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: Feb 14, 2023 @ 6:27pm

4.31 Changes:
-Ex-Anthropics will only have hyperpredators which share the same features as themselves, and hyperpredators will no longer be crazed. They should still try to kill you but they shouldn't automatically murder everyone if they show up in a caravan.
-Neo-anthropics can domesticate postfauna.

Update: Feb 13, 2023 @ 2:14pm

Update: Feb 13, 2023 @ 10:32am



4.3 Changes:
-Now that summoning has been fixed, I can make summons a thing, so I did. There's now an intricate summoning system for both you and enemies to exploit. Summoning is divided into three classes, large, medium, and heavy summons, and you can have one of each. A general rule is that if they are a summon capable of flight, the amount you can create is only half as much as if they were ground based, due to the additional resource cost granting flight requires. In addition, projectile weapons move slowly, while melee weapons are much faster. Determining the balance between air and ground focus, and what type of weapons to grant your transmuter, will be the key to victory. No combination is perfect, but some are more effective against certain types of enemies than others or have particular applications. Also, this is a very convoluted system by necessity so things might be broken. If they are, let me know.
-Attributes have also been expanded. There are now four tiers of power for them, and you can have one of each tier, so choose carefully. Instead of filling out every attribute, you have to chose a certain amount, and of them what order to place them in. Try to find combinations that work for particular roles or the kind of army you have in mind, or even to counter specific kinds of enemies. As above, this is convoluted, so if there are issues let me know.
-A few more new creatures added.
-New clothing item added, bodysheets. Basically it's like a simple coat, there's six variants. Not a big thing but it's a bit of extra fashion and insulation.
-Fix to some crops not behaving.
-Fix to hi-caste training instructors being automatically appointed.
-Nanotechne Refinery renamed to Transcendence Chamber and has gotten a redesign. Blank tablets are now manufactured in the Incubation Reactor.
-Some other fixes

Update: Feb 2, 2023 @ 6:56pm

forgor to fix bulk manufacturing of armor.

Update: Feb 2, 2023 @ 5:10pm


4.2 Changes:
-I am doing something a little crazy and experimental. I get that the long names of weapons and armor are a pain to read on the screen. However, I also like being able to design a suit of armor that adheres to your personal tastes. So I have a compromise. All armors and weapons are now defined by acronyms, which are explained in the bay12 page. I've tried this before, but back then they were about individual brands of exo-frame. Now, they denote basic design choices, and are brand-agnostic while still bringing the same level of variety. Each of the new armor pieces also has a paragraph written below the raw data, explaining the details of what you are looking at. To find out a more nuanced explanation of any given armor piece, simply search it up in the appropriate text document and read the info. Once descriptions are added to items, all of these descriptions will become available in-game. For those who don't want to engage with this system, it should also be no problem. Just make an exo-frame, exo-helmet, exo-arms, exo-legs, and a nanosuit, along with the weapon of your choice, and there you go.
-Fix to scavenging from architecture blocks using all kinds of blocks.
-Fix to hair coming from domestic cattle
-Fix to oil plants, you can now process oil from them in the manufacturing block.
-Bureaucrats will have labors enabled for the time being due to a DF bug that makes them unable to stop working if they are promoted with a labor active.
-New fauna added. Due to the above fixes it's not all the ones I want to implement but I had to get something out on account of the stuff that needed fixing. Next updates will add additional creatures.
-Various other small tweaks.

Update: Jan 20, 2023 @ 10:12am


4.17 Changes:
-Change to lo-caste names. Terrans are now earthcladers, martians are now marscladers, and so on. This makes things fit in more with the naming schema of biological panhumanity and ties them more closely with the setting's history. It will also look super snazzy on the character selection screen when the adventure mode update comes out.
-Less plants should cover the screen now. Don't want to make things too easy with foraging.
-Fix to rapid gun powers, was missing a bracket
-Composite now called architecture to spell out what you're seeing.

Update: Jan 10, 2023 @ 9:59pm

-Emergency fix to duplicate raw issue

Update: Jan 10, 2023 @ 9:35am

-Fix to body clothing not appearing on embark

Update: Jan 6, 2023 @ 1:30pm

-I forgor to change the version number

Update: Jan 6, 2023 @ 1:29pm

4.14 Changes:
-Info file changed, should now spell out that the vanilla raws are incompatible.
-Overhaul to how sites work, it's a lot less tied to species and more tied to a classes of civilization. Also, hamlet civs should spawn more frequently now. However, the smaller the world, the more of a tossup it is.
-Change to worldgem params, specifically in regards to civ and site amount. Due to some other issues, I have opted to shuffle them, along with removal of some unecessary restrictions. It is recommended you REPLACE the prior worldgen params with the new ones, and then edit to taste if applicable. Ignore this if you REALLY know what you're doing and have already tweaked things to your liking.
-Neoanthropic posthumans can induct hereditary cyborgs and anthropic posthumans into Outer Pattern posthuman bodies. It's a way to get some more real posthumans if you play the neoanthropic faction, since most migrants you get will be thralls. In the future, normal organic humans will be inducted by both inner and outer pattern posthumans.
-Some minor fixes