting and working with raw making/editing. The mod has been tested pretty extensively with several forts, and is at a point I'm happy with it for release. It adds in 36 different creatures that can spawn in fortress mode. The creatures added are:

Neutral Biomes:

Griffon (can be domesticated in world gen, trainable)
Hippogriff (common domestic, trainable, caravans may bring hippogriffs to pull their wagons-they have a unique saddle sprite)
Peryton
Undine
Wyvern (trainable, have 6 different color graphics depending on their scale color)
Quetzalcoatl (trainable)
Centaur (intelligent, full layered graphics) (Can now be made playable as their own Civ with this add on! )
Warg (commonly domesticated in world gen, trainable)
Sphinx (intelligent, different graphics per gender)
Behemoth (common domestic, can shear it for shells)
Ent (intelligent, 4 different caste)
Fenrir (trainable)
Living armor (4 different caste of armor materials)
Stymphalian Bird (trainable)
Owlbear (trainable)
Tressym (can be domesticated in world gen)
Basilisk
Mandrake (creature that drops seeds for an underground crop, mandrake root)


Good Biomes:

Pegasus
Wolpertinger (trainable)
Pixie (intelligent, replaces vanilla vermin pixie, different graphics per gender)
Qilin
Fae Dragon (hunts vermin, different graphics per gender)


Evil Biomes:

Chimera
Gargoyle
Gorgon (intellegent)
Mogall (2 different caste)
Bicorn
Kelpie

Giant Variants:

Griffon
Fae Dragon
Bicorn
Warg
Chimera
Stymphalian Bird


Megabeast:

Cockatrice (difficulty 10, possible spawn at difficulty settings 3/3/3, trainable, different graphics per gender)
Phoenix (difficulty 12, possible spawn at difficulty settings 3/3/3, trainable)
White Dragon (difficulty 10, possible spawn at difficulty settings 3/3/3, trainable)
Wurm (difficulty 12, possible spawn at difficulty settings 3/3/3, trainable)
Leviathan (difficulty 10, possible spawn at difficulty settings 3/3/3)
Earth Wurm (difficulty 10, possible spawn at difficulty settings 2/2/2, trainable)
Undead Dragon (difficulty 14, possible spawn at difficulty settings 3/3/3, trainable)

If you would like to read more about each creature, check out their descriptions in the Discussions.

Creature Descriptions


Q&A

Do you plan to add anymore creatures?
At this point probably not, at least not for this mod.

Is this mod compatible with other mods?
All added creatures in this mod have their IDs prefixed with 'MB_' so they do not conflict with other mods, even if they add the same creatures. However, it does cut the three vanilla [DOES_NOT_EXIST] creatures as well as the pixie, in order to replace them with my versions. If any mod directly edits these creatures, then depending on load order one will overwrite the other. Though chances are most mods leaves these specific creatures alone.

Can this mod be added/removed in an existing world?
No. It adds new creatures/materials, which always required a new world/save.
Any updates also require new worlds, unfortunately.

Does this mod need to be loaded anywhere specific in load order?
From my experience mods adding new creatures can be loaded anywhere and be fine. Though if you're unsure, loading as close to the bottom as possible is safe.

Can I use this mod's assets for my own projects?
Feel free to use any part of this mod. Though if using the sprites, I'd like to be credited somewhere.

Can I offer suggestions?
Sure! It's my first Dwarf Fortress mod, and I was the sole tester of it, so it is very tailored for my own play style. Feel free to offer any suggestions in the comments/on discord.

Would you recommend this mod to someone new to the game?
If you are new to Dwarf Fortress, most of the megabeast/some of the other aggressive creatures are purposefully stronger than vanilla creatures for the sake of challenge and !FUN!. If you are new to Dwarf Fortress as a whole or want a more casual gameplay experience, I would not recommend this mod!

What are some of the other mods in some of the images?

Additional Races:Ratfolk

Additional Races:Erinyes

Creature Graphics Extended

Detailed Landscapes

Bucket o' Creatures

More Civs - Orc Civilization

Pygmy Wyrms

I highly recommend all these mods!


Special thanks:
This modding thread, for being a treasure trove of helpful info and examples! [www.bay12forums.com]


Known Issues

Hippogriff, Tressym, and Wyverns have animated sprites, but they do not work. This is seemingly(?) due to a bug with vanilla animals that use layered graphics as well (Camels, mules, horses, ect.) So nothing can be done about it now.

As of DF version 50.10, upon growing up, layered animals (not entities) do not update their sprite into their adult form until the save file is reloaded. So the previously three mentioned creatures are affected by this as well.

99 megjegyzés
pingin ápr. 27., 15:33 
thank u for the response! i will probably edit them to be aquatic so that they do the kelpie thing of baiting people into the water before killing them, just because i think that'd be neat.

also, is the reason they aren't marked as trainable a reference to senshi failing to tame one in dungeon meshi?
mcnuggy  [készítő] ápr. 27., 11:45 
@Dreamyr centaurs have their max gait copied from horses, who can run at 70kph, which is about as going mach jesus as you can get in dwarf fortress.

I will say I find this funny, as I've had basically the same experience in my new fort, but with a single vanilla giant cockatiel, and then 6 more immediately after also nearly destroying my fort before summer had even came. The fun and unpredictability of dwarf fortress often comes from the game already being utter bullshit.

That being said, pingin's comment down below did make me look over some of the creatures and see some's cluster sizes and frequencies were a bit too high, one of which being centaurs which I did lower for the next update (No longer spawn in Savannah, frequency down to 20, cluster size down to 2-4)
Dreamyr ápr. 27., 8:32 
Centaur charges are way too strong. It's my first summer and I just watched a single Centauress fight my both my wargs, griffons, and a dwarf. She has no weapons and has already killed one of my griffons and injured everyone else.

Looking at the combat log most of what she does is just charge and knock them over. Unless she's going mach jesus there isn't any way she should be doing that kind of damage to a griffon with a charge.

There's also another eight of them outside my fortress entrance that I'm going to have to DFhack away because like hell is that even a fighting chance for a fort in its first summer.
mcnuggy  [készítő] ápr. 24., 11:59 
@pingin just removing the [AMPHIBIOUS] tag on them and replacing it with [AQUATIC] would make them effectively fish (unable to breath on land, but they'd stay in water and attack things near the edge).

Though I'll keep them amphibious in my end, looking at them I realize their frequency and pop numbers are a little high, so i'll probably lower those for the next minor update.
pingin ápr. 23., 20:49 
kelpies might be due a nerf. they'd be fine if they actually stayed in the water but they end up coming out and into the fortress going on a rampage - their kicks can kill a dwarf very quickly. is there some way to make them behave like pond grabbers? (staying in the water and grabbing dwarves who wander past the waterline)
mcnuggy  [készítő] ápr. 15., 0:48 
@pingin hell yeah. I encourage people to edit their own mods/raws to fit their play style. As for the undead dragon thing, it does have the [FANCIFUL] token, which according to the df wiki causes artistic depictions (like statues or engravings) to appear even for something tagged [DOES_NOT_EXIST], it's also possible having the [MEGABEAST] token is causing it to freak out in combo? Since megabeast are placed in a different phase of world gen, it might be causing them to bypass [DOES_NOT_EXIST]?

can also just put a CUT token after the undead dragon in it's raws to remove it in theory, or just delete it's raw entry entirely.
pingin ápr. 15., 0:07 
ok even if i add [DOES_NOT_EXIST] undead dragons keep appearing in worldgen. this is def not a bug with the mod im just stupid
pingin ápr. 14., 2:05 
love this mod dearly. made some small edits this time around, removing some of the dragon variants (as i've installed procedural dragons, and i worry there might be some overlap?) and giving wargs PET_EXOTIC rather than pet - i didn't like how they were almost always domesticated in worldgen and ended up being just better dogs.
mcnuggy  [készítő] ápr. 13., 18:35 
@Jabbamonkey What biome did you embark in? Was this a new fortress made with the new update, or an old one? Recent update changed them to only spawn in tropical swamps, with a frequency of 2. They also have an incredibly tiny population of 10 max per region.
Jabbamonkey ápr. 13., 17:46 
Got the Basilisk on my fortress map ... they came as often as deer regularly do. About 3 at a time, and annoyingly kept turning dwarves and visitors to stone. They came way too frequently and forced me to turn off the mod.