Dwarf Fortress

Dwarf Fortress

(HUGE UPDATE) The Long Night 6.1- A Sci-Fi Total Conversion (ASCII GRAPHICS ONLY, PREMIUM GRAPHICS NOT SUPPORTED)
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Update: Jul 29, 2023 @ 10:44am

-Change to harvesting lipofluid from certain creatures, should be more costly and cause less lag
-fix to title of core programs being CORE_PROGRAM
-fix to misnamed clothing
-other small fixes

Update: Jul 4, 2023 @ 10:19am

-Robots will now bleed coolant
-Predators improved, they should now be less skittish and more likely to fight. Let me know if I have overtuned this. They should still run away if sufficiently threatened.
-Fix to possible issue of posthuman ascendance not happening in worldgen
-Some other small fixes

Update: Jun 24, 2023 @ 8:52pm

-Fix to posthumans, who are no longer immune to magma. They had the issue of coming to trade, and if magma were around, would dive right in, causing their items to burn up if even if the traders were fine. Exhumans and hyperpredators are still magma immune however.

Update: May 11, 2023 @ 1:02pm

4.5 Changes
-Hardlight is back, this time in the form of weird, ghostly entities which lurk the megastructure, capable of all sorts of weird phenomena. Some are benign, some are decidedly less so. Kill them to collect the bodies for their exotic materials or tame them as exotic companions, but either way, mess with them at your peril.
-This won't be obvious currently, but I have overhauled adventure mode crafting to be up to date with all the new additions I've been making. This means that when the adventure mode update drops, you can create pretty much every weapon, armor, and power available in fortress mode as an adventurer right off the bat. Of course, as I cannot directly test these things, I might still have made a mistake here and there, but that will be a lot quicker to fix than trying to add everything after adventure mode has already been released.
-The "high frequency" weapon variant has been renamed to "hardlight", or "HRDLHT" weapon variant. The faster attack speed remains the same, but this serves to integrate hardlight technology more closely into the world and make it feel less like an unrelated thing just shoved into it.
-New enemy class, Citizens. Grotesque cyborg monsters that seem to spawn from the megastructure. No one knows if they're a parasite or a function of the city but they're always bad news.
-Nanosuits altered. In terms of mechanics they remain the same as a light underarmor coming in flexible and solid varieties, but are now differentiated stylistically between body suits of thick tubing, mechanical exoskeletal struts, muscle fiber, and undifferentiated gel-like substance, in order of tech level. This should provide a greater level of variety in suit design between civilizations. Two individuals wearing the same armor suit style might now have a secondary style of the plates being affixed to formless semi-fluid matter or clunky hydraulics instead.

Update: Apr 21, 2023 @ 5:26pm

-Fix to biojets not flying
-Fix to voidcladers and all hi-caste not properly responding to cyberization tablets
-Fix to nerve program yielding the trance power
-Other small fixes

Update: Apr 7, 2023 @ 8:46am

-Disassemblers (mining tools) can now also be made from hyperalloy. I've noticed some weirdness coming from them only being able to be made out of hard alloy so if anyone is having issues making them this should fix it.

Update: Apr 1, 2023 @ 8:56pm

-Small fix to names of wasteland creatures showing up as 'nothing's.
-Hi-Caste caravans should show up in the summer now, give some space between visits

Update: Mar 14, 2023 @ 5:22pm

quick stealth update to a name

Update: Mar 14, 2023 @ 1:20pm

4.41 Changes:
-Fix to plants and animals not spawning in taigas.
-Fix to some machine nomenclature
-Fix to duplicate raw bug
-Change to preservates. Their healing ability being free and their cost being low didn't sit right with me. The new repair option is a drone variant which can be purchased for a hefty sum on embark or from subsequent merchant caravans when they arrive. Preservates (in the sense of a vaguely mammalian organism with a shell-bearing exterior) are now a variant of wasteland fauna you can have as a normal pet instead. They basically look the same but are made of meat. A few other creatures can now be made into pets as well, but don't expect them to be war animals. War is something waged by sophonts, machines, and biomechanical horrors. No place for an attack dog.

Update: Mar 4, 2023 @ 5:26pm

4.4 Changes:
-More new creatures added. There's a fair amount more now, especially underground. The plastsects have gotten many new members, as have automachines. There's a few new birds as well.
-Moss forest now has some lichen, with lichen trees found near pools and rivers in said forests. Should break up the greenery a bit.
-New weapon classifications, scythes and staves. Scythes can function like warpicks in the case of smaller ones, or glaives in the case of larger ones, with both stabbing and slashing attacks. They have saw-blade, rocket, high-frequency, and antigravity variants. Staves are blunt weapons, like hammers and maces, but are built with more agility in mind and a wider variety of attacks, coming in high-frequency, shock emitter, and antigravity variants.
-You can now breed nanotechne with both hard and soft alloys, with the soft alloy option having a 50% chance to spawn an additional bar. You can also butcher nanotechne for a chance to regain some materials, but this is mostly a trick to make civs have access to the right metals on embark.
-Change to architectural materials. Instead of using the feral architectural variants for construction, they are all convertable into domesticated architecture on a 1:1 ratio, or more enhanced architecture forms with the addition of various materials. My previous half-measure caused more problems than it solved, so this solution should ensure architecture variants are either used for all construction, or none, and there is a process for converting the unusable to the usable. You can also scavenge reprogrammed architecture from the "soil", remnants of prior attempts at settlement no doubt. This should allow for players to more easily create high-value rooms and materials, as you can commit resources to creating more valuable forms of architecture now.
-Uploads have their own power system instead of being tied to postbiology. While normal uploads can become vehicular uploads, which are larger, or they can become hyperuploads which have a hyperalloy carapace, hence the name. While not as mutable as a nanotechne one, it is equivalent in terms of durability and the hyperupload possesses enough reparative nanites that they aren't doomed to decay like their unimproved compatriots. These hyperuploads subsequently can have their own vehicular variants. In addition, a corrupted upload variant exists as well, working similarly to corrupted cyborgs and postbiologicals, being hostile to conventional life. Unlike highly mutable postbiological life, uploads have defined tiers of power and more reasonable body plans, but can have much larger bodies than exhumans. In this world, a true machine intelligence that can operate independently is expensive and valuable, so vehicular uploads are worth much more than bioframes and the like.
-A change to the Hi-Caste. Instead of being one monochromatic skin color, it's now divided into two parts, a normal skin tone and a sort of biological tattoo comprising the colors that previously made up its default skin coloration, termed heraldic pigmentation. So a civclader might have tan skin with pale red biological heraldry spreading all over its body, or a warclader might have pale skin with dark blue biological heraldry. The reason for this change is that, for various reasons both lore and bug-prevention-wise, pure-born hereditary cyborgs have default human skin, and are born from a union of any normal hereditary cyborg. By having the Hi-Caste have human skin tones now supplemented by the secondary coloration that marks their clade, two high-caste cyborgs having an unmarked offspring feels more natural in my opinion and the intergenerational change flows more smoothly.
-Sciclade can now form larger civs. They will be a technocratic counterpart to the bureaucratic and militaristic powers of the civclade and warclade civs. You can thank them for the new military drones that are now found in all hi-caste civs.
-Fix to clothing layers.
-Fix to some bulk manufacturing issues.
-Armor altered slightly to be more consistent.