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: Dec 29, 2022 @ 2:13pm

-Charged alloy can now be made in the manufacturing block.

Update: Dec 29, 2022 @ 8:31am

4.12 Changes:
-Martians can now wear hereditary cyborg armor
-Armor names got too long so I trimmed them down. Some ranged weapons will have shorter names as well.
-Outer pattern life forms now have variable limb length, ranging from normal human to longer. All exhumans do as well.
-All resource materials now have "(resource)" in the name. This is to encourage harvesting rather than smoothing or otherwise retaining the material, and to make it clear that it only exists to be broken down into something usable.
-Grinder weapons are very strong, and this is intentional, but they have also become too strong. To compensate, they now have a very long wind-up and recovery time to simulate the difficulty of using such an unwieldy weapon. But to balance this, they also now have the option to attack without activating the grinder mechanism, doing conventional damage. Like RCS weapons, it is now a special attack.
-More "gem" types
-The manufacturing block can now produce bulk orders of material such as furniture, military uniforms, and clothing. Bear in mind it isn't a huge system, it simply meets the absolute minimum standards to keep people clothed and rooms furnished. I'll add more as I can think of fitting stuff.
-Vanilla sound effects enabled, mute or enable them at your discretion

Update: Dec 25, 2022 @ 10:12am

4.11 Changes:
-Added tooltips to workshops
-Superstructure tile changed to be hopefully be more readable while still feeling artificial
-Various utility drones can now be purchased by most civs
-Fix to gem display issues
-Fix to soft alloy goods not having the appropriate adjective
-New material added, lightmatter. It is used to make cool glowing tubes and cylinders and affixing them to things grants you big money, which should help with room value and such without adding materials the game doesn't understand should be rare
-Digging tools and loader exo-frames/exo-armors can be made of hard alloy instead of hyperalloy now
-Fix to tool costs in embark
-Resource materials weigh much less to account for being unable to be put in stockpiles
-Upload civs and names changed. They'll now be divided into humanoid, light, heavy, and ultraheavy variants, and can upgrade between them intergenerationally. You can choose to increase them in size for a relatively low cost, or turn them into a unique kind of postbiological entity.
-Mechanical and postbiological civs can create chemical packets from energetic compound as an alternative to farming, which can sustain them just fine. If organics eat it, they'll be sated, but will also go into shock and maybe die. Use with caution.

Update: Dec 22, 2022 @ 5:34pm

-fix to Hicaste position tokens
-seeds cost less

Update: Dec 22, 2022 @ 1:30pm

-Updated to latest DF version
-Changes to the transcendence process. Transmutation programs now have an additional step, the creation of "blank tablets" which are later encoded with data, becoming consumable. Instructions on the process can be found in-game.
-Combat progtams overhauled, they'll be much better now and will take into account any limbs you grow (this will be expanded on)
-Changes to civ positions, I have tried to streamline things and make them better. They also have descriptions now where necessary or where it lets me dump yet more lore into the game itself rather than the bay12 page.
-Changes to material. Instead of just "meta alloy" there's now normal alloys and hyperalloy. While there are now various useful alloys, hyperalloy is metal imbued with nanotechne at the molecular level. Not enough to bring it to life, but enough to make it much stronger. This means you need to choose between using nanotechne to equip a large army with lots of gear, or focus on nurturing a small amount of transmuters, at least until you're rolling in the stuff. You can also strip hyperalloy of its nanotechne for a small chance to gain some nanotechne back.
-New geologic material, plastcrete. Basically it's concrete but fancier. Cheap and durable, but not magma-safe and with no resources to extract. However, composite can no longer be used to make stone crafts, only plastcrete can, though both can be used as building material. Grasses have been changed as well to reflect the new terrain changes.
-Shells changed to be the same size as exhumans and bioframes. Why? Because people are having trouble giving exhumans and bioframes armor. This way, you can give them armor by giving them stuff sized for shells, any issues with selecting armor for them can be handled. It also means shells, bioframes, and exhumans can scavenge armor off of each other, meaning a defeated foe's gear can become your victory prize.
-Exhumans changed. They'll now be more consistent. Transformed exhumans have a human body plan, but their offspring can look stranger. However, they are still divided by pattern.
-Plants redone. Many factory-type plants will only appear in civs now, not in the game world. Meaning, you only get what you embark with, or buy. Well, you can try to scavenge, but don't get your hopes up.
-Un-caste civs are now item thieves. Should lead to more wars.
-Guns changed. There's now three tiers. Light-Gas Guns, Ram Accelerators, and Mass Drivers (previously railguns), in order of power. More advanced civilizations have better guns. Each come in three tiers, light variants for Light Ranged Specialists, heavy variants for Heavy Ranged Specialists, and the rare ultraheavy variant which can be equipped as field artillery by soldiers or standard weapons for bioframes.
-It is now impossible to find a book that lets you obtain a stronger body via normal methods. But if you're willing to make a dark bargain, there's a few places you can look.
-Various little fixes and tweaks.

Update: Dec 20, 2022 @ 5:30pm

-lots more fixes plus making sure version numbers will work

Update: Dec 15, 2022 @ 3:31pm

-more mod updates prior to release pt 2

Update: Dec 10, 2022 @ 2:28pm

-Preliminary mod updates in anticipation of future release pt. 1
-Really hoping this works, first time updating a DF mod on Steam

Update: Dec 7, 2022 @ 12:02pm