Dwarf Fortress

Dwarf Fortress

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Fantastic Fantasy Fortress
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17.455 MB
23 Dec, 2022 @ 3:05am
23 Jul @ 5:23am
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Fantastic Fantasy Fortress

Description
Welcome to chipathingy's Fantastic Fantasy Fortress mod!
This is the full version, with all features included
This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings.
It includes 4 new unique races, significant vanilla race changes, lots of new creatures and heaps of items!
Now including full graphics for all features!

COMPATIBILITY: This mod is likely incompatible with any mod that changes/replaces vanilla_creature_graphics, it should be ok with anything else.
The main mod page can be found here: http://www.bay12forums.com/smf/index.php?topic=180748.0

Features:

Races:
Dwarves: Currently the only playable race. Very similar to vanilla dwarves with the following changes:
Males now outnumber females by 2:1
New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items
New weapons:
Can now produce almost any weapon, but that doesn't mean they can use them!
New weapons:
Boomsticks, shoots pellets
Hand Cannons. Bigger and better boomstick. Shoots shells
Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes
Siege crossbow. A bigger, heavier crossbow that shoots arrows
New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively

Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters.
These are mostly similar to vanilla goblins with a few small changes. They can sometimes be found as wild, savage tribes
Their blood now causes painful burns on contact. Don't drink it
They have a bunch of new creatures they will bring to siege your fort as well!

Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally self-sufficient and do not send out trade caravans.
Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards.

High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised" races and will despair at being underground for too long
They can use steel, use exclusively edged weapons and have access to several magical warbeasts

Humans: Humans are a jack-of-all-trades race that are found throughout the world.
Humans have gone through a number of changes in this mod. They now use steel, have several castes and two distinct civilisations:
The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace.
The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their hands on your precious shinies

Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade

Orcs: Primitive barbarians who love to fight, orcs live in tribes and constantly war with their neighbours. The more fights they survive, the bigger and stronger they get. They have several unique weapons, armour and warbeasts that can only be used by these huge, rage-filled barbarians

Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit of heavenly power and derive their magic from the trees and animals of their forest homes.
Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers

Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants.

Megabeasts:
Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials
Phoenix
Doom wolf

Other creatures:
Lots of creatures from mythology or other fantasy settings. They are mostly found in various savage biomes. There are too many to include here, see the mod home page for a full list.
New metals:
Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper
Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace
Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold
Orihalcum: A magical alloy known only to the Dwarves. Very light and hard
Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard
Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood.
You'll also find that regular iron is more effective against magical creatures than normal.

New items (non-dwarf):
Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons
Throwing weapons: Fishing spear, rogue's knife, skirmisher's club
Thrown ammo: throwing knives, javelins
Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types
Clothing: harness, chest wrappings, bandana, kilts,
Lots of tools that civilians will carry in Adventure mode
Lots of toys

Other changes to vanilla
Hydras now heal themselves much quicker
Unicorns now have cursed blood
Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs

Planned features:
Magic! You might notice some placeholders if you go digging around in the raws
Cavern revamp

Advanced world generation suggestions: decrease the number of generated secrets to zero, ramp up metal frequency, increase the number of civs

Known issues:
Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons
Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this
Credits:
ZM5's mods - weapons, materials, probably other things I can't remember
Splint's mods - reactions, materials, weapons
Taffer's Dwarf Fortress Revised
Atkana’s – savage domestics
Anyone who's ever put anything on DFFD
Redic - Lizardfolk and Orc graphics
Popular Discussions View All (3)
26
29 Jul @ 1:44am
Bug reports and other issues
chipathingy
18
30 May @ 1:43pm
Feature requests
chipathingy
6
13 Feb, 2023 @ 3:11am
How to make Blast Furnace metals
Stake from Jate Farm
216 Comments
Moonwarden64 17 Jul @ 3:00pm 
It worked when I had:
A barrel with 7 water;
A bag with 3 dog bone powder;
and the yellow sand bags.
Worked for the 3 bone powder
Moonwarden64 17 Jul @ 1:22pm 
ok I wasn't going crazy, the reactions are failing sometimes and working other times, here's what in the magma kiln right now:
Exceptional bayberry barrel with one unit of water;
Cave spider silk bag with yellow sand;
guineafow leather bag with 12 units of giant cow bone meal;

The reaction is not working with these items.
Moonwarden64 17 Jul @ 3:07am 
good news and... wierd... "news"?
The good news the reaction is working now, the wierd news, I have 0 idea why it wasn't working
Moonwarden64 17 Jul @ 2:43am 
I checked the boneflux files of my currently installed version and the most recent workshop version and they are the same
Moonwarden64 17 Jul @ 2:41am 
i tried on a magma and normal kiln both didn't wornk but the normal kiln did use the charcoal
chipathingy  [author] 16 Jul @ 4:04pm 
That is weird. I tested it and managed to produce a boulder before publishing
Are you sure it isn't just getting cancelled? If it isn't using the reagents it means that the reaction isn't actually being performed
You need a bag of bone meal, a bag of sand and some water in a bucket or barrel
Moonwarden64 16 Jul @ 11:17am 
the reaction to make the boneflux boulder doesnt seem to be working, my dwarf will bring the ingredients to a kiln and start the reaction, but when its finished it simply produces nothing and doesn't use any of the ingredients
chipathingy  [author] 10 Jul @ 1:31pm 
Use the "process unusual plant" reaction at the farmers workshop to turn it into a gem
BigManOnCampus 10 Jul @ 9:55am 
Hey what are gem-caps used for?
chipathingy  [author] 7 Jul @ 5:10am 
@Grom I can see what I've done now. It turns out the token I used only allows you to choose the item type for butchering them, not the material as well.
I'll have a go at fixing it in the next update, but I'm not sure if I can do it for active forts