Dwarf Fortress

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Guide to Dwarvemon
By FirePhoenix11
This guide goes over the content in the Dwarvemon mod.
   
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Introduction
Welcome to the world of Dwarvemon! This mod adds Pokemon and related content to your world. This guide aims to provide an in depth explanation of all the content and features in the mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898605441
Pokemon
The main feature of the mod is the addition of Pokemon. These are creatures much like the ones you'd normally see, but with various attacks, abilities, and other features that make them much more varied and deadly fun.

Attacks
In combat, Pokemon will use various attacks available to them. What they have can depend on their stage of evolution, with first stage having only 1-2 and final stages up to 3. These gain bonus velocity based on factors like its base power and STAB (Same Type Attack Bonus). Their prepare and recover is influenced by priority, accuracy, and PP.
Note: Natural and activated abilities do not count towards the attack limit.
A full list of Pokemon and their moves can be found here[pastebin.com].

Abilities
Almost all Pokemon have an ability of some kind. This can range from flavour, a passive boost to stats or attacks, to active interactions that cause all kinds of effects. Some abilities can even interact with each other for further effects. A full list of abilities and Pokemon with them can be found here[pastebin.com].

Evolution
Most Pokemon can evolve into more powerful Pokemon. This happens after a Pokemon enters combat or is started by the "trigger evolution" reaction at the evolution chamber workshop, along with other requirements if needed. This process is denoted with an (e) next to the Pokemon. Once active, each month is treated as a level, and after the required amount of time they will transform into their next stage. For example, if a Pokemon requires level 25 to evolve, it will be 25 months after starting evolution (gaining the (e) ) for them to transform.
  • Friendship: Starts as a greeting (randomly when next to a friendly creature). Evolves after 1 month.
  • Trade: Without items, its similar to friendship but evolves immediately. Requires a nearby intelligent creature (has CAN_LEARN and CAN_SPEAK).
  • Battle: Triggered with a 10-20% chance while in combat.

Stats
The stats of Pokemon are simulated through their physical attributes. Pokemon can have small variance in these stats (IVs).
Gait: Determined by speed and their form of locomotion (crawling / biped / quadruped etc).
Strength: Determined by attack stats.
Agility: Determined by speed.
Toughness: Determined by defensive stats.
Endurance & Recuperation: Determined by HP.

Types
Pokemon types are simulated through certain standard characteristics. While type match-ups are mostly unable to be simulated, there is still appropriate interactions between them.

Here is what you can expect from them:
  • Normal: Nothing unique.
  • Fire: Generally the cause of fires. They mostly have a body temperature of 10075U (41C / 107F) and are immune to fire, magma, and temperatures up to 15000U (2760C / 5032F). Also cannot be burned.
  • Water: They are much faster in the water and are amphibious, along with having better temperature tolerances than normal. Cold damage is below 9850U (-83C / -118F) and whilst fire immune, damage still occurs past 11900U (1055C / 1932F).
    Note: Some are aquatic so that they stay in the water, but should become amphibious while tamed.
  • Grass: Most rely on the sun for energy. Being inside will reduce their speed up to 25%. They also don't trample grass and plants.
  • Electric: Immune to paralysis both natural and Pokemon related.
  • Ice: Immune to cold damage, being frozen, and have a body temperature of 10045U (25C / 77F).
  • Fighting: Have natural fighting skills in dodging and wrestling, along with whatever combat skills their attacks use.
  • Poison: Their meat is poisoned and requires prepping before consumption. This happens automatically at a kitchen. They are immune to poison and its related effects.
  • Ground: Immune to paralysis and effects from electric type moves.
  • Flying: Generally fly.
  • Psychic: Most have the natural ability to push a target away or can speak (through telepathy).
  • Bug: Have shorter lifespans than the rest. Are also detestable.
  • Rock: Fire immune and most have higher temperature resistance.
  • Ghost: Ambush predators who are considered bogeyman (attacking lone adventurers), not living (not attacked by undead), and poof into smoke when killed. They avoid traps and can get through doors. They also have low light vision, no smell and body temperature, don't fear, and don't require food / drink / breathing / vision / a brain.
  • Dark: Have low light vision.
  • Dragon: Tend to have access to dragon fire and are immune to it.
  • Steel: Made of metal, specifically zinc so they aren't fire resistant.
  • Fairy: Tend to be specifically in good biomes.

Mythical and Legendary
The semi and mega beasts of the mod. These Pokemon can provide a challenge in both fortress and adventure mode. They are ageless, don't over exert, have perfect attributes, and naturally have legendary skills. Mythicals are exclusive to adventure mode unless you embark on top of their lair, whilst Legendaries can attack forts with triggers depending on difficulty.

Status conditions
Various aspects and attacks from Pokemon will inflict status conditions of some kind. These are simulated through the syndrome system. This is a list of the effects each condition has:
  • Poisoned: Nausea and fever.
  • Badly Poisoned: Progressively worse nausea and fever.
  • Burned: Constant pain and reduction in strength (-25%).
  • Paralysed: Paralysis.
  • Frozen: Speed and agility dropped to 0.
  • Asleep: Unconsciousness.
  • Confused: Dizziness and erratic behaviour.

Other common traits
Here is some other common things about Pokemon.
  • Breeding: All Pokemon are egg layers. They require a nest box and a male of the exact same species and stage of evolution. They lay a single egg which hatches into the same one as them (this is a DF limitation, I've certainly tested methods to emulate proper eggs).
  • Value: Their value as a pet is determined by their stage of evolution and other features like regional variance or evolution requirements.
  • Skill learning / rust rates: The rate that they learn skills (mostly important for PMD) is determined by their levelling rate.
  • Difficulty: Determined by their experience yield and other factors like Mythical or Legendary status or forms like Mega Evolution.
  • Size: The size of Pokemon is calculated by using (weight * height) * 1000. Legendary Pokemon are multiplied by 100000 instead.
  • Age: Pokemon live up to 100 years (unless stated otherwise), with death by old age starting from the last level they learn a move or evolve (in years, whichever is higher).
Variant / Special Pokemon
Crystal Onix

An Onix which is instead made of crystal glass. It is much like a normal Onix except that it can be found underground in water and is weak to fire, having a damage and ignite point of 10700U ( 388.9C / 732F).
Alpha

A larger than normal Pokemon. They are 2.5x larger and are filled with Wild Might in battle which increases all stats by 50%
Totem

Certain Pokemon that are much larger and stronger than normal.
Z-Powered

Certain Z-Crystals can transform a Pokemon into its Z-Powered form, unlocking a powerful special attack. Used along with a Sparkling Stone (found rarely anywhere or from any Tapu).
Mega
Some Pokemon have Mega evolutions which can be transformed into using their mega stone and a Key Stone (found in igneous intrusive layers).
Noble

Final evolution Pokemon which are semi megabeasts. They are 5x larger, crazed, and have natural fighting skills. A balm of their type will quell them.
Dynamax

A 10x increase in size and doubled endurance and recuperation that lasts 3 days with a cooldown of 3 days. Done with a Wishing Star (found rarely anywhere)
Gigantamax
Some Pokemon can transform into their Gigantamax form instead when Dynamaxing.
Workshops
This section covers the additional workshops that are added in the mod.

Poke Beanstalk
Size: 3x3
Materials: Poke Beanstalk seed (phase 1-3)
Skill: Planting
By making a Poke Beanstalk seed from Poke Beans aquired from natural Beanstalks or trading, you can make your own Poke Beanstalk. A planter can collect Poke Beans here for a source of food, trade, or happy thoughts for Pokemon. It comes in 3 phases which yields better and more Poke Beans, but also require rarer Poke Beans to make the seed for.

Fossil Lab
Size: 4x3
Materials: 4 blocks, 5 mechanisms, 2 steel bars
Skill: Animal caretaking
Any aquired fossils can be used here by an animal caretaker to give the user the ability to summon an appropriate Pokemon. This should happen as soon as possible and be their pet.

Pen/Pasture
These workshops work by putting a pen/pasture zone over them and assigning Pokemon to them. By doing this, their effects can be applied to them. This is the workaround I've had to implement since DF does not allow effects to be applied directly to creatures. Do note that these can take multiple attempts to work. Once they are applied, you will see them flash (without graphics) and have them feel "apathy" because of the item.

Trimming table
Size: 3x3
Materials: Table, 2 of any building material
Skill: Animal caretaking
An animal caretaker can change a Furfrou's trim here. This lasts 5 months before they revert back. Haircuts can also be done to give a happy thought to Pokemon (this only affects their mood).

Evolution Chamber
Size: 5x5
Materials: 5 of any building material
Skill: Animal caretaking
A workshop focused on the evolution and changing of Pokemon. It can be started for free if there's no requirements, otherwise the correct items will be used here.

Pokemon Center
Size: 4x4
Materials: 2 blocks, 3 mechanisms
Skill: Animal caretaking
A workshop focused on treating, healing, or applying effects to Pokemon. Items that remove status conditions, heal wounds, or power up and give powers to Pokemon can be made and used here. Some items that non Pokemon can use are also applied to the user here.
Special interactions
These are some special interactions that the mod adds.

Shadow mist

Evil regions can have Shadow mist which turns Pokemon into a Shadow Pokemon. Shadow Pokemon gain no emotions (including fear), stop aging, have their physical attributes locked, and cannot breed. There is a 10% chance that a Pokemon won't become crazed when turned Shadow.

Pokerus

Pokerus appears very rarely everywhere as vermin and can infect Pokemon. It increases a Pokemon's physical stats by 50 each day for 4 days (+200 total) and allows them to spread it to others. Once a Pokemon has had Pokerus, it cannot have it again. Pokemon who are infected will flash a pink dash (without graphics) and feel apathy.

Were Pokemon

The Pokemon version of werebeasts. People can be cursed to assume the form of a Midnight Form Lycanroc. They have all the same features as a normal one except being x10 larger, taking half damage from everything except silver which is x10 stronger against them.

Disguised Zorua
Some sentient beings can actually be a Zorua in disguise. It is acquired similar to a curse (from gods and toppling statues). A Zorua in disguise cannot speak and will transform into a Zorua for a while if its tail is touched.

Pokemon Mystery Dungeon (PMD)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912931083
This addon to the mod includes content from the Mystery Dungeon series.

Intelligent Pokemon
Playable versions of Pokemon. They have a few changes made to them:
  • They are given the ability to learn [CAN_LEARN], speak [CAN_SPEAK], equip stuff [EQUIPS], and open doors [CANOPENDOORS]
  • Able to grasp in some way (including tail / head so they are all playable)
  • Have flying removed (due to breaking in fortress mode)
  • No longer lay eggs
Otherwise, they have all the same aspects as their normal counterparts.
Item icons



Guilds
Pokemon civilisations come in the form of guilds. These use all types except for pits. They are friendly, will use everything available to them, and trade every season. Due to DF limitations, each civ consists of only one major species but may commingle naturally. To get a mix of Pokemon species in fortress mode, you should use a tavern which is open to visitors.

Roles
(In order of importance, lowest > highest)

Team Leader
The head of a team with up to 5 team members.

Officer
Enforcer of the law who commands a squad of 5 deputies. Is exempt from menial work.

Mail courier
Messenger of the guild. Is responsible for agreements and news. Is exempt from menial work.

Second-in-command
Assistant to the Guildmaster. Handles trade, health, and production along with building morale, meeting workers, and advising the Guildmaster. They also handle safety, supply, and the Guildmaster's household. Is exempt from work and will also succeed the Guildmaster should something happen to them. Requires modest accommodations along with 2 storage (boxes/chests).

Guildmaster
The leader of the guild. They are responsible for meeting with workers and diplomats (mail couriers), along with building morale, making laws and being the judge, and giving out quests for adventure mode. Is exempt from work and requires decent accommodations along with 2 storage (boxes/chests).

Special creatures / Pokemon
There are some additional creatures and Pokemon which are added.

Carts

The "pack animals" for Pokemon traders. They carry half as much as a wagon can.

Primal Dialga

A bigger and stronger form of Dialga. Also much rarer.

Void Shadows

A blob like creature found in evil biomes or disguised among populations. They have a 10% chance to divide itself in combat.

Bittercold

A giant snowflake like megabeast with natural resistance to damage. Has the ability to knock Pokemon unconscious.

Dark Matter

A giant void like megabeast with natural resistance to damage. Can turn Pokemon to stone or possess them, turning them against allies and giving the ability to turn others to stone.

Human Pokemon
Some Pokemon can actually be a human in Pokemon form. Not only does it prevent ageing, but also gives immunity to certain special interactions and allows them to weaken bosses.
Pokemon Trading Card Game (TCG)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898629046
This addon to the mod includes content from the Trading Card Game.
Items
The primary focus of this addon. Many new items are added which have a wide range of effects and buffs / debuffs. All of them can be made at a craft workshop and used at a Pokemon Center / Evolution Chamber.

An entire list can be found here[pastebin.com].

Workshops
Energy Switch

Size: 3x3
Materials: 2 blocks, 2 mechanisms, iron bar
Skill: Mechanics
Basic and Special Energy is created and used here which can power up Pokemon in various ways.

Energy Exchanger

Size: 1x1
Materials: millstone, mechanism, steel bar
Skill: Mechanics
Basic Energy can be swapped here for another type.

Adventure Mode
This section goes over some Adventure Mode specific things.

Interactions
Many of the moves and abilities use interactions. Here's what you can expect from them in the mod:
Targeting
There are 3 main hints an interaction will give.
  • target(s) is to use on enemies.
  • recipient(s) is to use on allies / yourself.
  • all is to use on every single target seen.
Interactions will automatically use on yourself if that's the intended target.
Icons

From top left to bottom right:
Do not use
For any interactions that don't need to be used. Primarily for NPCs to use.
Ability
Interactions related to activating or applying ability related effects. Some are a chance and will look like nothing happens.
Evolution
Any evolution related interactions.
Dynamax
Dynamaxing & Gigantamaxing related interactions.
Pokerus
Interaction for spreading Pokerus.
Drop item
Any interaction that drops an item on the ground. This doesn't normally need to be used.
Item
Interactions which relate to item usage.
Weather icons
Interactions that change the weather. These should target everything.
Types
Attacks are of the related type, so expect relevant effects.
Physical
These are self damaging interactions like Self-Destruct. Use with caution.
Special
Generic ranged interactions.
Status
Interactions that have various effects.
Unknown
Any that don't fall under the above categories or are typeless.

PMD icons

Items
Any item using interactions similar to above.
Human (U)
Interactions which relate to being a Pokemon human. This will turn non Pokemon into a random Pokemon, and make Pokemon into humans as Pokemon.
Beta content
Links
Here is a collection of links to more info that couldn't fit in the guide.
8 Comments
TristarThory 20 Jan @ 12:53am 
@FirePhoenix11: ok thanks for your answers. Great work!
FirePhoenix11  [author] 19 Jan @ 12:37pm 
@TristarThory: Yeah, you only see the ones where they go tame a creature not local to them or something along those lines. I'm not totally sure the mechanic of it, but all the creatures within their starting biome that they natively tame just start with the civ.
TristarThory 19 Jan @ 3:53am 
@FirePhoenix11,
Ok, I generated a world and looked at the taming events via LegendViewer out of curiosity, and I found that there weren't many. Are there any that are not visible with LegendViewer? Moreover, all of them took place in the depths of the world.
Sorry maybe this is a question more related to Dwarf Fortress itself
FirePhoenix11  [author] 17 Jan @ 1:16pm 
@TristarThory: SEMIMEGABEAST (Mythical) and MEGABEAST (Legendary) Pokemon can't be tamed in world gen as they are PET_EXOTIC. Only the player can capture and tame them. This is just a mechanic of DF and is a preset rate I think. Having the "All" entity has a much higher taming frequency then the "Type" one because more Pokemon are available to them.

You could change it in the files to PET but would result in a lot of them appearing in civ populations.
TristarThory 17 Jan @ 7:32am 
@FirePhoenix11,
Can other characters tame Mythical and Legendary Pokémon?

Is there a way to manipulate the taming frequency of other characters (before and after world generation).

Thx!
FirePhoenix11  [author] 19 Feb, 2024 @ 1:57am 
@Surge: They use the friendship method. I'll add an explanation of it and others like the generic trade (no item requirement) one.

They both have a 25% chance with Sylveon taking the other 50%.
Surge 18 Feb, 2024 @ 2:18pm 
Can I ask for some clarification on how time-specific evolutions like umbreon/espeon are handled?
Lord WoffingShire 21 Sep, 2023 @ 10:52am 
Hey, thanks for the guide. It's really useful and beats spending ages figuring it all out by myself