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- [ Dwarves ]
- Worldgen:
- - Expanded biome selection for settlement placement.
- Items:
- - Added more weapons from rebalanced CORE items to dwarven civ - great axe, halberd, dagger, morningstar, training dagger, training hammer, bow.
- - Dwarves can wear new chain mittens.
- - Forced the most important clothing pieces, so you don't end up as a civ without helmets or breastplates.
- - Made coins progress in 1-10-100 value instead of 1-5-10.
- Positions:
- - Some entity positions can participate in espionage and partrolling (General, militia commander).
- - Sheriffs and captains of the guard are chat-worthy and can be targets of kill quests.
- - Expedition leader needs an office, a bedroom and a dining room.
- - Mayor doesn't receive complaints (that goes to psychiatrist/shaman), needs no armor racks/weapon stands and a bit less flashy rooms.
- - New positions - thoughtbearer/shaman/spirittalker, can be assigned to any dwarf to listen to complaints while mayor works.
- - Minor nobles need basic offices too.
- - Bookkeper becomes treasurer, grand treasurer and hoardmaster as the fortress population grows.
- [ Humans - Dalesmen ]
- - Latin words and names.
- - Former "keepers" in Old Genesis
- - Innate skill and trait adjustments.
- - Grow up to full size at 17 instead of 12.
- - New materials/tissues implemented.
- Worldgen:
- - Limited expansion areas (for more space for other future races such as nords).
- - Hair and beards can be styled.
- Items:
- - Longbows.
- - Halberds replace whip skill.
- Positions:
- - Custom medieval-style nobility including monarch.
- - Dalesmen know how to forge wrought iron.
- [ Humans - Nords ]
- - Danish words and names.
- - New human type "nord".
- - They settle in cold and inhospitable regions.
- - Round shields, dane axes, seaxes and bearded axes.
- - Horned and masked helmets.
- [ Elves - Sylvan ]
- Creature:
- - Renamed to Sylvan elf in expectations of other elf types being converted.
- - Innate skill and trait adjustments.
- - New materials/tissues implemented.
- Worldgen:
- - Limited expansion areas (for more space for other future races such as nords).
- - Elves do not style their hair.
- Items:
- - Longbows.
- - Limited armor selection, lighter dressed warriors.
- [ Goblins and kobolds ]
- - New crude weapons with worse balance: crude knives, clubs, crude spears, cleavers.
- [ Materials ]
- - Seeds can be cooked.
- - Less sharp wood and stone.
- - A bit tougher common skin to avoid bleeding during normal strangling.
- - Cheese doesn't rot.
- - Proper names for boiling/luqified materials of any kind.
- - Multiple smaller Property and cost tweaks to existing materials.
- - Multiple different tiers of leather: suede, fur, leather, hide, mythiskin, metalhide.
- - Also added barkstrips as a leather type material to be processed from trees.
- - Tannable chitin and scale.
- - Three types of alcohol material: lousy, standard, fine, with various effects (worse to better). <- TODO to implement in PLANTS update
- - Different types and qualities of wood. <- TODO to implement in PLANTS update
- - BREAD and CANDY materials <- TODO to implement in PLANTS and COOKING update
- - Mead has less negative effects.
- [ Bodies ]
- - 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.
- - Fixed relative position of teeth in the mouth (vanilla has a bug).
- - 4-armed and 6-armed humanoids by default have necks. Also added neckless body versions.
- - Joints for various bodytypes besides humanoid (quadruped, legless, winged etc creatures).
- [ Tissues ]
- - Faster bleedout for deeper wounds.
- - Internal organs and bone/spine damage cause more pain.
- - Tougher skull bone but heavy bleeding once broken.
- - Some healing properties to nail/hooves/horns for them to "regrow".
- * The modifications to existing materials and tissues apply to all creatures
- ** The new materials and tissues will only be useful in new/modified creatures
- [ Weapons ]
- - 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.
- - Small weapons are also good at multiattack, while large weapons are bad at multiattack (combining weapon swing with another attack).
- - Melee punches/kicks in general are a bit weaker. Give your dwarves at least some daggers to kill that giant.
- - *New* weapons: bladed chain, kryss, crude dagger, crude spear, club, dane axe, bearded axe, hand axe.
- - Attack surface and penetration of weapons rebalanced to match material changes for most of weapons.
- - Slap attack removed from many small sharp weapons where it interfered with normal combat (big weapons keep it).
- - Pommel strike made weaker on smaller weapons.
- - "Large Dagger" turned into a smaller "Dagger".
- - "Short sword" is the next step in weapon slash area size (reduced from vanilla).
- - *New* Skimitar weapon as the next step between short sword and long sword.
- - "Long sword" slash area size reduced accordingly.
- - Combat Whips are no longer a thing. Whip skill repurposed to Halberd skill.
- [ Armors ]
- - *New* Added chain mittens.
- - *New* helmets: masked helmets, horned helmets.
- - *New* Plate mail, an upperbody armor that also protects shoulders and arms, available to dwarves and dalesmen.
- - Mostly rebalancing in terms of how much clothing covers, to avoid impenetrable onion-wrapped clothing.
- - Breastplace takes slightly less bars considering its size (6 from 9).
- - Coat covers only 70% of body.
- - Cape covers arms fully and protects lowerbody.
- - Most of helmets have vulnerable parts. The best protection comes from masked helmets and full helmets.
- - Shirts only protect upper arms and cover 60% of body.
- - Cloaks do not protect arms but go down to sheens, coverage 60% from 100% and cost 3 instead of 5.
- - Tunic covers 85% instead of 100%.
- - Toga covers 80% instead of 100% and costs 4 instead of 5.
- - Dress covers 70% instead of 100% and costs 4 instead of 5.
- - Robe covers 60% instead of 100% and costs 5 instead of 6.
- [ Megabeasts ]
- - Three dragon types: frost wyrm (ice breath), dragon (fire breath) and wyvern (poison breath).
- - Many megabeasts and semimegabeasts also govern DEATH domain, potentionally making them sources of necromancy.
- - Bigger and scarier creatures such as dragons and hydras net better leather type (and are harder to kill accordingly).
- - Trolls are now "dread trolls", appear starting caverns layer 2, are much tougher, can be butchered and net demonic leather (leather tier 4).
- - 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.
- - Megabeasts don't give into pain (they can still be knocked unconscious via other means).
- - Because megabeasts and semimegabeasts are now harder, they come quite a lot later, to let your fort grow first.
- [ Creatures ]
- - Converted all creatures to the new leather/fur/suede/mythskin/metalhide system.
- - Got rid of extra bloat from numerous animal-men and giant-animals. They are available as a separate download to patch in if needed.
- - Bigger and scarier creatures such as dragons and hydras net better leather type (and are harder to kill accordingly).
- - A lot of adjustments to population sizes to make embark areas populated by different creatures but not overpopulated.
- - Rebalanced frequency to make various creatures appear in the same biome.
- - A lot of small adjustment to creature gaits, petvalue, age etc.
- - Useful pets are more expensive
- - Pack animals can carry a bit less (no more 10 anvils on 1 cow), they have to use wagons for this.
- - Some animals that were previous just pets (like sheep) can now be found in the wild.
- - Most of creatures get odor and vocalization sounds (will be useful in Adventure mode only).
- - one-humped and two-humped camels renamed to dromedary/camel.
- [ Minerals and metals ]
- - *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.
- - More complex geology. Minerals that often coexist appear together more often, some of layer/sedimentary rocks can appear as veins in other minerals.
- - Basic stone has low value, and specific stones that are made to have better cutting edge/beauty or look fancy cost more.
- - Granite -> White, red and gray granite
- - Diorite -> Diorite and black diorite
- - Marble -> Gray marble, black marble, pink marble, pure marble
- - Other mineral types added: Diabase, fluorspar, azurite, barite, biotite, flint, elvan, epidote, migmatite, ...
- - Breccia, Pumice, Tuff : magma-safe.
- - 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).
- - Removed bismuth and alloys as something that is rare, inconsistent for the period and inconsequentual
- - Galena has less pure metals in it.
- - New ore-bearing minerals: goethite, meteorite, pentlandite, siderite.
- - Soils: black bog, raised mire, swamp peat.
- - Goethite is the "bog iron", low-iron mineral that can be found in swamp peat and bog.
- - Peat is now a coal resource that can be found in peat swamp.
- - Tetrahedrite no longer occurs in ALL STONE, instead where it should.
- - New surface-level soil-level coal: peat, occurs in bog/mire/swamp soil.
- [ Other ]
- - Minor interface tweaks and other game file tweaks, i.e. to make pause button more visible.
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