Dwarf Fortress

Dwarf Fortress

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Playable Devils
   
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30 Dec, 2022 @ 9:13am
5 Jan, 2023 @ 6:20am
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Playable Devils

Description
Adds a race of playable devils somewhat inspired by the lawful evil devils from the 9 hells.

THE DEVILS

They are totally fire immune, and not easy to break emotionally. They are also not living, being soulless devils, so they don't have to worry about the undead or even becoming a night creature. They are obviously an evil race that is usually only at peace with the goblins; this doesn't stop others from coming to visit a tavern or library though.
The devils do have some inborn talent for lying and manipulation. They also do not have the creative ability to make artifacts, so you don't have to worry about strange moods, just go steal artifacts from someone else. They do have a special building that they use to acquire their own special metal that is on par with steel. I am trying to think of other rituals to perform.
They currently do not have the ability to fly as it was causing buggy behavior where they would hang in the air and not work until they got thirsty. I have made them only appear and settle in desert biomes to curtail them some. once they make contact with another civ they will begin to conquer their sites though.

CUSTOM PETS

The custom pets produce chitin and scales when butchered, but i have made them so that they are leather materials. This automatically makes them look like leather, but they should actually turn into better than normal leather items.

The hellgators act as guards and companions to the devils in place of dogs. They can be trained. At max size they are about dwarf sized. They do not lay eggs but give live birth.

The pouncers are vermin eating spiders that can spray webs, but they are not large or strong enough to stop anything bigger than themselves. They also give live birth.

The dream crawlers are very large crosses between a crab and a scorpion. They do have a venomous sting so they can be used for defense in a pinch, but their main use comes from the devils discovering how to milk them. The devils can milk the venom and use it to make a unique alcohol. This alcohol gives a lot of strong happy feelings for devils, but anything else drinking it will be slightly paralyzed and start to hallucinate.

Lastly we have the pillars of suffering. These large towers of twisted flesh are kept around to produce crystallized suffering that can be used to make sacrifices at the unique devil sacrificial altar. To get them to produce you have to build a nest box and then give them a one tile pasture on top of it to get your devils to move them to it. They do not reproduce, but if you surround them with any non devil animals they have a small chance to turn them into a new pillar. Otherwise they may be twisted by the exposure to the pillars turning them into a formless twisted being, or if they formerly had a soul turning them into a soulless broken thrall. These failed pillars can be killed and then butchered for the crystals that have formed inside them. This process does take some time, so be patient, just make sure to get them into the gas cloud.

SPECIAL METAL

Defiled Bone is bone that has been infused with the tainted energy of the hells. It has the same properties as steel. This metal is crucial for the devils as they can not make most metals including steel.

RITUALS

The devils can make a minor sacrifice of simple bone in the hopes that they will get some defiled bone in return. This has a very small chance of success.

If the devils sacrifice the concentrated suffering of beings from the mortal plane and some bone, then they have even odds on getting some defiled bone.

If the devils have been successful enough, and sacrifice a soul stone to the hells, then they are guaranteed a return

NEW PLANTS
I also added some new plants that can be farmed. All of them can be used for food and booze, but the seed bearing part is in the part used to make booze so your cooks wont cook all of the seeds. I specifically made the fruits non cookable, but edible raw in emergency. I had wanted to make the plants [EVIL] so that other civs couldnt use them but that just made them rare enough that the devils rarely had them either, so now they are just a global side effect of the devil invasion.

Flame Flowers can be used for thread and paper. They also produce edible roots and can be used to make Flame Flower Fire Water.

Carrion Bulbs produce edible leaves, and are used to brew Blood Wine.

Death Lilies produce edible roots, and are used to make the liquor Death's Kiss.

Purple Vein is used to make Stumble Step Stout.

Bloody Skull is used to make Skull Brew.
Popular Discussions View All (1)
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31 Dec, 2022 @ 12:21am
Crash logs
Baalthoros
27 Comments
Xenvar 30 Jul, 2023 @ 4:13pm 
I just had a thought, you could make the pillars of suffering into a building instead of a creature. I have seen mods that have buildings that produce gas. That would prevent them from being sent with trade caravans
xenokinglv426 20 Mar, 2023 @ 12:19pm 
fun mod. though they seem to be fire resistant rather than immune. I've had my devils die to lava and forest fires before. though they seem to only catch on fire at a point where its to late to save them anyways. so no stray fireball catches them but prolonged stay in a fire pit will
Xenvar 19 Jan, 2023 @ 6:47pm 
The only thing you could try to do for that is slow down the conversion time of thing in the gas
Xenvar 19 Jan, 2023 @ 6:46pm 
It was a seperate civ from another mod, I don't think there is much you could do to change it, I just saw it as typical dwarf fortress "Fun" because There was a Seige immediatly after and it really seemed like a demon thing to do to soften up a target lol I just know now to keep my people away from suspicious caravans emitting gas and lock them out. In 10 years of a fort it really only happened once and it was about time for something to kill me off :)
Baalthoros  [author] 19 Jan, 2023 @ 9:43am 
I will look into it. I am guessing that it was goblins, as they are the only ones who can also bring along evil creatures. I am not sure there is a way to further restrict them.
Xenvar 18 Jan, 2023 @ 7:29pm 
Having them in the deserts works perfectly thank you :)

Also discovered a new thing to be careful of, a merchant of a non-devil civ brought a caged pillar of suffering to trade while I was playing a non-devil civ and most of my 125 person fort just vanished or became twisted flesh before I could get it removed from the trade depot or wall off the depot
Baalthoros  [author] 2 Jan, 2023 @ 6:55pm 
I had to make them that common to get them to consistently show up for the devils. I may restrict the start biome for them to a desert and have them only grow there. If i restrict them to evil biomes they rarely show on embark as an option. I will look into it some more while I am working on my other mod.
Xenvar 2 Jan, 2023 @ 10:52am 
I know you don't want to make the plants to rare but at the moment they are everywhere which isn't too bad for most of them but the bloody skull plant would be nice to restrict to an evil biome or underground as it really sticks out. You could restrict the others to certain temperature ranges to give more variety instead of these just being everywhere. They just feel way to common when I'm trying to play other civs
Baalthoros  [author] 1 Jan, 2023 @ 8:16pm 
Thanks, and yes they are kind of overpowered. I am in the process of trying to balance this with another mod that will add some fun guys to come whoop up on the devils, but it is going to be a while before i can get them working. So much to add to get steampunk working.
Warmonger 1 Jan, 2023 @ 6:07pm 
Okay, played like for 7 years, i wont say i experienced any problems.
Great race, if you want some Evil bad ass dudes.
Only one problem - too strong). Everything else great, specially new alloy.
But that`s my opinion just try them !