Dwarf Fortress

Dwarf Fortress

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(LUA EXPERIMENTAL MODE ONLY) Haemothearchy 2.04 BETA- An Occult Apocalypse total conversion (ASCII Graphics)
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Mar 18, 2024 @ 2:37pm
May 1 @ 7:32pm
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(LUA EXPERIMENTAL MODE ONLY) Haemothearchy 2.04 BETA- An Occult Apocalypse total conversion (ASCII Graphics)

Description
NOTE NOTE NOTE PLEASE READ: This update is based around the experimental Lua version of the game which is REQUIRED (for now until official release). I have spent the last month or so learning to code for real and this mod will be a testbed of those newly-grasped capabilities. New features will get added as I increase my skill level. This is a huge leap forward for me which means I will at once be able to deliver fresh new content and also break everything horribly in exciting new ways, so bear with me.
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Within the conquered sky there dwelt
A newborn God, to which man knelt.

Across Its Earth the gospel spread,
"My children, thou art painted red."

-Author unknown


The sky blazes crimson above the depleted Earth. A God newly risen watches from high orbit as Its children feast. Blood, flesh, and metal are the currency of the world and the source of your power. Life as you know it, worthless mortal that you are, is utterly destroyed. The seas boiled and the forests burnt to ash in the fires of global revelation. And yet, things still crawl in the remains. Survive if you can, so you may bear witness to the unending final act of the tragedy of mankind.
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What is Haemothearchy?

This mod is a high difficulty total conversion set in a future of utter ruin, where an ascended machine god has shaped the world to its image and humanity and indeed all life is sustained and nurtured by the consumption of blood, the strength it imparts, and the power it possesses to fuel the holy cybernetics by which mortals may find parity with the monsters they share the wasteland with. It is a world of predator and prey, scarcity and sacrifice, and above all the precious tenacity of the human spirit in the face of the darkest of all futures. Be it a scavenger sifting through ash for mere vermin to squeeze the life from, or a superpredator who rules upon a throne of sacrifice, we yet remain human at our cores. For better or for worse. It is this story alone which awaits you in the Haemothearchy.

Would you like to help support the creation, maintenance, and improvement of this mod and others like it? Consider donating to my patreon: https://www.patreon.com/themodsmith
Want to know more about the lore of this world and how to play it? Check out this document:
https://docs.google.com/document/d/130dri5uSaBYBbqiNcv_zBhyeZywNeQhTgJGAkCr7jI0/edit?usp=sharing
Want to download this mod, but you don't have a steam account? Use DFFD, classic DF is free as well: https://dffd.bay12games.com/file.php?id=17034
Have an issue? Report it in the bug report channel of the Discord: https://discord.gg/hDY8KT7pXE

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SPECIAL INSTRUCTIONS:

1. This mod is for Dwarf Fortress CLASSIC, make sure you have loaded in ASCII glyphs when activating this mod.

2. This mod is an entirely self-contained experience. When selecting it for world generation, DEACTIVATE all other raw files, including the vanilla ones, from the selection. Haemothearchy comes with copies of those raws within it, meaning it needs nothing else from any other folder to function. All you need is the mod to be active. Feel free to experiment if you really want, but if it causes problems I can't help.

3.Within the folder Steam\steamapps\common\Dwarf Fortress\mods\3190606860 there is a file called 'colors'. If you'd rather not deal with the default ASCII colors, replace the colors.txt in the Steam\steamapps\common\Dwarf Fortress\data\init folder with this one.

4. Within the folder Steam\steamapps\common\Dwarf Fortress\mods\3190606860 there is a file called 'worldgen data'. Follow the instructions there and take the copied material to the Steam\steamapps\common\Dwarf Fortress\prefs folder. Copy the worldgen data into this file. You do NOT need to override any pre-existing worldgen templates. When you load the Haemothearchy mod, only choose from these world presets in Advanced World Generation unless you really know what you are doing. If something goes wrong and you haven't used these to gen your world, I won't be able to help you, because that can cause a lot of problems I can't fix. You don't need to delete these if you want to generate a vanilla world, just don't choose them when generating a non-Haemothearchy world. These parameters may change, requiring an update, but I will announce in the changelog if that is done. If you do not have a prefs folder, got to advanced world gen and SAVE the parameters. That should generate one.

However, some things can be changed safely:
-site amount
-civ amount
-end year
-embark points

Be aware, the above are weighted towards the creation of a heavily populated world with lots of factions, settlements, and a long history. Adjust to taste if that's too much for your computer.

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CREDITS:
-The creators of Dwarf Fortress for this wonderful game they have made
-My patrons who have helped keep this project alive
-Youtubers like Kruggsmash and Mort Strudel who have showcased my work in the past (check them out!)
-The various members of the mod community who have helped me resolve numerous difficulties
-My family for encouraging me to continue working on my passion
-This public domain collection of Mozart's works I have used as a soundtrack (if they are not actually public domain they will be removed immediately): https://www.youtube.com/playlist?list=PLwyslfYXEMTvBH55dZVLZg9STNYe-Gab5
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12 Comments
Squamousness  [author] Mar 15 @ 8:36am 
ah wow, i completely missed that. It's fixed.
Johnny THCeed Mar 15 @ 12:54am 
just an fyi, the special instructions haven't been changed from the ones for Long Night, neither the name of the mod nor the mod id in the filepaths
Squamousness  [author] Sep 12, 2024 @ 12:51am 
On the end of the actual game, the camera is very off-center, many abilities are unavailable, and lots of graphics are missing. These are all issues on the end of the game itself, or at least its ASCII version. On my end, the game is totally compatible with adventure mode, and I am just waiting for it to be made playable. I want it done as soon as anyone else but there's not much I can do but wait. As soon as adventure mode is functional you should be able to play this mod in that mode (barring any unexpected changes that necessitate a hasty patch).
Xenogray Sep 11, 2024 @ 11:32pm 
Hello,
Is this mod Adventure mode compatible, please ?
Squamousness  [author] Jul 11, 2024 @ 11:24am 
Thanks for the tip, its been fixed
GarlicBread Jul 11, 2024 @ 1:53am 
Btw the DFFD link links to Fall from Grace rather than Haemothearchy though they are both great mods :P
Squamousness  [author] May 4, 2024 @ 4:48pm 
You need to find areas that grow "wormwood" grass on the surface. Not all regions can support life, so not all areas can support grazing. This is meant to be a very painful mod focused on resource scarcity, so it is very possible to embark in a place that simply does not support certain industries.

The bay12 page, linked in the mod description, has a lot of information if you have not checked it already.
Virok the Red May 4, 2024 @ 2:15pm 
I see, keep up the good work. Also what does livestock actually 'eat'? There's no cave grass, and the shrubs that grow are ambiguous indicators of where they should be pastured. Do they need to just camp on the mud, or on the surface to feed?
Squamousness  [author] May 4, 2024 @ 1:21pm 
Yes, the soil is barely capable of sustaining life and needs three seasons to lay fallow after one season of growth. You have to make the most of the time you have, stockpile what you make, and guard it zealously against vermin and thieves.
Virok the Red May 4, 2024 @ 10:57am 
Hi, is it intentional that summer is the only planting season?