Deon_Urist

New Genesis (Volume I) - features

Dec 13th, 2022 (edited)
4,469
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.30 KB | Writing | 0 0
  1. [ Dwarves ]
  2. Worldgen:
  3. - Expanded biome selection for settlement placement.
  4. Items:
  5. - Added more weapons from rebalanced CORE items to dwarven civ - great axe, halberd, dagger, morningstar, training dagger, training hammer, bow.
  6. - Dwarves can wear new chain mittens.
  7. - Forced the most important clothing pieces, so you don't end up as a civ without helmets or breastplates.
  8. - Made coins progress in 1-10-100 value instead of 1-5-10.
  9. Positions:
  10. - Some entity positions can participate in espionage and partrolling (General, militia commander).
  11. - Sheriffs and captains of the guard are chat-worthy and can be targets of kill quests.
  12. - Expedition leader needs an office, a bedroom and a dining room.
  13. - Mayor doesn't receive complaints (that goes to psychiatrist/shaman), needs no armor racks/weapon stands and a bit less flashy rooms.
  14. - New positions - thoughtbearer/shaman/spirittalker, can be assigned to any dwarf to listen to complaints while mayor works.
  15. - Minor nobles need basic offices too.
  16. - Bookkeper becomes treasurer, grand treasurer and hoardmaster as the fortress population grows.
  17.  
  18. [ Humans - Dalesmen ]
  19. - Latin words and names.
  20. - Former "keepers" in Old Genesis
  21. - Innate skill and trait adjustments.
  22. - Grow up to full size at 17 instead of 12.
  23. - New materials/tissues implemented.
  24. Worldgen:
  25. - Limited expansion areas (for more space for other future races such as nords).
  26. - Hair and beards can be styled.
  27. Items:
  28. - Longbows.
  29. - Halberds replace whip skill.
  30. Positions:
  31. - Custom medieval-style nobility including monarch.
  32. - Dalesmen know how to forge wrought iron.
  33.  
  34. [ Humans - Nords ]
  35. - Danish words and names.
  36. - New human type "nord".
  37. - They settle in cold and inhospitable regions.
  38. - Round shields, dane axes, seaxes and bearded axes.
  39. - Horned and masked helmets.
  40.  
  41. [ Elves - Sylvan ]
  42. Creature:
  43. - Renamed to Sylvan elf in expectations of other elf types being converted.
  44. - Innate skill and trait adjustments.
  45. - New materials/tissues implemented.
  46. Worldgen:
  47. - Limited expansion areas (for more space for other future races such as nords).
  48. - Elves do not style their hair.
  49. Items:
  50. - Longbows.
  51. - Limited armor selection, lighter dressed warriors.
  52.  
  53. [ Goblins and kobolds ]
  54. - New crude weapons with worse balance: crude knives, clubs, crude spears, cleavers.
  55.  
  56. [ Materials ]
  57. - Seeds can be cooked.
  58. - Less sharp wood and stone.
  59. - A bit tougher common skin to avoid bleeding during normal strangling.
  60. - Cheese doesn't rot.
  61. - Proper names for boiling/luqified materials of any kind.
  62. - Multiple smaller Property and cost tweaks to existing materials.
  63. - Multiple different tiers of leather: suede, fur, leather, hide, mythiskin, metalhide.
  64. - Also added barkstrips as a leather type material to be processed from trees.
  65. - Tannable chitin and scale.
  66. - Three types of alcohol material: lousy, standard, fine, with various effects (worse to better). <- TODO to implement in PLANTS update
  67. - Different types and qualities of wood. <- TODO to implement in PLANTS update
  68. - BREAD and CANDY materials <- TODO to implement in PLANTS and COOKING update
  69. - Mead has less negative effects.
  70.  
  71. [ Bodies ]
  72. - Three part brain model (two hemispheres, stem) for most developed civilizations (humans, dwarves, elves, nords). Makes it possible to survive a bolt to a brain, as long as the stem is not destroyed.
  73. - Fixed relative position of teeth in the mouth (vanilla has a bug).
  74. - 4-armed and 6-armed humanoids by default have necks. Also added neckless body versions.
  75. - Joints for various bodytypes besides humanoid (quadruped, legless, winged etc creatures).
  76.  
  77. [ Tissues ]
  78. - Faster bleedout for deeper wounds.
  79. - Internal organs and bone/spine damage cause more pain.
  80. - Tougher skull bone but heavy bleeding once broken.
  81. - Some healing properties to nail/hooves/horns for them to "regrow".
  82. * The modifications to existing materials and tissues apply to all creatures
  83. ** The new materials and tissues will only be useful in new/modified creatures
  84.  
  85. [ Weapons ]
  86. - All weapons have different preparation and recovery timers based on their size and balance. Now daggers could be useful, while huge weapons will take longer to swing.
  87. - Small weapons are also good at multiattack, while large weapons are bad at multiattack (combining weapon swing with another attack).
  88. - Melee punches/kicks in general are a bit weaker. Give your dwarves at least some daggers to kill that giant.
  89. - *New* weapons: bladed chain, kryss, crude dagger, crude spear, club, dane axe, bearded axe, hand axe.
  90. - Attack surface and penetration of weapons rebalanced to match material changes for most of weapons.
  91. - Slap attack removed from many small sharp weapons where it interfered with normal combat (big weapons keep it).
  92. - Pommel strike made weaker on smaller weapons.
  93. - "Large Dagger" turned into a smaller "Dagger".
  94. - "Short sword" is the next step in weapon slash area size (reduced from vanilla).
  95. - *New* Skimitar weapon as the next step between short sword and long sword.
  96. - "Long sword" slash area size reduced accordingly.
  97. - Combat Whips are no longer a thing. Whip skill repurposed to Halberd skill.
  98.  
  99. [ Armors ]
  100. - *New* Added chain mittens.
  101. - *New* helmets: masked helmets, horned helmets.
  102. - *New* Plate mail, an upperbody armor that also protects shoulders and arms, available to dwarves and dalesmen.
  103. - Mostly rebalancing in terms of how much clothing covers, to avoid impenetrable onion-wrapped clothing.
  104. - Breastplace takes slightly less bars considering its size (6 from 9).
  105. - Coat covers only 70% of body.
  106. - Cape covers arms fully and protects lowerbody.
  107. - Most of helmets have vulnerable parts. The best protection comes from masked helmets and full helmets.
  108. - Shirts only protect upper arms and cover 60% of body.
  109. - Cloaks do not protect arms but go down to sheens, coverage 60% from 100% and cost 3 instead of 5.
  110. - Tunic covers 85% instead of 100%.
  111. - Toga covers 80% instead of 100% and costs 4 instead of 5.
  112. - Dress covers 70% instead of 100% and costs 4 instead of 5.
  113. - Robe covers 60% instead of 100% and costs 5 instead of 6.
  114.  
  115. [ Megabeasts ]
  116.  
  117. - Three dragon types: frost wyrm (ice breath), dragon (fire breath) and wyvern (poison breath).
  118. - Many megabeasts and semimegabeasts also govern DEATH domain, potentionally making them sources of necromancy.
  119. - Bigger and scarier creatures such as dragons and hydras net better leather type (and are harder to kill accordingly).
  120. - Trolls are now "dread trolls", appear starting caverns layer 2, are much tougher, can be butchered and net demonic leather (leather tier 4).
  121. - Megabeasts are too large to fit into a cage or to be hurt by a weapon trap. Some bigger semimegabeasts also are not susceptible to traps.
  122. - Megabeasts don't give into pain (they can still be knocked unconscious via other means).
  123. - Because megabeasts and semimegabeasts are now harder, they come quite a lot later, to let your fort grow first.
  124.  
  125. [ Creatures ]
  126. - Converted all creatures to the new leather/fur/suede/mythskin/metalhide system.
  127. - Got rid of extra bloat from numerous animal-men and giant-animals. They are available as a separate download to patch in if needed.
  128. - Bigger and scarier creatures such as dragons and hydras net better leather type (and are harder to kill accordingly).
  129. - A lot of adjustments to population sizes to make embark areas populated by different creatures but not overpopulated.
  130. - Rebalanced frequency to make various creatures appear in the same biome.
  131. - A lot of small adjustment to creature gaits, petvalue, age etc.
  132. - Useful pets are more expensive
  133. - Pack animals can carry a bit less (no more 10 anvils on 1 cow), they have to use wagons for this.
  134. - Some animals that were previous just pets (like sheep) can now be found in the wild.
  135. - Most of creatures get odor and vocalization sounds (will be useful in Adventure mode only).
  136. - one-humped and two-humped camels renamed to dromedary/camel.
  137.  
  138. [ Minerals and metals ]
  139. - *Ironworks* Most of iron ore nets carbon-enriched "cast iron" in a furnace, and later should be worked into "wrought iron", a weapon-grade metal.
  140. - More complex geology. Minerals that often coexist appear together more often, some of layer/sedimentary rocks can appear as veins in other minerals.
  141. - Basic stone has low value, and specific stones that are made to have better cutting edge/beauty or look fancy cost more.
  142. - Granite -> White, red and gray granite
  143. - Diorite -> Diorite and black diorite
  144. - Marble -> Gray marble, black marble, pink marble, pure marble
  145. - Other mineral types added: Diabase, fluorspar, azurite, barite, biotite, flint, elvan, epidote, migmatite, ...
  146. - Breccia, Pumice, Tuff : magma-safe.
  147. - Semiprecious gems are more expensive than most common rocks, a bit more rare, but appear in new minerals (so more gem combinations can come up).
  148. - Removed bismuth and alloys as something that is rare, inconsistent for the period and inconsequentual
  149. - Galena has less pure metals in it.
  150. - New ore-bearing minerals: goethite, meteorite, pentlandite, siderite.
  151. - Soils: black bog, raised mire, swamp peat.
  152. - Goethite is the "bog iron", low-iron mineral that can be found in swamp peat and bog.
  153. - Peat is now a coal resource that can be found in peat swamp.
  154. - Tetrahedrite no longer occurs in ALL STONE, instead where it should.
  155. - New surface-level soil-level coal: peat, occurs in bog/mire/swamp soil.
  156.  
  157. [ Other ]
  158. - Minor interface tweaks and other game file tweaks, i.e. to make pause button more visible.
  159.  
Add Comment
Please, Sign In to add comment