Dwarf Fortress

Dwarf Fortress

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Fantastic Fantasy Fortress
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17.209 MB
Dec 23, 2022 @ 3:05am
Apr 24 @ 3:00am
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Fantastic Fantasy Fortress

Description
Welcome to chipathingy's Fantastic Fantasy Fortress mod!
This is the full version, with all features included
This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings.
It includes 4 new unique races, significant vanilla race changes, lots of new creatures and heaps of items!
Now including full graphics for all features!

COMPATIBILITY: This mod is likely incompatible with any mod that changes/replaces vanilla_creature_graphics, it should be ok with anything else.
The main mod page can be found here: http://www.bay12forums.com/smf/index.php?topic=180748.0

Features:

Races:
Dwarves: Currently the only playable race. Very similar to vanilla dwarves with the following changes:
Males now outnumber females by 2:1
New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items
New weapons:
Can now produce almost any weapon, but that doesn't mean they can use them!
New weapons:
Boomsticks, shoots pellets
Hand Cannons. Bigger and better boomstick. Shoots shells
Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes
Siege crossbow. A bigger, heavier crossbow that shoots arrows
New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively

Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters.
These are mostly similar to vanilla goblins with a few small changes. They can sometimes be found as wild, savage tribes
Their blood now causes painful burns on contact. Don't drink it
They have a bunch of new creatures they will bring to siege your fort as well!

Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally self-sufficient and do not send out trade caravans.
Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards.

High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised" races and will despair at being underground for too long
They can use steel, use exclusively edged weapons and have access to several magical warbeasts

Humans: Humans are a jack-of-all-trades race that are found throughout the world.
Humans have gone through a number of changes in this mod. They now use steel, have several castes and two distinct civilisations:
The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace.
The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their hands on your precious shinies

Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade

Orcs: Primitive barbarians who love to fight, orcs live in tribes and constantly war with their neighbours. The more fights they survive, the bigger and stronger they get. They have several unique weapons, armour and warbeasts that can only be used by these huge, rage-filled barbarians

Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit of heavenly power and derive their magic from the trees and animals of their forest homes.
Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers

Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants.

Megabeasts:
Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials
Phoenix
Doom wolf

Other creatures:
Lots of creatures from mythology or other fantasy settings. They are mostly found in various savage biomes. There are too many to include here, see the mod home page for a full list.
New metals:
Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper
Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace
Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold
Orihalcum: A magical alloy known only to the Dwarves. Very light and hard
Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard
Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood.
You'll also find that regular iron is more effective against magical creatures than normal.

New items (non-dwarf):
Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons
Throwing weapons: Fishing spear, rogue's knife, skirmisher's club
Thrown ammo: throwing knives, javelins
Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types
Clothing: harness, chest wrappings, bandana, kilts,
Lots of tools that civilians will carry in Adventure mode
Lots of toys

Other changes to vanilla
Hydras now heal themselves much quicker
Unicorns now have cursed blood
Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs

Planned features:
Magic! You might notice some placeholders if you go digging around in the raws
Cavern revamp

Advanced world generation suggestions: decrease the number of generated secrets to zero, ramp up metal frequency, increase the number of civs

Known issues:
Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons
Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this
Credits:
ZM5's mods - weapons, materials, probably other things I can't remember
Splint's mods - reactions, materials, weapons
Taffer's Dwarf Fortress Revised
Atkana’s – savage domestics
Anyone who's ever put anything on DFFD
Redic - Lizardfolk and Orc graphics
Popular Discussions View All (3)
6
Feb 13, 2023 @ 3:11am
How to make Blast Furnace metals
Stake from Jate Farm
6
Dec 22, 2023 @ 5:10pm
Bug reports and other issues
chipathingy
4
Mar 22, 2023 @ 2:29pm
Feature requests
chipathingy
87 Comments
Gecko May 12 @ 2:26am 
Hey, thanks for the response. Don't have solve the issue yet, but it work like this maybe i will look in this later. Don't found an obvious mod that affect entity, but it may exist i use too much mod anyway
chipathingy  [author] May 6 @ 1:23pm 
Thanks!
Slowing the learning rate is a creature level mod, not entity.
FFF only edits the dwarf creature and cuts &replaces the entity. It still uses DWARF and MOUNTAIN respectively
Do you have any other mods that effect the dwarf entity? There might be some conflict there, I'm thinking it's a load order issue
Gecko May 6 @ 9:49am 
Hey, really liking the atmosphere and work you put in your mod. Keep up the good stuff.
I like thoses Runicweapons and others stuff in raw :)

I have a simple question i want to slow the learning rate for all civilized creature based on https://steamcommunity.com/sharedfiles/filedetails/?id=3059262257&searchtext=skill

But i'm not sure for the Civilization name it's DWARF_CHP ? ,
I have the Vanilla Dwarf and modded Dwarf during World Gen ( I have King and King under The mountain rulers ) I a bit confuse about this
chipathingy  [author] Apr 26 @ 12:16am 
No idea, sorry! I normally put it last in the load order, but I don't know if that's what is causing it. I'll double check my copy to make sure everything works
It could be the DF beta being weird?
Sun Tzu Apr 25 @ 11:54pm 
Graphics files are there...does load order matter? Or what else could be wrong? i reinstalled everything twice now...
chipathingy  [author] Apr 25 @ 2:15pm 
I'm not sure what could be the issue, i dont have it on my end. Maybe it didn't download properly?? Try checking the installed mods folder to make sure the graphics files are actually rhere
Sun Tzu Apr 25 @ 1:57pm 
so i added the mod and removed the vanilla creature thing. After that i loaded the world. There were ni pictures for all races and after i created my dwarf he had no texture (This blue creature which is a placeholder i think)
chipathingy  [author] Apr 25 @ 1:01am 
@"Sun Tzu" what exactly didn't work? What species? Was it just graphics?
Orcs, lizardfolk, halflings and high elves won't have portraits until I get an update together, only the vanilla races should
Sun Tzu Apr 25 @ 12:03am 
I guess it doesn`t work in Adventure mode hahaha ...damnn it was worth a try. sadly no characters can load in and i am a blue ball with eyes
chipathingy  [author] Apr 24 @ 3:04am 
Just posted the actual 1.4h update - Looks like I was looking at a work-in-progress file.
It just adds the new and updated graphics for 0.50.13 as well adding hairstyles to the civs without them
I have started on the portraits for the added civs! I also have some magic and cavern stuff in the works :)