Dwarf Fortress

Dwarf Fortress

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Dragonkin Race Mod - LDGFS
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18 Jan, 2023 @ 8:24am
4 Feb, 2023 @ 9:28pm
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Dragonkin Race Mod - LDGFS

Description
The Dragonkin are a playable race created for the LDGFS - Races Pack mod (we've rebranded), but mirrored here so that you can choose to get only these if you want. LDGFS, or Legally Distinct Generic Fantasy Setting, aims to be a total conversion mod for Dwarf Fortress that changes it to conform to a setting more akin to a fantasy tabletop roleplaying game, such as D&D (although we do not use any of their copyrighted content) or Pathfinder.



Featured Race: Dragonkin
The dragonkin are a race of dragon-like humanoids that carry within them the powerful ability to breathe different elements as breath weapons, depending on the color of their scales. They are charismatic, and oftentimes float around the world as bards, merchants, and storytellers, and their travels oftentimes assure that there is at least a small dragonborn population in every corner of the world. Their breath weapons make them a force to be reckoned with, and as a result, it comes down to you to decide whether or not you want to invite the dragonkin to stay in your fort.

Breath Weapons
The dragonkin colors and their element types:
Chromatic
  • Black: Acid
  • Blue: Lightning
  • Green: Poison
  • Red: Fire
  • White: Frost
Metallic
  • Brass: Fire
  • Bronze: Lightning
  • Copper: Acid
  • Gold: Fire
  • Silver: Frost



Changes for v1.02
This is a bit of a polish update, attempting to fix some of the bugs that still didn't go away, even after the last update. This update includes yet another attempted fix for the fire breath weapons, since apparently fire is pretty hard to control in Dwarf Fortress.
  • Yet another rework to the material emissions for fire-breathers. I took advantage of the bug that happened earlier (the heating up stone one) to design this version, so hopefully all goes well.
  • Made dragonkin permitted reactions and jobs mirror dwarves more closely, in order to make it so that there is a bit of a conistency across gameplay. A full rework of the permitted jobs/reactions may happen after we get a full idea of what we want dragonkin culture to look like.
  • Fixed broken artifact tokens in >200 item definitions in the graphics files.
Changes for v1.01
  • Dragonkin wearing hoods will no longer set them on fire when they get sad.
  • Dragonkin spit and tears will no longer heat up the stone around them.
  • Fixed many different workshop reactions stopping people from making items that should probably be standard.
  • Fire breath weapons should no longer be as bad as an actual dragon.



Full credit and special thanks go to LJneko for the spritework! They did an absolutely amazing job.

Heads up, playing as these guys might be difficult. If you have any questions, bugs to report, or want to check in on us, here's a link to our development discord! https://discord.gg/NZdMwRCnuS

Also, we're working on more races, creatures, megabeasts and magic for the full suite of mods, so if anyone would like to help by contributing to the project, join the developer Discord linked above and let me, Caitqua, know!
61 Comments
Neoth 31 Jul @ 9:21pm 
why did you have to put goat ears on them. . .
Rebecca Gale 14 Feb @ 8:38pm 
Either it's broken in adventure mode, or i am not getting something. Every time i try to breath fire on something, my character just spits.
Dr. Eggman's Tinder 22 Dec, 2024 @ 11:08pm 
Gonna be playing with the non-breath weapon version of this mod going forward. Just had a siege by undead forces against my dwarves. Only second year of the fort. A handful of undead kobalds and 2 undead dragonkin. The 2 dragonkin proceeded to solo my 30 man fort and my frame rate while being mostly unscathed due to fire and smoke. Love the sprite work, but the dragonkin with fire breath are a bit over tuned.
Seth'cor 3 Jun, 2024 @ 1:11pm 
Its kinda funny, these guys seem to heat up they just make other creatures nearby melt. if they get water on them you get explosions of steam. XD Love the sprites, wish they were not so buggy though
damwab 19 Mar, 2024 @ 8:13am 
Breath weapons are really but they seem to be using it without much of a thought. Fire breath should only be used near non burnable objects at your base, everything keeps going on fire inside of my base which kinda defeats the purpose of using anything made of wood.
Joyeuse 13 Mar, 2024 @ 6:56am 
O God, it *is* meant to be that powerful, isn't it?
Joyeuse 13 Mar, 2024 @ 6:27am 
Furthermore, the propel force is set to 999999999...!
Joyeuse 13 Mar, 2024 @ 6:25am 
... the dragonkin 'push' ability doesn't have any limits to its range or frequency, doesn't it? I'm attacked by a dragonkin necromancer, and my militia is able to fend off her dragonkin zombies with relative ease... except that everyone in my fortress is now suddenly and simultaneously flying into walls and dying on impact. I don't think it's intended functionality for the dragonkin to be able to psionically summon magnitude ten earthquakes on anyone in the world.
Quinzul 6 Feb, 2024 @ 10:43am 
I cant make axes?
Commander Storm 26 Dec, 2023 @ 8:28am 
@singing Dragon 69 click embark civilization and any playable races will be there