Dwarf Fortress

Dwarf Fortress

Forthammer Fantasy
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Update: Jun 12 @ 1:20pm

Fixed Chaos Human sprite. Fixed raw duplication error. Fixed skaven being unable to use halberds. Added war trainability to giant wild boars, giant cave spiders and giant eagles.

Update: Jun 11 @ 6:46pm

Made Goblins no longer immortal or inherently evil, to match with Orcs. Made Elves live for less time. Made non-Elves unable to learn multiple lores of magic. Added Beastmen, Chaos Dwarves, Dark Elves and Warriors of Chaos as non-playable civilizations. Changed vanilla Elves to be more in-line with the setting, having access to metal armor and a few changed ethics. Added a variety of Asrai bows with their own unique enchanted arrows. Changed Orc default site to Dark Pits, to match with Goblins. Added a variant of Minotaurs that can be tamed by Beastmen similar to Trolls by Goblins. Guns now spawn smoke when fired with DFHack enabled. Removed non-chaos Dwarf wizards. Made Giant Cave Spiders ridable. Made Giant Wolves and Giant Cave Spiders always present in Goblin civs. Made Skaven playable. Changed Warpstone from a Gem to a regular Stone and made it more common. Added Ratling Guns and Warplock Jezzails. Added Poisoned Wind Globes. Changed Skaven from cave dwellers to dark fortress dwellers, meaning they're no longer invisible and will now attack your fort like other races. Added Grey Seer caste to Skaven. Made Giant Eagles always present in High Elf and Wood Elf civs. Fixed some Civs not sending sieges ever. Fixed some lores of magic not applying correctly. Added Layered Graphics for Ogres. Fixed Daemons fleeing when encountering Adventurers. Increased Skaven litter size. Updated Ogre civ to have larger weapons and less armor. Added Gutplate graphics (currently only visible on Ogres and the ground). Gave ogres variable hair, skin, and eye colors and styles. Made Tree Spirits mortal. Slightly adjusted tree spirit body, such as adding eyes, ears, nose, and hair (leaves). Removed Tree Spirit access to normal clothing as they don't wear clothes. Added optional Layered Graphics for Tree Spirits. If you wish to enable them, place the graphics_creatures_tree_spirit_layered.txt file from the root of the folder into the graphics folder, and remove graphics_creatures_tree_spirit. Made Ithilmar more common. Adjusted Daemon behaviour, should spawn correctly now. Allowed bloodthirsters to control civilizations. Removed all summoning from non-civilized creatures to fix their summons killing them. Added Steam Tank creation for Humans. Increased Chaos Champion skill level to Legendary. Improved Daemonic Regeneration. Reworked Hearlds, Champions, and Warriors of Chaos into civ-exclusive creatures for Chaos Warriors civ. Removed CAN_LEARN from all lesser Daemons. Added LARGE_PREDATOR to all Daemons so they should correctly be hostile now. Added Gyrocopters for Dwarves, and a summoning reaction to match. Added 3 new varieties of Dragon, and a new sprite for Star Dragons. Added Cannons as workshop-based siege engines. Fixed Curse of the Midnight Wind targeting friendly units. Made Skaven significantly larger and increased skaven growth rate. Made Greater Daemons emerge from the underworld during world generation as well as spawn in the overworld.

Update: May 31 @ 7:12pm

Made Humans playable. Added a very rare "Blessed" caste for humans to represent Warrior Priests, which naturally have access to some spells. Added Flagellants and Slayers, constantly angry and erratically behaving castes which excel in combat. All of these castes are currently spriteless, and will appear invisible in-game aside from their clothing. I cannot fix this at present, but I am working on it. If you dislike this, delete the dwarf and human entries in creature_patches.txt. Gave humans access to grenade launchers and cannons. Added Bloodletters. Made some minor changes to Khorne Daemons. Added Heralds of Chaos, Daemonic Semimegabeasts which summon units of their associate Daemons. Added Daemonette sprite. Added Horror sprite. Updated Lord of Change sprite. Added a variety of trolls, and adjusted the vanilla troll. Added Long Rifles. Added Chaos Warriors. Allowed Dwarves to be wizards, at the cost of a significant speed reduction. Adjusted Mangler Squig size. Made Giant Wild Boars present in all Orc civilizations so they can be ridden. Changed Skaven Civilization slightly. Removed the ability for Demon Princes to teach others how to become Demon Princes. Allowed Great Unclean Ones to control Civilizations, like Keepers of Secrets and Lords of Change. Added "Research Magic" Reaction for High Elves and Humans, which has a chance of creating a spellbook for a specific lore of magic. Consumes a sheet of paper, parchment or papyrus every attempt, with a 5% chance of success. This should allow far more wizards to be present in fort mode than currently possible. Made the Lore of Vampires acquirable via Slab, just like other Lores of Magic. Added Chaos Champions as megabeasts. Fixed Nurgling corpses not disappearing. Changed Elf names to differentiate types. Allowed all Daemons to appear on the surface in evil biomes, as well as underground.

Update: Mar 22 @ 6:31am

Fixed Gnoblars being present in Elf civilizations. Fixed Dragons not appearing in elf civilizations. Adjusted Gnoblar behaviour. Fixed B-containing bags issue (sorry for taking so long).

Update: Dec 15, 2024 @ 8:51am

Update: Dec 15, 2024 @ 8:50am

Update: Dec 15, 2024 @ 8:50am

Update: Oct 14, 2024 @ 1:51pm

Fixed Lores of Magic in Adventure mode. Fixed Daemons not banishing themselves.

Update: Oct 14, 2024 @ 9:34am

Fixed gromril reaction. Fixed onMapLoad.init calling the wrong form of grenade-launcher.lua. Made orcs playable (credit to TwinCrows). Added mangler squigs. Added hair squigs. Made tree spirits playable.

Update: Oct 10, 2024 @ 12:18pm

Fixed rune of speed (for real this time)