Gnomoria

Gnomoria

Fenrir Mods Version 0.4.6 (Updated 25.04.16)
89 Comments
BananaMonkeyTaco 18 Jun, 2020 @ 8:39am 
it looks better than most other games that try to recreate something. Just look at how long Waves of Time has been taking money
Teralitha 28 Dec, 2019 @ 3:28am 
Ingnomia isnt looking so good...
Fenrir  [author] 3 Dec, 2017 @ 9:57am 
Tacyn integrated most of my mod into his (Tacyns Mod). There will be no new Versions until Ingnomia (google it) is done.
TontonAsh 3 Dec, 2017 @ 8:57am 
Did you plan to create an option to select to contant we want in the game ? like : I want the gym, these doors, and cloth code only ? thanks
CabbageFoot Kerman 12 Nov, 2016 @ 3:40am 
Thank for the info! I charted all (well most) of the weapons in their meelee damage capacity: https://docs.google.com/spreadsheets/d/1ofZgMrx4ptZpGNOeb626HuNlMYucKkP2S85Imga7wHY/edit?usp=sharing

I personally would rebalance the heck out of these weapons. Did you know the spear is woth 3.4 handaxes or hammers in average dps after accounting for armor and how many hands are being used? That's a little insane ;b I was also dissapointed that hamaxes have nothing to do with axes because they dont even do slashing damage, they are more like hammers that half the time do some extra piercing damage, attack at 3/4 the speed, and knock back half as often. There is more, and I might not be fully understanding the data, but great job on the mod so far ;b The concept of reach weapons is great, but since they aren't in direct line of fire the weapons should do less damage then the regular 1 handed weapons already in the game.
Fenrir  [author] 10 Nov, 2016 @ 10:00am 
[STEAMFOLDER]\workshop\content\224500\541178490
There you can find the decryptet files. The .acf files are just used for steam to save the version number and hash values for the automatic updater.
CabbageFoot Kerman 9 Nov, 2016 @ 4:02pm 
how do I download the mod files? the workshop seems to do some of its own magic and keeps them somewhat encrypted. They use .acf files I think. Can i get a link to the .xml that has weapon data?
Fenrir  [author] 9 Nov, 2016 @ 3:51pm 
Hi, i will look into your calculations and will give you the information you need. i just can't promise to when i will have time for that. I'm currently quite busy with my bachlore and work. The quickest way would be for you to just look into the mod files. They are in plane text and you can compare them directly to the main game weapons.
CabbageFoot Kerman 9 Nov, 2016 @ 12:35pm 
Hey! Great job on this mod so far. I love min-maxing in games (and beating them on my hardest difficulty) and i made my own table for calculating the effectivness of different weapons in various ways and various circumstances at:
https://docs.google.com/spreadsheets/d/1ofZgMrx4ptZpGNOeb626HuNlMYucKkP2S85Imga7wHY/edit?usp=sharing
Do you have a table of your own for the weapon stats that you made? I would love to plug in the numbers and make a grand comparison sheet ;b

I would love ot know some specifics about how you implemented these weapons.
Is the short bow the fastest shooting bow in the set? <- (in exchange for doing piddly damage)
Are hamaxes hammers or axes for skill use? Does the damage get slit into 2 parts like claymores, or does the better one for the situation get used like in swords? <- there are many balance considerations depending on how they work and how the damage is split up.
What skill classification did you make Halberds and Spears?
Xeridanus 20 Aug, 2016 @ 10:21am 
Damage wise, how does the longbow compare to the crossbow and blunderbuss? The description mentions range but not damage.
Fenrir  [author] 19 Aug, 2016 @ 1:17pm 
The shortbow is weaker then stone weapons. They are designed to be used by non compantands or to set traps with bowmans that shot at the enemy bevor your troops engage. I like wapons that add to the varity instead of just replacing them.
Armedwithpuns 19 Aug, 2016 @ 9:55am 
Quick question mate, how does the shortbow compare to having two axes or two swords? i have enough men for two full squads and then some, so should i have 1 squad with shortbows and the other with 2 axes? or should i go entirely melee or entirely ranged?
Fenrir  [author] 31 Jul, 2016 @ 12:45am 
Yes i know. I tried to increase the Range but Gnomoria seems not to good with handling long ranges... Thats why i decidet to make it shorter range. (But faster, it takes hell of a time to arm an crossbow...)
ProfessorPicke 30 Jul, 2016 @ 8:39pm 
hate to be that guy, but a long bow would be much longer range than a crossbow.

What made crossbows great was that unlike longbows, crossbows required little training in order to use effectivly. A skilled longbowman would win against a skilled crossbowman, but an unskilled longbowman couldn't even shoot an arrow, let alone win against an unskilled crossbowman. (btw I'm no archery expert)
Marc 28 Jul, 2016 @ 1:03pm 
thanks alot man. this game is still my favorite
Fenrir  [author] 14 Jul, 2016 @ 1:23pm 
Should work. If the seasons mod is updated for gnomoria 1.0
UwU 12 Jul, 2016 @ 2:51am 
Can i use this mod with gnomoria seasons?
Or i must compare the textures of new weapon etc?
Fenrir  [author] 23 May, 2016 @ 11:12am 
Hmm maybe i need to increase the combat value of the bow so they don't run instantly...
Also it is correct that the shortbow with stone arrow has "penetration issues". It is an Support weapon to mangle the enemy and/or led them bleed.

But it really helps if you let them train much and or give them metal arrows.
And regarding Tacyon's Mod pack: He implemented everything beside the War things so you can just remove the other mods from the load order.
Regarding the menu: Yeah he did a redesign of the build menu, mine is configured for Base Gnomoria
reembodied 22 May, 2016 @ 4:56pm 
@Fenrir Yep, you were right, it's the fear due to not having any armor equipped. I throw a yak leather boot on each one and now they're valiant little squishy archers. I have noticed that even against just honey badgers, it requires a lot of luck to penetrate the hide if you're using stone arrows and shortbow. So I'm mainly using them to debuff enemy melee capabilities so my hamaxe-wielding plate-wearing troops can kill.
Also just so you know it seems totally/mostly compatible with Tacyon's base mod pack, though the gym is not showing up in y workshop build list.

Thank you for making this even though you're super busy!
Fenrir  [author] 22 May, 2016 @ 1:58am 
No it shouldn't...
Did you have "Maintaine distance" activ? If the Bear was following the gnomes it could cause that they run constantly away.
Or it could be the fact that they didn't wear Armor.
Gnomes will succumb to fear if they don't have Armor/Weapons and start Running.
reembodied 22 May, 2016 @ 1:19am 
My shortbow-equipped gnomes are approaching, then running from, a bear I told them to attack. They're shortbows, quivers, and ammo. They shoot at each other when practicing. They have no armor. Their squad is *not* told to flee enemies, *is* told to defend gnomes, and to be in attack list. Their position does not seek to go to maximum range.

Any idea what could cause this? it's almost as though the shortbow's preferred engagement range is outside of visual range?
Fenrir  [author] 25 Apr, 2016 @ 10:13am 
Hotfix is Up.

Memo to me: Try to mod after you had some sleep...
Fenrir  [author] 25 Apr, 2016 @ 7:37am 
Hmm i will look into that. Maybe the upload wrecked something...
Grimnir 24 Apr, 2016 @ 4:57pm 
Crashes everytime i try to start a new game.
Grimnir 24 Apr, 2016 @ 4:54pm 
Wooh update cant wait to try the new weapons.
Fenrir  [author] 24 Apr, 2016 @ 5:08am 
I will probably update & integrate the Grand Arboretum Mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=532073762&searchtext=)
into this as an next step.

Also the next update will bring silk into the game as a plant.
A long growing (4 times longer then cotton) hard to manfracture plant.
Im also thinking about adding some furnitures.

Also im thinking about to reduce clutter in the game.
Since i don't want to make an Base mod i will make an new workchop to "refine" some materials.
Example:
[Goblin,Bear etc.] Bones -> Bone
[yak,alpaca,emu,badger,lizard leather] -> light leather
[bear & oger leather] -> medium leather
[two headed oger leather] -> hard leather

this should make the overview less cluttery.
I will also add new tranport means like the wheelbarrow and update the old ones to not have a quality. Same for pickaxes and chopping axes. The quality and material has no meaning to them anyway. A steel pick is not the least faster then a copper one...
Fenrir  [author] 24 Apr, 2016 @ 5:07am 
Update Time.
It helps the motivation when you are actualy playing the game *caugh*

===== VERSION 0.4.5 =====

Balancing
Much, MUCH Balancing
Added metal items to the smelterie, but it seems to have optical problems (No idear why, but it works)
Fenrir  [author] 21 Apr, 2016 @ 3:17pm 
Yay new update.
I wanted to upload this on monday but my onedrive tought that my files where worth to override with old files ~.~ (I should do regular backups...)

The weapons should be balanced but i had not to much time to test.

===== VERSION 0.4.0 =====

This version will need a new save. Sorry :steamsad:

- Changed herp to herb.
- Fixed some spirits

Added stuff:

- Halberd (2H Long Range Axe/Spear Hybrid)
- Spear (2H Long Range Hole maker)
- Rapier (1H Short Range Hole maker)
- Hamaxe (1H Axe/Hammer Hybrid)

- Reinforced Platemail (Slows more but is 3x more strudy (not higher defence, just strudier)
- Cloth (Colored with raw stone, gives run speed and job speed bonus but is quit fragil)

- Gym (Train your Gnomes in Armor & Dodge Skills, its rather slow to train but worth the time)
Daddy Its So Sticky 7 Mar, 2016 @ 2:35am 
Haha, I thought so. Everything is called herp. I got a but confused
Fenrir  [author] 7 Mar, 2016 @ 2:26am 
... well ... :exhume:
I fixed this derp for the next version.
Thanks for mentioning it ^^
Daddy Its So Sticky 6 Mar, 2016 @ 4:26pm 
Just thought id comment, but, is it meant to be called "herp" when farming? Id imagine you've got a spelling mistake :P
X.P.M.T 6 Mar, 2016 @ 1:05pm 
cool Thanks Fenrir.
Fenrir  [author] 6 Mar, 2016 @ 10:26am 
===== VERSION 0.2.5 =====

Updated for Gnomoria Version 1.0

Fixed various bugs
Doors now support multy materials

Stock-window:
Moved all items to an distinct sub-folder (This fixes the sorting issue with ESP)

Have Fun :)
Fenrir  [author] 6 Mar, 2016 @ 9:03am 
<.<
hmm i wanted to post a teaser but steam removed my link...

Well anyway: The doors are now colored in regard to all components.
The version is already playable and now im fixing the reported bugs.
The chances are good that the new stable version will come out today :)
Grimnir 25 Feb, 2016 @ 1:40pm 
Sweet post when its ready please :)
X.P.M.T 25 Feb, 2016 @ 2:08am 
cool thanks Fenrir
Fenrir  [author] 25 Feb, 2016 @ 1:00am 
Ok the 1.0 Update was released.
Unfortunately it was released without telling anyone "this will be the next release version" in the dev-branch.
So i will start the mod updating now. I guess it will take a week for the current version to be updated and fixed. Stay tuned :)
Grimnir 22 Jan, 2016 @ 10:13am 
Good cant wait for the next version :) cant play the game without longbows now i love them too much xD
Fenrir  [author] 22 Jan, 2016 @ 10:09am 
Don't ask me about spiriting ^^
I just google the item i need resize it, recolor it and add/remove pixel to make it look "good".
I can't make pixelart from nothing :/

For the modding part:
Gnomoria modding is about editing the xml files.
They are basicly just textfile with a pattern.
I myself am a no good in explaining, but an awesome guy made a simple tutorial in the forum:
http://forums.gnomoria.com/index.php?topic=8357.0

Update regarding Mod:
Im still following the dev branch and it looks promising.
I will update the mod asap when the version gets into the stable branch.
LobsterDawg 21 Jan, 2016 @ 7:30pm 
I really like your mod. How hard is it to get a hang of modding/spriting?
Fenrir  [author] 2 Dec, 2015 @ 3:37am 
Just an Update for the ones that are wondering:
I will have to wait for an more stable Release. The current INDEV is far to often crashing.
It makes modding really tedious because you never know when a error is your fault or one of the game...
Fenrir  [author] 17 Nov, 2015 @ 10:53am 
Im currently working on bug fixes (mostly spirits) and the door skins.
After that i will start to work on a door varity (this will only take a little time) and then i will work on some traps.

I will continue on the tick - tock system of bug fixing and feature additions. Only when the old bugs are fixed i will add new contend. I don't like bug stacking ;)
Grimnir 14 Nov, 2015 @ 1:36pm 
Awesome mod what are your next plans for this if you dont mind me asking?
Fenrir  [author] 11 Nov, 2015 @ 2:55pm 
I have seen it. I will work on it. But it may take some extra days. Legacy of the Void is currently taking my free time. ^^"
Roboute 10 Nov, 2015 @ 1:30pm 
Robobob just released a new patch and he fixed the door tinting, so now you should be able to make multi-coloured doors.
Roboute 9 Nov, 2015 @ 4:00pm 
Yeah I see waht you mean, I was messing arround with your mod to try a few things. I made a request to Robobob if he could add it in the future that we can make our doors multi-coloured, like most other items.
Fenrir  [author] 9 Nov, 2015 @ 2:44pm 
@Roboute: I tried. You can see the splitted spirits when you look into the spirits. But it is ignoring the second color :(
Roboute 9 Nov, 2015 @ 2:29pm 
@Fenrir: Can you not break up the sprite for the door in 2 parts and have each part coloured differently according to different components if you want? The only change (maybe) would be that it would then require at least 2 "Ingredients" to make a door.
Kiesman 8 Nov, 2015 @ 5:16pm 
@Fenrir Good to know, Thanks for the info, and on behalf of everyone thanks for being so available to and active with your users!
Fenrir  [author] 8 Nov, 2015 @ 2:13am 
@skelleton jelly: Indirectly. Robobob has made some changes to the Bluebrints in the last indev patch, that seems to interfere with some savegames. ( http://forums.gnomoria.com/index.php?topic=8298.msg63022#msg63022 ) He is currently trying to reproduce and fix the problem.

Thats the Problem with Indev Builds. They can break the game. But the current live system dosn't support most of my added features :(

I will switch to the live version when the current dev build goes live, but until then whe have to hope that robobob fixes such savegame bugs.