Dwarf Fortress

Dwarf Fortress

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Topples' Lizardmen
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9.634 MB
19 Aug, 2023 @ 8:42pm
4 Apr @ 1:38am
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Topples' Lizardmen

Description
Lizardman Civilization
A playable civilization consisting of a society of reptiles that dwell deep inside ancient forests and swamps. Their leaders, the Slann, are powerful mages that commune with the stars and follow the Great Plan. There ways are mysterious, either friendly or hostile depending on the whims of their leaders. Any wandering lizardman can choose to join a dwarf civ.

This is a civilization based primarily on Lizardmen from the Warhammer series, although it seems to also be similar to lizardmen in many other fantasy settings. I don’t know very much about Warhammer, but essentially just thought the designs looked cool. Please let me know if there are any inaccuracies.

The mod includes:
  • 5 different castes of lizardmen with separate graphics.
  • Extreme graphic sets variations for creatures (eg. Different heads, colors, spines, etc.) adding up to over 10,000 possible combinations for a caste.
  • Unique light and heavy armor graphic sets for all lizardmen types.
  • A new weapon, sacred gauntlets. Both gauntlets alone are about as heavy as a dwarf and can only be used by Kroxigor.
  • Unique weapons graphics for both single and dual wielding.
  • 7 Different skin color variants for each type of lizardman (25% blue, 20% green, 20% red, 15% yellow-green, 13% purple, 6% black and 1% white).
  • Standard clothing graphic sets (no torso-wear, since lizardmen like to go shirtless)
  • Unique stats for different lizardmen.
  • Unique interactions.
  • Added saurian language.

Lizardmen
  • Skink: The most common lizardman. These are small, nimble reptiles who serve as the artisans and bureaucrats of the Lizardmen. They take up the role of priests to run common lizardman society and are slightly less capable at fighting than a dwarf.
  • Chameleon: An uncommon form skink. These serve mainly as nimble scouts, able to camouflage and run away when danger grows too strong.
  • Saurus: The warriors of the lizardman race. These creatures are strong and feral fighters, going into a rage in combat. They aren't particularly smart, but have high situational intuition.
  • Kroxigor: Huge, powerful brutes. These creatures are meant for performing hard labor in lizardmen society but can serve as giant weapons in wartime. They are calmed by the presence of skinks.
  • Slann: Powerful mages that take up the role of mage priests in lizardman society. They sit upon a floating palanquin and busy themselves with pondering the stars. These creatures are rare and aren't meant for war, yet are capable of using powerful magic to fight off their foes if needed.
  • Ancient Lizardmen: Lizardmen who have learned the secrets of the ages, making them immortal and granting them a 5x strength and toughness buff over normal lizardmen. Gain a graphics flare.
  • Slann Star Master: Is this frog sleeping? No, it's dead. Sorta. These Slann have gone on a mental and spiritual journey to uncover the secrets of the old ones, this secret knowledge killing them when they learn it, however leaving them strong enough to tether their soul to their dead body. Now they are capable of all sorts of powerful magic. These are rare to see and only appear when a motivated slann finds the teaching from a "STARS" aligned god.

    Notes
    • I plan to update this mod with pretty layered portraits for adventure mode.
    • Beasts may be too powerful / plentiful. Please let me know if I messed up a horde of several dozen dread saurians descends on your base. RIP.
    • All lizardmen wear normal sized clothes. I would like larger lizardmen to wear large clothes, but dwarf fortress doesn’t currently allow this.
    • A lot of the things I wanted to do with this mod are not currently possible to do in Dwarf Fortress. I plan on updating it when more of the options become available and when Adventure mode comes out.
    • The graphics scripts used are derived from SEEU's mods.
    • The saurian language was generated by Talvieno's language generator.

    Feedback
    Any feedback is appreciated!

    Please report and bugs / crashes that you come across, or let me know if any of the graphics just don't look right and you think I need to give them another go! If your feedback leads to an update, I will credit you below.

    I try to make somewhat complex mods with graphics so it does take some time. If you like what I do and feel so inclined, you can donate to my Ko-fi[ko-fi.com].

    Feedback Contributors
    • DKforever24 found some basic features that I forgot to add (Trainable animals, weapon stuff, trade caravan issues)
206 Comments
Topples  [author] 23 Apr @ 4:19pm 
@axmoylotl
I think [MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET] is needed to get secrets in fortress mode, and I'm not sure how it works in adventure mode since I haven't played into it too much.
Topples  [author] 23 Apr @ 4:19pm 
@axmoylotl
It has a secret involved with star-aligned gods that changes slann into starmasters. I don't see why it would effect necromancers since it doesn't overwrite the death-aligned god slabs and I think other mods have secrets like that. My mod does employ every means of getting the secret though, so I wonder if some secrets are bugged at the moment? The methods of obtaining secrets are:

SUPERNATURAL_LEARNING_POSSIBLE - gods may gift the secret to their worshippers. Secrets with [IS_SPHERE] specified may only be granted by gods who have at least one matching sphere.
MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means. This doesn't do anything at present.
MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices
MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.
axmoylotl 23 Apr @ 4:04pm 
I think this mod might break books of secrets of life and death in adventure mode. In a couple worlds I've tried, with this being the only mod, it either makes the game crash, or simply wont grant the powers. Does this mod have any intended interaction with necromancer stuff?
Topples  [author] 13 Apr @ 12:06pm 
@הנביא מברוס
They are. [litter.catbox.moe] You just need to make Lizardmen civs are in your world. Just loading the mod doesn't guarantee they exist. They may have been killed off or just don't have suitable habitats.
þewé 12 Apr @ 11:42pm 
does this work for adventure mode yet?
2chuu4u 9 Apr @ 6:52pm 
@Topples I can't imagine why either. That shouldn't mess it up. Likely it has to do with the complexities of ammunition and bugs around the issue I suppose.
Topples  [author] 9 Apr @ 4:28pm 
@2chuu4u
I guess I'm not sure why they wouldn't use crossbows tho. Unless giving them he ability to use blowguns messes everything up for some reason.
2chuu4u 9 Apr @ 2:10pm 
I checked on the Discord and Putnam confirmed: Hunters will try to use Crossbows (and I think bows?) to hunt, even if they are a modded civ that uses different weapons.
Topples  [author] 9 Apr @ 9:35am 
@Kertain
Thanks.

- I believe there has always been difficulty with dwarfs equipping certain types of ammo and that toady is still working in correcting that.

- The getting mad in rain thing is something that sentient characters just naturally do. Maybe there's a way to get rid of it in dfhack, but it's not a priority.
Kertain 9 Apr @ 9:16am 
Hello :) I love lizardmen so thank you for making this.
Couple of curious things, not sure if its this mod or a normal dwarf fort oddity :)

- Hunters really struggling to equip correct ammo: I tried with bows and blowgun, they seems to get in really odd loop picking up ammo and then failing..ect I see a blowgun dart icon flash in their inventory then disappear like they are trying to pick that up even through they have a bow/quiver. I am trying now to purge the map of all blowgun ammo to see if that fixes it but so far seems wonky still.

-Lizards getting mad at the rain: I figured lizardmen would like to be above ground in wet environments, but they are getting grouchy about the rain. Is this intended?

Thanks!