Dwarf Fortress

Dwarf Fortress

110 ratings
Dark Elves Redux
4
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.215 MB
9 May, 2024 @ 10:57am
23 Jan @ 10:04am
6 Change Notes ( view )

Subscribe to download
Dark Elves Redux

Description
Updated for the Adventure Mode patch!

Adds dark elves to the game as a playable civilization, complete with their own ethics, personality, toys, plants and drinks.

"A whimsical creature of the night that lives for mischievous revelry."

Update and complete overhaul of the "Dark Elf Civilization" mod by Avery4life.

Previous mod content:
  • A new, playable civilization of dark elves
  • 6 new plants (Cave berry, boar tail, cave tuber, cavecane, cave rye, glowberry)
  • 5 new drinks from the said plants (Dark elven wine, vodka, whiskey, rum and sweetwine)
  • 3 new toys (spider, musicbox and scimitar)

New and updated content in the Redux version:
  • Portrait support, both for adults and children (a new palette for the vanilla elven ones)
  • Updated sprites to reflect the skintones better, and added new skintone (plum)
  • Fixed many typos in descriptions and tokens
  • Completely overhauled civilization ethics and religion tokens, as well as creature personality token values
  • Dark elves can now craft maces, halberds and pikes
  • Added adventure mode support

The dark elves are not an inherently evil civilization - rather, they are the antithesis of their surface dwelling cousins. As elves are stuck-up, tree-hugging snobs with a restrictive code of ethics, the dark elves are chaotic, boasting revelers who first and foremost enjoy chaos and freedom, and put little-to-no value on traditions. Their society does not have many rules, and does not punish many crimes for which they would be prosecuted in a human or dwarven society. This means that, with no codified rules of conduct, their underground cities can be home to very eloquent, friendly folk, but also cruel and depraved invdividuals.

The dark elves are very emotional, prone to fits of likewise joy, rage and jealousy. They will oftenly overindulge alcohol, party all day and pursue their lustful urges. They are a lot more frequently bisexual than pops from other civs and will have many lovers, but are rarely willing to commit to marriage. They are slightly larger than the surface elves, making them on average big enough to wield pikes and halberds.

They live longer than dwarves, but, unlike the surface elves, they do not have the blessing of immortality. A dark elf is considered "old" at the age of 175, and the absolute limit for their age is 375 years.

I've overhauled this entity to make it more interesting not only to play as, but also to have as a neighbor. If you are playing as another civilization, expect dark elven visitors to start bar fights, seduce your men and women, and then drunkenly vandalise the tavern they were just reciting poetry at a few moments before.

Please let me know if you see anything that's broken or unexpected :)

Special thanks to:
Avery4life - for making the original mod
Putnam, DPh Kraken and chipathingy - for helping me out in the Kitfox Discord server with amending the palettes and other things
My lovely partner - for helping me making color gradients that work well
Popular Discussions View All (1)
1
12 Jul @ 7:42am
Is there a guide or link to the Dark Elf Language?
Literally a Homosexual
102 Comments
Sylvanas_III 23 Jul @ 12:36pm 
So possible idea for a benefit to replace dwarven steel: Dark elves have giant cave spiders (possibly other cave beasts too) domesticated by default. War trainable. Who needs steel when you have venomous web-filled death?
Endali  [author] 18 Jul @ 12:18am 
Hmm, you are right, I'll look into this when i have a moment
Sylvanas_III 17 Jul @ 2:18pm 
Humans and base elves wait till year 2.
Endali  [author] 17 Jul @ 5:03am 
Yes, that's just how caravans work in DF
Sylvanas_III 16 Jul @ 5:23pm 
Are the dark elves supposed to show up year 1 when you almost certainly don't have anything to trade with them?
Endali  [author] 5 Jul @ 3:11am 
You're welcome! There's no guide available as far as I'm aware, it was mostly just me fumbling around the files and asking on the Kitfox Discord for help (highly recommend the latter, everyone there is amazingly supportive).
Whitty 4 Jul @ 7:53pm 
Thanks for reduxing this. I'm tempted to try to port over the OG sprites from the redux mod lost in the overhaul. Is there a guide for updating the spritesheet and its files to match the portrait update? The new style is completely different and less modder-friendly
Endali  [author] 16 Jun @ 2:48am 
Thanks a lot! :) I'll fix it and roll it out when my life calms down a little bit
Droseran 11 Jun @ 3:12pm 
There's a couple of errors in the boar tail plant definition:
[MATERIAL_REACTION_PRODUCT:LOCAL_PLANT_MAT:THREAD] should be [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_PLANT_MAT:THREAD]
and [MATERIAL_REACTION_PRODUCT:PRESS_PAPER_MAT:LOCAL_PLANT_MAT:THREAD] is missing (assuming paper should be able to be made from this plant like vanilla cloth-producing plants).

Technically [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] should be moved to after the STRUCTURAL material definition is finished, but it doesn't matter too much because the game simply applies any new material tokens to the last material defined anyways.

Changing any of this won't break compatibility with existing saves.
Endali  [author] 26 Mar @ 5:17am 
That's strange, I'm not getting any errors myself. Do you have any other mods installed? Are you running the newest (1.4) version of my mod?