Dwarf Fortress

Dwarf Fortress

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New Genesis (Volume II)
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13 Dec, 2022 @ 7:01pm
13 Jan, 2023 @ 5:18pm
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New Genesis (Volume II)

Description
For those who had trouble generating the world, please make sure that the mod is the only one running (all VANILLA files need to be disabled too!), check the first screenshot.



This is a step by step returning total conversion from the old .40d days.

The original mod thread can be found here: Original mod thread.[www.bay12forums.com]

The version updated to the latest Classic version (maintained by TomiTapio) can be found here: TomiTapio's updated Classic version thread.[www.bay12forums.com]

This version is a Major release number 2 (volume II for fun), which already implements most of the base features, and the only things left to implement are all the new additional creatures, monsters and races.

So what's already in this mod version?

Dwarven castes:
+ Dwarves are made of various castes with different rarity. Some of the castes have unique properties.
You can find caste description in this standalone component (do not use it with this mod!):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2899792742

Geology
+ New metals - There are new metals: cobalt and moonsilver. Weapon-grade Iron is no longer made from ore. You get "cast iron" first, which is a pig iron equivalent, and you need to hammer it in forge to get "wrought iron", a proper weapon-grade metal.
+ Mineral variety - There is a big amount of new minerals and stones, all integrated with vanilla metals and gems. You will see a bigger variety of stones and minerals.
+ Surface-level mining - There are some metals (bog iron) and coals (peat) that appear in swamp-like soil, making it more available to embarks on swampy areas without going deep.

Generic changes:
+ Bodies, Tissues and Materials rebalance - All existing materials have been tweaked for a more brutal combat. Creatures are less spongy and deep wounds are more fatal. On the other hand, the brain for large creatures are made out of 3 parts, so it's possible to survive a head trauma that reaches past the skull.
+ Leathers rebalance - There are multiple tiers of leather: suede, leather, hide, mythskin, dragonscale. Large monsters have thicker hides and in turn give better leather grade. Dragons' skin is almost as tough as metal. Also chitin and scaled creatures can be tanned into chitin/scale materials for armors.
+ Weapon size and speed rebalance - This mod makes use of different "attack prepare/recover" timing settings on weapons. So daggers and small arms are much more precize and faster to strike than large weapons. Large weapons, on the other hand, hit much harder when they connect. Mod also introduces a few new weapons to match new race aesthetics and to fill some niches, all of them are sprited and appear in creature hands.
+ Alcohol quality - less common plants can produce more valuable alcohol. Also mead is less damaging to dwarves and more valuable. In total 5 tiers of alcohol are planned, but that has to wait until plant total rework.
+ Glass and stone furniture and items - The mod expands the crafting options for glass and stone furniture. You can have glass cabinets, stone beds etc.
+ Alchemy - Soap Maker's workshop is replaced with Alchemist's workshop. It allows you to transmute metals and create artificial gems.
+ Dragons' legacy - There are three types of Dragons : green, blue and red. They have different attacks (poison/cold/fire breath) and all of them have dragonscale, a metal-grade leather that can be turned into amazing armor.
+ Difficulty curve - Due to material rebalance and leather changes, larger creatures are more dangerous than in Vanilla game. Megabeasts also do not fall into traps (unless stunned) and are much harder to take down. A few drunk farmers are now less likely to strangle an ettin to death.
+ Full plate - Dwarves have full helmet/platemail that fully covers the body. Other armor pieces, especially caps and kettle helmets, have only partial coverage, so you can hit the soft spot when fighting an armored character.
+ All training weapons - There is a training weapon for each common weapon skill now.
+ Vanilla fixes - plant graphics are completed (the same as my plant graphics mod), large weapons can be wielded by dwarves (normally some of them can't because of size limitations in Vanilla),
+ Graphic/UI improvements - Replaces engraving icon (so it looks like an engraving and not like a face), and makes play/pause buttons stand out more.

What other races are here?
+ Dalesmen - knight society; humans living in plains and hills. They have large weapons and plate armor, as well as custom nobles that reinforce the theme.
+ Nords - Viking epic-inspired humans, living in tundra and cold regions. They have horned helmets, strong axe-type weapons, and are ruled by thanes.
+ Sylvan elves - Green-skinned wood elves, bent on protecting the nature. They have some new custom armors and weapons, but typically resemble vanilla elves with some changes.
+ Dusk elves - A High-elf race, they live on ocean shores and next to water (no seafaring in DF yet). They use moonsilver weapons and armor, and have amazing bows.
+ Vanilla goblins and kobolds are the same, with some extra weapons added to the roster.
+ Serpentfolk - another evil race in addition to goblins and kobolds. They have various castes, some of which are very dangerous: snake men, medusas and cockatrices (petrify), nagas (4 arms, and they can wield 4 weapons!).

There is more in the mod, but sadly Workshop erased my old description that I was building piece by piece, so I will keep coming back and updating this one as I remember more :).



Since this is a total conversion, it will be incompatible with most of mods modifying vanilla files.
However mods that modify UI elements will still work.



There are a couple of official submods that you can use.

+ Vanity/decoration - If you want to use decorative workshops, I made a set of them available here (fully compatible): Vanity Buildings

+ Genesis castes - If you dislike custom castes, there's a submod of mine that returns default male/female castes in place of my custom castes:
- Default Castes

+ Less animal men/giant animal variety - Since the mod introduces its own mythical creatures, and I wanted this to be closer to popular High Fantasy, there is much less types of vermin birds and animal-men produced by them (no more blue-faced-something-men). Some animal men still exist, but there's much less of them in the world. If you want to revert default numbers, there are two submods in my workshop that return vanilla creatures:
- Return animal people
- Return giant animals
Popular Discussions View All (1)
1
5 Feb, 2023 @ 2:28am
More info on the mod?
Redempter
371 Comments
rogueelf12 5 Jan @ 8:34am 
is this mod compatible with the beta version?
Saver Sigonith 18 Nov, 2024 @ 6:37am 
Hm, my dwarves got attacked by an army of invisible somethings that turned into moons when caught in cage traps. Turns out broken sprites make combat a little harder than anticipated ^^'
Is this a common bug?
Mc_Dyno 5 Nov, 2024 @ 6:04am 
For context this is the only mod in my list, not a single other mod.
Mc_Dyno 5 Nov, 2024 @ 6:04am 
Idk if this is an intended mechanic or bug of the mod, but for whatever reason my dwarves will not use any other stone types to make furniture or crafts, it says they need a non-economic hard stone type but the only rock that is a non-economic hard stone type is slate?

Wth is going on? Do I have to like cut the stones into blocks first before I can use them to make anything?
Deon ☣  [author] 10 Aug, 2024 @ 5:31am 
Do you mean the new monsters I've made for vanilla DF recently? I honestly didn't test if they work with Genesis, good call. I will check it out this weekend, thank you Zeyon.
Zeyon 10 Aug, 2024 @ 4:46am 
The mod clearly states that no vanilla files should be loaded, but the standalone monster submods need vanilla materials/bodyparts to function
What should I do?
Ostrich-Hungry 18 Jun, 2024 @ 6:34am 
Cool Deon. Thanks!
Deon ☣  [author] 14 Jun, 2024 @ 2:52pm 
So the main "problem" that the mod has is that it doesn't have new fancy portrait graphics.

I may get to it later, for now it will just show the creature sprite instead of the portrait.

I will focus on porting old Genesis creatures one by one, you can already see a few in my profile. Once the creatures are added, I will revisit the fancy side of races (portraits).
Deon ☣  [author] 9 Jun, 2024 @ 11:56am 
Hello guys, i am back after a long hiatus and I plan to look into adventure mode modding, as well as finishing some of my creatures that have art but no code.

I've checked and my mod still works fine.

For those who had trouble generating the world, please make sure that the mod is the only one running (all VANILLA files need to be disabled too!), check the first screenshot.
The most common reason of potential problems for you would be the fact that this cannot run with other mods or vanilla.
PhearedPhantom 28 Feb, 2024 @ 8:17pm 
Surprised to see no video on this Mos. Seems like DF players tend to stick to vanilla and who can blame them