Dwarf Fortress

Dwarf Fortress

Complete Sanctum Setting Pack
23 Comments
Karkino Mar 18 @ 8:15pm 
any plans on updating this mod?
♥Estelle♥ Jan 22, 2024 @ 4:38pm 
I've noticed the harpy merchants never ever unload their goods.
SmileyVR  [author] Feb 4, 2023 @ 9:45am 
Generated a hundred years on the latest version. Embarked with a male faun. Working as intended. Either you had terrible luck or your civlisation was in decline.

You should double-check the raws. By default they are set to have 20% males.
SmileyVR  [author] Feb 4, 2023 @ 9:36am 
Yeah. There should be around 20% males to female ratio. They're out there, unless they all got killed early on.
SmileyVR  [author] Feb 4, 2023 @ 9:33am 
That's weird. I had plenty of males and kids on my save. I should double-check the files.
le0pard64 Feb 4, 2023 @ 5:35am 
So... from what I can tell, fauns don't reproduce. All the fauns in my fortress are female or gender-less. Furthermore, none of them list any blood relatives; no mother or father or children. The world generated 100 years of history and every faun is well over 100 years old. Their health descriptions describe them as white haired and very wrinkled. As best as I can tell there are only about 60 fauns in existence across my whole world. No wonder I'm not getting immigrants.
le0pard64 Jan 29, 2023 @ 8:30pm 
By-the-way: For those trying mithril for the first time. You have to set a work order in the Farmer's Workshop to harvest seeds from Mithril Leaves. If you make stuff out of the leaves you don't get seeds. I set a condition on crafting anything out of mithril leaves that there are at least 20-30 seeds in stock so I don't run out. If you run out it is very hard to recover your mithril industry.
le0pard64 Jan 29, 2023 @ 7:29pm 
Furthermore, their renewable mithril armor and weapons combined with their extra-fast movement speed can make them very effective, almost vicious, in combat. Nothing escapes a faun unless it can fly away. Even then, I saw my fauns climb trees with alarming alacrity to clobber and eviscerate their target. Pretty cool!
le0pard64 Jan 29, 2023 @ 4:14pm 
It still seems unexpected and counter-intuitive to see nymph-like forest fauns building a stone fortress. It also seemed hypocritical to have to buy wood from vendors just to be able to make beds for the fauns. Hmmm...
I also found that World Generation can omit Mithril Leaf Plants which makes the fauns primary industry unavailable. At least the seeds were unavailable at Embark in that world so I assume that means they simply didn't exist.
Despite this, I found fauns a fun and exciting challenge. I can't imagine how you could start fauns in cold, desolate, or evil biomes due to their heavy dependence on surface farming. Stick to nice forests if you want to play fauns.
le0pard64 Jan 29, 2023 @ 4:14pm 
I played a Faun outpost and found it a very fun experience. The new Mithril is fun to play with. I also found it a relief that all the fauns in my settlement worship the same force. I didn't have to make an unending number of temples.
I was unable to discover any way to make grown wooden items which makes starting out very troublesome. Fauns are like elves and are offended to cut down trees. With wood being heavily stigmatized and with picks being foreign and unavailable for embark you need to bring stone blocks with you at embark or else have no nice building material to start. You can make a mithril pick fairly early which opens up mining for stone.
Casino Jan 16, 2023 @ 6:14pm 
good to know!
SmileyVR  [author] Jan 16, 2023 @ 4:02pm 
It only adds a new creature. The old, evil harpies are still present. I might patch them out, tho.
Casino Jan 16, 2023 @ 2:02pm 
does this conflict with vanilla harpies? or revamp them?
Darkphaze Jan 14, 2023 @ 2:35am 
ok, thank you.
SmileyVR  [author] Jan 13, 2023 @ 1:13pm 
No. It doesn't add new materials beside Mithril.
What it does right now is add 3 new entities.
Darkphaze Jan 13, 2023 @ 1:40am 
is it this mod that adds a whole bunch of new stone to the world?
Thrice Jan 13, 2023 @ 12:16am 
Ok, Ill be testing it out! Ty for the fast response lol.
SmileyVR  [author] Jan 13, 2023 @ 12:13am 
Not so far. I was considering adding stone weapons, elysian bronze, and a strong, steel-like tier of mythril. Right now I'm fine-tuning the entities.
Thrice Jan 12, 2023 @ 11:44pm 
Is there other new metals? Im dissappointed in the metal choices so far for other mods out right now. Just mithril pretty much lol. Hoping this one has more choices. I think my fav so far has been the Aeramore Expansion that Ive been messing around in.

Anyway, sorry for blathering. Thanks for answering!
SmileyVR  [author] Jan 12, 2023 @ 4:01pm 
Not at the moment. The mod pack is still being very worked on. I might post on the Dwarf Fortress forums at some point when its finished. Also there was a more in-depth description here but it got lost every time I updated the mod.
Thrice Jan 11, 2023 @ 9:56pm 
Is there a more in depth description in a different forum?
SmileyVR  [author] Jan 11, 2023 @ 12:24pm 
Version 1.1.2 rebalance mithril plants. how rare the plants are, how fast it grows, and how effective the metal is. On a good biome, you should have 3-4 plants a season, ready to be harvested.

Metal is now slightly stronger than bronze, but worst than steel. It is, however, still very lightweight. It matches aluminum, making it the lightest non-divine metal out there.
SmileyVR  [author] Jan 7, 2023 @ 1:52pm 
Version 1.1 released. This version expands on the fauns, adds in a viable source of Mithril they can harvest, gives them access to the first elemental workshop. All races have been rebalanced in terms of expansion - Merseiken civs will be more common and easier to find.

Harpies will now prefer whatever weapon they are using to a talon strike.

This patch should be compatible with the old versions, but unfortunately you will not get most of the new features unless you make a new world. Sorry.