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Basically, a year or so ago I tried really hard to get into the worldbuilding and campaign making stuff you guys do, but it turns out I'm really bad at GMing and any sort of math/balancing/crunch stuff beyond the basics. After a few attempts I gave up but all the lore I had wrote for the setting remained lurking in my computer. During the intervening time I get really, really good at making custom setting overhauls for dwarf fortress, and eventually I remembered this originally attempt at a tabletop campaign and decided to convert it into a format I am actually competent at. Here is the result.

http://dffd.bay12games.com/file.php?id=14077

To summarize the basics, the world was your normal fantasy setting (elves dwarves goblins ect) until a giant spaceborn angler fish (which might be a god) ate the sun (which was definitely a god) and took its place. For numerous reasons this caused a lot of problems, the biggest of which was that the continents became blasted lifeless rock incapable of supporting civilization, and the oceans rapidly shrunk into a hyperdense ecosystem of orgiastic violence. The only remaining habitable regions are the newly revealed shallow seabeds that crawl and squirm with bizarre life as continental organisms adapt to the new frontier, and amphibious monsters surge in from the ocean. The overall setting is sort of like Conan but semiaquatic and with a great deal more crabs. I will also be happy to discuss other things like the different races and the biospheres found in the land, which I should mention is called the Long Shore by most, on account of it often resembling a seemingly endless wilderness of beach, tidepool and brackish moor.

Also I'd like to bring attention to the concept of converting your homebrews to dwarf fortress mods as like a general thing, because I think it would be cool to see more stuff like this.
>>
I guess I should post some lore stuff actually. I'll start with the different biomes:

The Mud Plains:

The most common terrain in the long shore, characterized by sparse, dull vegetation and a constant surface layer of thick mud. It crawls with vermin and much worse, like the titanic bristleworms or flying mud mantas, massive predators feared by many. Herds of giant sea lice and isopod swarms are also a frequent sight. In the north the vegetation tends toward things like sponges and stray seaweed spires, and towards the south some adventurous breeds of land coral have colonized it. Overall this place is mostly home to scavengers and predators, a place one goes through to more interesting locales. Mostly.

The Kelp Forests:

Temperate regions are often host to massive forests of giant kelp and seaweed stalks, adapted to life on land. Sturdy and strong, they can be used as building materials and burnt for fuel. By day the kelp forests resemble a more densely vegetated version of the mud plains, but that changes when night falls. Everyone knows you never want to be alone in the kelp forests at night.

The Mangrove Blooms:

One of the most successful remaining trees is the mangrove, which has formed a symbiotic relationship with the algae blooms that infest the mud where they sprout. Combined, this region is surprisingly rich in animal life, particularly of the vertebrate variety. Reptiles and amphibians of all types can be found in the blooms, particularly the huge and vicious swamp crocodiles.

The Coral Fields:

Compared to the drab surroundings of the other lands, the coral fields of tropical climates are a shocking sight. Massive coral trees of all colors dot the skyline, and the very ground pulses with semi-sedentary life like ground polyps and filter worms. In this riot of movement and color dwell some of the most dangerous species of arthropod, such as the deadly giant mantis shrimp and its cousins, along with the titanic ogre lobsters.

(con't)
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>>62645946

The Salt Flats:

Almost completely devoid of life, the salt fields compass the places where salt granules have completely covered the earth. A technique has been developed to render these grains into glass, but beyond that and the typical uses of salt there is little use to be found from these blasted lands. Rumor has it that in some places, the ground itself mummifies anything that dies, turning it into a haunting revenant that seeks to convert others into salt zombies.

The Seaways:

There is no fresh water in the long shore, not really. Brackish is the best you're getting. Because of this, life has either evolved to filter salt water, or does it manually with tools. Goblins find purified water to be almost sweet, for example. Regardless, what this means for the ecosystem is that rivers and lakes now host all manner of oceanic life. Everything from giant octopi to great whites can lurk in "fresh water" biomes, so take care where you swim.

The Sunken Seas:

As the oceans receded, they grew denser, more packed with life of all manner as the shallow-water ecosystems died and the abyssal things finally saw the light. To say this overcrowding was unpleasant was an understatement. A massive orgy of death and predation began as all breeds of aquatic life fought viciously to survive in a much smaller environment, and to this day the ocean still smells of old corpses, faint in most places but terribly overpowering in others. And as for the results, well, only the most tenacious, crafty, strong, or cruel that out-competed their rivals. And it is for this reason that the role of a fisherman is nigh-synonymous with warrior.

The Abyssal Lands:

It is said that these mysterious cold spots on the edges of the map were caused by the new god after it ate the sun, and sent down its children to infest the new, more suitable climate. The Abyssal Lands are terribly cold and filled with horrific creatures, and only madmen or monsters would even think to venture here.
>>
And now the races. I'll just dump it all at once so I won't be constantly necro'ing the thread on the verge of death. If people aren't interested then I'll just let the thread die once I'm done.

Goblins:

In the mire and muck of the Long Shore, goblin-kind found a new home. Invigorated by a climate that was so suited to their biology, a place where disease and decay allowed only the quickest-breeding and most inured to plague to survive, the goblin simply outcompeted the other races that struggled to survive the new world. And with dominance came progress and civilization, catapulting the goblin race to new heights. What was once a race of cave-dwelling savages, fit only for dying on the end of a knight’s sword, became the primary hub of culture and refinement, led by powerful sultans and peerless, steel-clad armies. Few places in the Long Shore can say that it is not a goblin who wields the most power in their local sphere.

Goblin empires come in three types; Traditionalist, Hedonist, and Militant. The traditionalist empires abide by cautious conservative values and seek to preserve goblin culture, with a middling view of the other races but a general consensus that they should know their place. Hedonist empires have lapsed into decadence and seek only new knowledge, sensation, and pleasure while forgoing the ways that brought them to power in the first place. They’ll fight as much as any other goblin nation but are typically more welcoming to outsiders. The last type of empire is militant, which as you can imagine has a strong martial culture and a distaste for weakness. They constantly wage wars of conquest and seek to subjugate all other nations under the goblinoid bootheel.

(con't)
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>>62646038

Just as the empires are divided, the groups under them are equally so. Goblinoid culture tends to express itself in the formation of martial orders, loose confederations of adventurers and heroes who compete for prestige and glory by racing to slay enemies of the empire and wild beasts of renown. These competitions are usually friendly, but a particularly successful student meeting a suspicious end is not unheard of. There are typically five martial orders in each goblin civilization, headed by one master who has twenty pupils. Masters of the same order will typically seek to settle in different civilizations. And of course, the martial orders one has access to will differ according to the type of goblin empire and its values.

Humans:

The loss of the glorious kingdoms of the surface caused great despair, and upheaval amongst the races of man, and in the discord that followed a great many of this species were extinguished or made feral, becoming the wretched once-men who dwell in the algae swamps and mud plains. But those who held on and surpassed their peers were those who founded the new world’s human nations, and these nations are terrible indeed. Humanity has evolved, or perhaps devolved, into brutish warmongers of great strength and cunning, always wielding massive weapons and fighting like savage berserkers. Humans are some of the most prized mercenaries in the long shore and are practically a byword for violence and mayhem.

(con't)
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>>62646068
Dwarves:

If the cataclysm shook the core of humanity, it was even worse for their stout brothers in arms. The destruction of their ancestral homeland and the wealth of history, culture, and artifacts contained with in caused what could only be described as a species-wide period of mourning and mania. When it was over, the government had been reformed significantly so as to preserve what was left of dwarfdom and ensure it would never lose anything further. Dwarven nations have grown to become draconian and callous, focused on law and order above all else and punishing slight infractions with swift executions. Many have fled to other nations, but many more remain, unsure where else is safe. Like goblins, dwarves have steel. But unlike goblins, they are far less numerous, and take longer to replenish their numbers.

(con't)
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>>62646084

Shelled Folk:

More than one race has grown mighty in the wake of the cataclysm. The shelled folk, crustacean people of the old coasts, now have a broad and sweeping land that seems as though it was made for them, and indeed many of their more religious sorts believe this to be so. Crab-kind has spread far and wide, but even so it can be divided into three basic ethnic groups:

Brownshells are the most numerous and also the most stupid of the crab folk, living a nomadic and animalistic existence save for the few communities that have been integrated into civilization as second-class citizens. Standing a bit taller than a goblin and much dumber, they make excellent laborers and expendable shock troops.

Greyshells are the most prominent of the shelled folk, their great size, near twice that of a goblin, making them powerful warriors indeed. They have carved out their own kingdoms across the low shows, and primitive though they may be the grayshells still have mastery of crude metal and as such can hold their own against invasions, and even wage their own.

Greenshells are the smallest at slightly below a goblin’s size, but also the most cunning (which in shelled folk terms means only slightly stupider than average). They are masters of trapmaking and can dance across the floor in such a way as to avoid springing any sort of lethal contraption.

(con't)
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>>62646098
Barracudans:

Another of the races to come up from below rather than down from above, the barracudans are a race of hunters rather than warriors, and are, by the estimations of many, to be crab-shit crazy. They seem to have no self-preservation instinct and will gleefully fling themselves into even the most monstrous of foes. At the same time they cannot be said to have the same strength and brutality as humans, which coupled with their strong anti-slavery stance means the other races, who almost ubiquitously rely on slaves, will come to blows with these blood-drunk fishmen, the constant warfare typically leaving them as little more than a footnote on the world stage.

True Elves:

As with all surface dwellers, the move to the long shore was not without terrible suffering. The loss of their sacred trees was a terrible pain for the nature-loving elves, and their connection with the earth suffered greatly because of it. But they were determined to hold onto that bond, and through a race-wide ritual strengthened their connection to the earth so as to keep it, at a great cost. Their immortality was no more, leaving them little more than a century or so of life, though they’d be hale and healthy right up to the end. Furthermore, the flesh of plants and animals no longer sustained them, and they could survive off of mere water alone. Many found this an acceptable exchange. Some did not. Regardless, the elves are what they are, though somewhat strengthened in a surprising way. Apparently the spirits of the old trees care not for the new, perverse forests of the long shore, and kelp and coral now go to the elven smithing furnaces by the crateful.

(con't)
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>>62646117
Mongrel Elves:

Many disagreed with the true elves and their sacrifice, and many left the communes to seek their own way. Most of them died, unprepared as they were for the cruel new world. But one branch did not. Prideful and uncompromising, the elvish clan of a forgotten name cut all ties with the spirits of the earth in a ritual of their own, freeing them from nature’s obligations and allowing them to establish their own way of life. But without the connection to nature their people had, they now had to contend with predatory incursions and a dwindling population necessitated drastic measures. Experiments into other schools of sorcery bore fruit, and what would become known as the mongrel elves developed peerless mastery of the fleshwarping arts, mixing the bloodlines of the civilized species to create monsters and slaves for their own enjoyment. Mongrel elves are divided into three distinct castes, but all are distinguished by the peculiar shade of lime green that colors their irises.

Pureblood elves are the rulers of mongrel kingdoms, above all others. Natural surgeons thanks to their fleshwarping studies, they pursue knowledge and pleasure with equal gusto as their lessers handle other affairs. They have a preoccupation with beauty and their closest servants reflect this behavior. Monarchs and nobles are restricted to this caste.

Thralls are what could hesitantly be termed the middle class, slaves though they are. Like their creators, they are immortal and also tend towards the elvish ideal, with comely faces and slender frames. Unlike purebloods, however, they also have more monstrous attachments like chitinous carapaces or scaled appendages, designed for more pragmatic reasons. They can hold most military positions except general, with one particular thrall breed monopolizing administrative work, and are generally treated with some level of affection and respect by their masters, though they will always be the pureblood’s inferiors.

(con't)
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>>62646137
Freaks are the lowest of the low, all pretenses of beauty abandoned in the quest to create expendable laborers and monstrous killing machines. These brutes and wretches have short lifespans and poverty-stricken lives, prevented from most forms of social mobility save as champions or commanders of conscript hordes. They are also often too unintelligent to realize this, most of them having the brainpower of a pure-blooded shelled folk, which suits the purebloods just fine.

Finally, there is a secret fourth caste, though it is less of a caste and more a breed. The Flesh Mills are a singular type of creature designed solely to produce new citizens, be they pureblood, thrall, or freak. Reproduction in any other manner is forbidden, with freaks being gelded at birth and the upper castes pursuing romance of a more abnormal sort. If one could capture a pregnant flesh mill, they could spawn their own colony of mongrel elves to integrate into their own civilization. This is something the purebloods seek to prevent at all costs.

Pelagians:

From the dark and deep, they came. Unlike the Barracudans, proud remainders of a time when the seas were bountiful and clear, colorful and beautiful, these creatures are wholly of the new bleak oceans, or were. Pelagians can be found in the cold and desolate wastes created by the death of the sun, and are of great size and terrible disposition. Furthermore, they are universally capable of bringing to heel the abominable monstrosities that dwell in the blasted ice, and are greatly feared for it. Only the sultans of goblin-kind can reliably stand a chance against these foes due to their steel and discipline.

And that's it for races. Note that the mod and lore isn't entirely fleshed out yet but this is what I have so far. I definitely have more stuff planned and I'm just wondering what /tg/ thinks of the setting.
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>>62644239
You've got more patience than me anon, I'll give you that.
I'll try it out.
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>>62646749
Let me know how it goes. Its not finished but it should at least be playable. Also it wasn't that difficult, I got it to a basic playable state in about a day and a half. Once you get to a certain level of understanding modding dwarf fortress is basically just playing with legos.
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>>62646773
Seems fine so far, Barracudans doing well.
Though, you may want to replace bees & such with some a bit more aquatic-y? I noticed a hive of bumblebees, which seemed kinda weird.
I'm not good with critique, honestly.
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>>62647141
No that's a fair point, I kind of forgot about overhauling insects. I've already made giant eusocial brine flies so I might refluff the bees as a smaller variant of that.
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>>62644239
such a unique take on a fantasy world, it gets me hard
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>>62647326
Glad to know you like it! I've always been fascinated with the alien features of areas where the ocean meets the land, and it was fun to imagine a world where places like tide pools, stretches of water-saturated sand, and algae-coated much were the dominant regions rather than microcosms.
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>>62647347
*algae-coated muck
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>>62647347
i cant wait for more lore, is there anyway to keep in touch with you?
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>>62647395
/vg/'s /dwarf fortress general/ is basically my home when it comes to this stuff, but I am also in /tg/ a lot because its a nice board with a lot of cool ideas.
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>>62647156
Brine honey sounds disgusting yet perfectly fitting. I like it!
Another small criticism: Might want to make a replacement for strawberries, they're kinda showing up all over in the summer.
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>>62647554
Ah, I must have missed those as well. There are always a lot of little details like this which fly under the radar, which I rely on tester feedback to find.
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>>62644239
Keep going OP, sounds great!
Currently doing an elf-free world, but I'll try out your mod sometime
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>>62647801
Good to know! Feel free to leave feedback on either the download page or the bay12 one when you get around to it. I'm always grateful for people pointing out any issues since its so hard to catch them all myself.
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Oh, and come to think about it I totally forgot to expand on the mountain biomes:

The Remnant Mountains:

These wide, towering spires were once islands, but the reduction of sea levels the world over have turned them into the mountains of the new world. It is here that the vast majority of continental life remains, a surprising contrast to the world below. The grim and dark blackpine forests, a black silhouette of a forest ecology, dominate the lower to middle regions while snow and ice cling to the tops. As for animals, what dwell here are things that most find foreign and alien, but what we would know as mundane animals like mountain goats, wolverines, yaks, and other mountain dwelling life that was brought or migrated down here.
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>>62644239
This sounds pretty cool. I'm gonna give it a shot.
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Good shit, OP. Unfortunately too stupid to play Dwarf Fortress, but I'm loving the lore here. Particularly fond of the goblins and humans' situation, it does feel very Conan.
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>>62648195
That's fine, I am mostly posting this to see how my lore holds up when seen by traditional gaming standards so its good to see people liking it.
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>>62648118
So what happened to the proper mountains?
Great work btw, feels very complete
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>>62644239
To do what you want to, you're going to need to install Dwarf Fort Hack and use the memory editor in order to place all those historical figures you're thinking about.
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>>62648941
Proper mountains are on the continents, which can no longer support life. Its just an endless wasteland of dust and bare rock up there.

MS paint map for example


>>62648965
The gods? Not really since the sun has no real effect or presence in the game yet. Just assume its the lure of a giant space angler and that's all you need. Yeah the npcs on the ground will never overtly say "oh no our sun got eaten by a giant fish" but they won't deny it either so I feel its plausibly immersive enough. Its all background info that can't meaningfully impact a playthrough anyway so its low on my list of priorities.
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>"the worldbuilding and campaign making stuff you guys do"

Shit, how long have you been away for? Nobody does that any more, these days it's all regurgitated bait threads.
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>>62649117
Wasn't there a big thing about Arthurian mech knights in space like a month ago though?
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>>62649064
https://en.wikipedia.org/wiki/Niourk?wprov=sfla1
Do you know this? I had to read it in high school and it reminds me a lot of your setting
If you don't, I'd recommend you read it, it is a great book if a little dated
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>>62649197
Sounds interesting, I'll definitely check it out and also shamelessly steal any creatures because stocking up a fantasy world with a wide variety of strange animals is really time-consuming it turns out
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>>62649064
It's just an option if you want things to be more accurate to the setting, as well as for anyone else that wants to convert theirs' into DF.
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>>62649603
Fair point. I just tend to veer away from third party utilities when modding because I don't like relying on anything but the vanilla game.
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Well I need to sleep now but I'll leave you all with the changelog of the update I have just released, bumping this mod up to version 1.3

1.3 Changes:
-Goblins now have slave castes of orcs and ogres like how vanilla dwarf fortress goblins use trolls. Now, these guys SHOULD work in such a way that you buy them like pets, but they'll help you with stuff like hauling, and you can equip and clothe them and stuff, so they are more valuable than attack animals at the cost of needing to feed them like regular citizens. However, they might also get elected into positions of power. If that happens let me know because that shouldn't happen. This is a tricky thing to get working so feedback is super appreciated.
-Dwarves now have massive copper automatons from a bygone era protecting them. This was necessary because they tended to die off in worldgen a lot. To balance this, this automatons cannot breed so they'll slowly die out over a world's history, and they are very, very expensive.
-Some new creatures added, including playable monstrous subraces like red trolls and lantern gnomes.
-two new semi-megabeasts the Hydra-Moray (thank you Fire on the Velvet Horizon) and the Clawed Ape.
-Some new creatures added in general.
-A lot of new creatures added to mountain biomes. As one of the last holdouts of continental life, you'll find savage mountains to be full of ungodly primeval mammals sticking it out in an invertebrate's world.

(cont'd)
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>>62650556
-Two competing schools of necromancy, the Salt Sorcerors and the Red Tide Scions. The former use magical salt to mummify corpses into unnaturally tough revenants, and the latter used weaponized evil algae to make hyper-agile but very squishy zombie thralls. You can only become one or the other, so choose carefully.
-Two non-tower creating wizard types added, the pyromancers and the occultists. The former just shoot flames at you at the risk of burning themselves and everyone around them, at the latter make you unlucky, insane, or cause you to start bleeding and random. Direct vs indirect. Note that you can have both of these disciplines at once along with one of the necromancy schools. Note also that NPC necromancers tend to end up learning other secrets as well, so you might end up fighting a necromancer who shoots fireballs or something.
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interested bump

this is better than most shitpost threads at least
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This was a fun read
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>>62644239
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>>62654441
seems about normal to me
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tldr mu man but I used DF to generate my world map
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>>62644239
>a hyperdense ecosystem of orgiastic violence.
I'm sold. Godspeed anon, dwarf fortress needs to gain traction on /tg/ again
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When the magic system is mostly implemented in the year 2500 I very much want to do a Dwemer Fortress mod and just generally overhaul everything to be Morrowindical in nature. Beyond renaming a LOT of things and possibly some custom sprites, what would people expect from such a mod? More importantly what are the best guides to modding this game? I've only done Morrowind mods to date.
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>>62658195
All you really need is the modding/token pages on the wiki and some determination. As for what people expect, why not just recreate the entirety of morrowind's fauna and flora?
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OP is not a faggot.
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Well OP here I'm back from doing stuff I guess. I dunno if it matters any but if people have questions I am here to answer them.
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>>62659600
i have yet to play the game but is there more areas of lore you plan on branching out? also im barely playing dwarf fortress since this post finally made me realize i should download it
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>>62661184
Right now I am thinking mostly on focusing on small stuff. A few more monstrous subraces, filling out the creature roster, things like that. Groundwork stuff. A lot of DF modding is little tweaks and additions to make things better, and lots of bugfixes.
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>>62661211
One thing I just added now which will be a thing next update is that human civs will now have special customized helms designed to look like various tough animals. Just little flavor details like that can add a lot to the game.
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>>62650556
>Dwarves now have massive copper automatons from a bygone era protecting them.

Fuck that's a cool image. Great copper hulks stomping through the mud flats, their feet sinking deep in to the brackish mud as they follow traveling Dwarves through the kelp. Carefully guarding groups of Dwarves as they bring in the giant isopod nets for the day. Standing sentry over homes and workshops, motionless as stone as harmless sea lice scamper over their forms. Wrestling with giant bristle worms and amphibious sharks, holding the beasts as militia Dwarves try to get in a killing blow. With every year their copper bodies would become more corroded, more blue with oxidization, more pitted with wear, more encrusted with algae and barnacles and corals until eventually the original form is hard to distinguish beneath the crust of life growing on top.
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This is awesome
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>>62661948
That is a pretty cool image yeah. They are also seriously useful mechanics wise because dwarves tend to get hit pretty hard in worldgen because the only other civ that uses steel, the goblin sultanates, outbreed them very quickly, so in an open fight they lose. And the pelagians, which they also fight a lot, are really big with a lot of nasty war animals. The automatons give them a big edge that lets them survive hundreds of years into world generation, but I've found the longer you run it, the more likely it is that goblins dominate the world along with the crab folk hordes and some lesser pelagian/mongrel elf empires in the background. Humans, dwarves, barracudans, and true elves definitely get the short end of the stick a lot.
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>>62659600
>>62662898
In the base game Goblins are immortal, as in they will never die of old age. Have you kept that in your mod or have you given them a max age? If they are still immortal then they really are the chosen race. Steel technology, ageless, quick breeding. Which probably explains why they dominate world gen so hard. Though that seems like what you were going for.
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>>62663149
These goblins are more traditional types. Basically they were your standard low-level cave-dwelling mobs but they thrived in the new environment to become the dominant race. They live about 70-100 years old and are hairless rather than crimson-haired like in DF. They still tend towards greenish skin though.
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>>62663178
cool art
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pretty cool hombre
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>>62644239
If you were to write this and organize it into a supplement of some kind, pdf or print, i would legit spend money on it (or maybe pirate it first), good shit OP
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>>62644239

Bumping to let you know you're a cool guy OP.
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>>62665164
>>62665456
Thanks for the support!

>If you were to write this and organize it into a supplement of some kind, pdf or print, i would legit spend money on it (or maybe pirate it first), good shit OP

Tempting but as I said in the first post, I haven't the slightest clue how to do all that stat stuff, or even what game it'd be for. DnD? Pathfinder? Whenever I'm recruited for a game of any sort I just pick a guy that's simple to work with and muddle along as best I'm able (crunch wise anyway, much better at the roleplay aspect).
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>>62644239
I'm surprised you didn't post a single cat in this thread.
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>>62665756
Well I don't want to make myself too obvious.
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>>62644239
Shit man, you should go post this stuff in /dfg/. There's a few modders there that you can share with, for example some guy over there recently made a Nightland mod.
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>>62666647
That's the same person. Look at the mod author names.
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>>62669742
Oh cool, ModAnon's also on /tg/. The lack of blurry cat pictures threw me off I guess.
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>>62666647
>a Nightland mod.
nani
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>>62644239

Just downloaded, it's pretty fuckin' neato.
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>>62674669
tell me how it goes, I always appreciate feedback, especially if something seems bugged.
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>>62672610
http://dffd.bay12games.com/file.php?id=13991
It is terrifying.
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>>62675979
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>>62675594

My human peasant had his spine shattered by a Giantess in two swings. 8/10, would crawl away in futility again.
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>>62676314
sounds about par for the course for dorf fort
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thinking of making the first cavern layer a tide pool-like biome with lots of sand, the second a sort of gray spooky reef, and I have no idea about the third since I reworked polar regions to be the abyssal hellscapes
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Playing it, got killed by a giant crab, very nice
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>>62677200
>and I have no idea about the third since I reworked polar regions to be the abyssal hellscapes
Stupid idea: the sun wasn't eaten whole. At least, its essence wasn't. shards of the sun fell and embedded themselves in the earth, deep enough the angler can't find them. They serve as hydrothermal vents for the deepest cavern layer, and their natural godly influence has filled it with bioluminescent creatures.
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>>62678716
That's not too bad actually. The abyssal places already have bio-luminescent stuff but I could refluff adamantine as some sun-element and get crazy with the creatures and terrain.
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Any good resources for learning to mod/create your own DORF worlds?
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>>62678856
http://dwarffortresswiki.org/index.php/DF2014:Modding
http://dwarffortresswiki.org/index.php/Category:DF2014:Tokens

All you need
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>>62678890
Oh god this is complicated, but not as complicated as modding a game for ""real""".

Here we go
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>>62644239
Thoroughly important question:
Have carp survived, and how likely are they to launch devastating assaults upon Dwarvenkind?
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>>62678928
Carp were nerfed years ago unfortunately

>>62678926
Once you get to a certain level of expertise its basically just playing with legos, I recommend keeping at it because once you reach that threshold it becomes amazing. Remember to read the errorlog also.
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>>62678975
What of things that fly? I hope keas are extinct in your universe
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>>62679037
Mud mantas, giant jellyfish, sea drakes (giant flying seahorse), and giant bats are the main predatory sky life. Most things are either terrestrial, aquatic, or amphibious. Rumors of more conventional flying beasts in the mountain-islands are unconfirmed.
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>>62679086
I look forward to exploring your world. /tg/ needs more Dwarf Fortress in its life OP
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>>62679141
I feel the same way. Like I said in the OP, lots of potential for anons to dorffortize their own homebrews into the game.
>>
And another update because I literally cannot stop myself. Its like a strange mood or something. Either way I'm working my way there.


1.4 Changes:
-Lots of little edits and bugfixes
-First cave layer overhauled into a fungal pool biome, more info on bay12 page.
-Good biomes overhauled into ruined city biomes, more info on bay12 page.
-Some new creatures and minor races added.

I will be posting the descriptions of the new biomes here though.

The Fungal Pools:

Just below the surface of the world, the ground is covered with eaters of the dead. The cave system nearest to the surface is one of constant decay and digestion, where massive mushrooms and fungal stalks grow tall as trees and in some cases coat the ground with their spores. Everything that washes down into the pools is devoured eventually, so long as its dead. Despite this grim description, the pools are actually quite peaceful and of a pleasant temperature, the only real threats being the odd giant fungal crabs as they rove across the underground.

The Ancient Ruins:

After oceans shrank, the dried up seabeds revealed not just mere mud or reefs, but ancient ruins hewn of a most peculiar stone. These ruins vary in density and glamor, some being comprised of sparse and scattered spires and nothing else, while others retain the stone flooring of a bygone era. All, however, are home to the ruin dwellers and their kindred, feral fishlike humanoids theorized to be the degraded and inbred descendants of the city's original inhabitants. And yet it is these degenerated fiends that make these lands so valuable, as slavers are enamoured with the their tendency to fight without pause or fear, making them incredibly valuable in the markets.
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>>62681333
I've also written up some stuff for the existing magical disciplines

Salt Sorcery:

Through careful research, one can learn to use desiccating salt to preserve the dead and revive them into monstrous mummies under your command. These revenants are incredibly tough, but slow and clumsy. Salt Sorcerers have a rivalry with Red Tide Scions, who they view as inferior upstart practitioners of the necromantic arts. Dwarves tend to become salt sorcerers because the element's connection to the earth makes it easier for them.

Red Tide Magic:

Scions of the Red Tide are necromancers who have pledged themselves to an evil oceanic plague of malevolent intent. Scions can animate the bodies of the dead with the microorganisms of the Red Tide and cause the corpses to grow slippery and nimble, increasing agility at the cost of durability. They have a rivalry with the Salt Sorcerors, who they see as old-fashioned gatekeepers to forbidden knowledge. Barracudans are most likely to become Scions, having an affinity to the ocean and the strange entities within.

Pyromancy:

Those who bind themselves to fire elementals gain the power to summon flame themselves, becoming powerful and dangerous foes. However, fire still burns them as much as it does enemies, and so they must cast with care lest they bring about their own demise. Humans are apt to become pyromancers due to their burning will and veneration of flame.

Occultism:

A strange lot, the occult practitioners use mysterious arts to inflict strange maladies such as poor luck, bleeding sickness, and inexplicable pain. None of their tricks deal direct damage however, necessitating either steath or skill with mundane weapons should open conflict occur. But in the right place, an occultist can deal untold damage to the unwary. The freak caste of the mongrel elves tend toward this school while the thralls and pureborn shun it as an ugly discipline. Freaks who master this art can find themselves rising high in their societies.
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>>62681333
>>62681508

Noice.
>>
this thread deserves a full life more than all the shitposting ones and yet it keeps being knocked to page 10
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>>62681333
With the introduction of these ruins, have you given much thought in terms of lore for how the world was before, OP?
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>>62644239
Hell yeah, dude.
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>>62685909
I always figured the ancient world was your standard fantasy world, practically to the point of cliche.
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>>62647554
Perhaps it is a sign that the humble strawberry has, despite all odds, survived and adapted all on its own, where others struggle and suffered or performed arcane rituals?
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>>62688683
>>62647570
Woops, linked the wrong post
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>>62688683

That's crossed my mind actually but I was too lazy to do it. Strawberries will return next update in that capacity, but rarer.
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>>62688769
>not making them MORE common so that they'll grow on every patch of dirt on the map if given a chance, regardless of conditions, like fruitier kudzu
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>>62688871
Ah but as a fruit-bearing plant it would make it easier for players to survive by adding additional resources. They are supposed to suffer.
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>>62688890
Fair enough, DF probably can't do massive invasive impassible barricades of plant matter (that you can also gather fruit from)
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>>62688944
Not yet anyway
>>
I don't play Dwarf Fort at all, but I just want to say that I really love the setting you put together here and I hope you continue to work on it.
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>>62689064
Thanks, and I definitely plan to. Updates might be a bit slower now that the meat of it is worked out but I've got a good idea of what I want to do next.
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>>62644239
Cool setting and I’m totally going to incorporate it to my next session!
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>>62644239
Since this thread is still up, might as well present my own homebrew I was thinking of turning into a dorf fort mod (thanks to you, OP!)

>Hive Fortress
Where a regular fantasy world lives and breathes, it would be very presumptuous to assume the insects are just as dumb as they are in real life. No, for while man wages his war and slays his beasts, underneath his very feet lays a world just the same, one where those 'dumb' insects have their own problems to worry about.

>Tl;dr: Tiny world of humanoid insects
>cont.
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Post horrifying sea creatures!
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>>62692886
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>>62692843
>Apiatians
Closest thing to a typical everyman, the Apiatians are bees, obviously. Don't have any advantages in combat, but they can make wax and a special glass out of honey (which they can also produce with possibly food?) which helps them in the trading field.

>Formides (ants)
Strong and highly tantrum resistant, Formides are still a bit dumb, and slower to learn skills.
But hey, even your civilians can fight decently when push comes to shove, so who cares?

There are a few more, but I just wanted to present the basics here for feedback and suggestions.
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>>62692843
>>62693134
Sounds good. You could remake trees into giant blades of grass and stuff like small vertebrates as megabeasts. Like consider shrews. Probably terrifying from a bug perspective. Consider deleting all metals and replacing them with "metals" that are dug up chunks of chitin/wood/stone (aka renamed metals) that are forged into crude weapons. I'm just brainstorming here though.
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>>62693178
I already considered the grass blade trees, but the idea of vermin megabeast (I especially like imagining an Olm megabeast) and false metals are a cool idea. Thanks!
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This thread is fucking amazing
Guaranteed best thread on /tg/ right now
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>>62678975
They should be denerfed for this.
Can't have dorfort without killer carp
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>>62692984
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>>62688527
This gives me a thought, though I'm not sure how viable it is.

Obviously the standard setting of Dwarf Fortress at the moment stands as just a highly generic fantasy world. So, to give even more meaning to everything, is there a way that OP can somehow evolve the world from some world which already was generated before, and then at some year make big geological changes. That could really add some flavour to everything within the game.

I suspect though that this would be impossible at the moment. However, maybe when the magic update comes out this could be within the realm of possibilities.
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>>62694629
Its definitely being planned as a thing, and will eventually be possible that the world will go through multiple apocalypses if things go really bad.
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>>62694311
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>>62644239
this looks really rad
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>>62644239

Am I the only one that exclusively uses 34.00 for Adventurer Mode?
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>>62696754
>>
Gotta read that,interesting job OP.
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>>62644239
we need more dorf fort mods
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>>62644239
cool
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nice
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>>62699146
The people bumping should post salt mummies.
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>>62703872
That is terrifying.
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>>62705592
If I were so lucky.
To die standing up is the greatest of honors.
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Next DF version when?
I'm so hyped to see more about all these mounts and villains and simulated companies. I don't think Toady expected the villain update to become so big.
>>
Anyone compared your setting to the Stormlight Archive, which has giant crustaceans and undersea-like plants?
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>>62706352
Never heard of it and I just looked it up, addin it to my reading list.
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>>62648363
I like it.
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>>62649064
Think of all the ancient magic/tech that lay abandoned in the desert zones. Would make a good hook for an adventure
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>>62705631
The salt never rots
Never fade
Never dies
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>>62711147
I wonder if the goblin sultanates practice ancestor worship or if that’s more of a crab thing.
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>>62713075
The sultan states have unique pantheons of gods that vary in each empire and the crabs tend towards ancestor worship or animism.
>>
wew
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>>62644239
I'm really glad this came out and you actually posted it here, I was one of the anons who told you you should post it in that previous thread btw
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>>62714217
Oh, cool. Yeah this is definitely a fun project to work on. Hopefully the next update makes it even cooler.
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>>62644239
What you're posting sounds fucking awesome and would make an absolutely fucking awesome game. I just have a few questions about the actual mod itself though

>are the different races actually like this in the mod?
>is there new mechanics for fortress mode or is it the same as vanilla but in a new biome?
>can you play fortress mode as other races?
>is magic actually implemented into the mod already?
>do mongrel elves actually have random mutations or is it just a lot of different units with the same raws
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>>62714610
>>are the different races actually like this in the mod?
Pretty much.
>>is there new mechanics for fortress mode or is it the same as vanilla but in a new biome?
New biome and new enemies but otherwise mostly the same yeah.
>>can you play fortress mode as other races?
All races except Pelagians are playable because playing demon-led civs gets super fucky
>>is magic actually implemented into the mod already?
Yes, the schools I mentioned.
>>do mongrel elves actually have random mutations or is it just a lot of different units with the same raws
Mutations are not random unfortunately, there are however different castes within the species with different looks to them. Think of them as breeds of animals, like how dogs come in different breeds that are kept pure.
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>>62714629
Awesome, thanks for taking the time to respond
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>>62714639
no problem
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oof
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>>62644239
The intro song when you load up your mod is awesome, what's it called? Honestly really surprised me when I loaded up the game, has this really thematic feel to it that I'd like to use in my own campaigns
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>>62715682
I googled sad arabia music and clicked the first video that came up

https://www.youtube.com/watch?v=N-tEAiUJU-E
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>>62715682
Also does it work with df hack?
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>>62715687
You can install DFhack on top of it but I don't myself.
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>>62715695
Cheers man
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nice
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>>62713075
>>62716389
Bump with cool art you monster.
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ha
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wew
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>>62718142
Salt mummies are horrifying.
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>>62720339
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>>62722049
Are basking sharks horrifying or adorable?
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>>62726596
If they were aggressive predatory killers absolutely horrifying, as passive krill eaters they're pretty cute tho
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I'll give this a go next time I dive into DF, loving the look of this. The lore you've written looks great and I'll probably steal some (or all) of it to use in my game. I'm guessing the informations isn't as explicitly spelt out in the mod? Either way keep up the good work!
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>>62728132
>I'm guessing the informations isn't as explicitly spelt out in the mod?
Yeah the actual mod is less clear on this lore stuff because of the nature of DF. Like when you check the weather in adventure mode it just says the sun is out, even those lore-wise its actually either being coiled around by a giant angler fish snake thing or is the lure of an even bigger space angler, idk which image I like more so choose whichever you want. My point is I can't make it explicitly say the sun is a fish but we know the truth.
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>>62644239
Is there somewhere specific you'd like bug reports to go? I've noticed a lot of bugginess with item selection when preparing carefully. Lots of things which I believe are supposed to "wine" come up as "none" instead. Also some items are completely devoid of any name yet still are selectable and have an associated point cost.
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>>62730068
oh dear. How did you install it by the way? Did you drag and drop the contents into a vanilla df install?
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>>62730084
Nope I just used the version from dffd, I have installed dfhack into it as well though. I have a clean install still on my hd so I'll see if it's repeatable without modifications
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>>62730145
Checking the errorlog is also good, it should be right below the .exe file.
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>>62730160
This was all there was in the error log, the game runs fine and I've been playing the same world with the errors for a few hours without complications. I also used custom parameters to generate the world as I prefer to increase the number of semi/mega beasts and high savagery areas, not sure if that could add to it in some way (biomes are still definitely from the mod as well as the factions).
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>>62730231
Ah well there definitely appears to be a fuckup here. Even a single duplicated object of any sort caused the whole game to shit itself. I just checked and I got the same thing about the shadowgrass so I've clearly gone and fucked everything up update real soon.
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>>62730262
ok its fixed, should work now.
>>
Bump. This is a great setting, anon. Loved it
>>
wow
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>>62726596
Bobbit Worms are fucking terrifying.
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>>62735775
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>>62735791
I think lamprey are worse though.
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>>62678744
Yeah, and don't forget that proc gen divine metal is a thing. Are you planning on exploiting the vault mechanics at all, with angels and stuff?
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>>62737359
A lot of the sea monsters I’ve seen are overdone.
Let’s move on to elven genetic freaks and their FAAAT ASSES.
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>>62688944
Sure it can, you'd just have to re-fluff the "tree" mechanics, which the game already does with mushrooms and such in cave levels. As it is I'm not sure if there's an option for increasing the frequency of tree spawning, however there's plenty of fortresses I've had where access is blocked to places due to the plant growth.
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>>62737359
Hagfish man, especially their "skulls".
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>>62739359
I haven’t seen any hagfish skulls.
What’s the deal?
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>>62739440
They're pretty much the border between "vertebrate" and "invertebrate", to the point that you can't really say whether or not they even have a skull, and they're weird enough to have 2 brains and 4 hearts. The anatomy of these things is fascinating, but horrifying too. They tie themselves into fairly complicated knots, to dig further into the rotting bodies of dead (or dying) creatures on the seafloor, or to clean themselves of the disgusting gunk they secrete all over themselves. The worst thing is that scientists think that they're closest to the most basal branch of vertebrates there are, so at some point, our ancestors probably had anatomy like theirs. You thought sharks and crocodiles were ancient and perfectly adapted? These guys have been around for 350 million years more or less.

And their skulls are kind of like ribs on the top of the head, made of cartilage, rather than normal bone, with (obviously) no jaw. Because of this, they have 4 sets of teeth mounted on prehensile sort of tentacle things in their mouths, which they use to sort of rasp and slice their way into prey, usually through the mouth or asshole, and since this whole deal just isn't good enough to feed them, they literally absorb food through their skin while embedded in their host.

The little bastards are creepy, is all I'm saying.
https://www.youtube.com/watch?v=HYcDz-RkVlg
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>>62644239
Pretty fucking cool my dude.
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>>62739256
Not at the moment since I can't change it. Pelagians are just ruled by demons I suppose. I may change it later actually, you've given me some ideas.
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>>62739291
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>>62742846
Birds with hands are a bigger threat than most realize.
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Time to boot up Dwarf fortress again.
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wew
>>
oof
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This is absolutely amazing dude. Thank you so much for sharing!!
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I wish I could into Dorf Fort to try this out. Love me some transitional biomes and weird mythology.
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>>62745418
Elven aquatic operations need to be especially deadly to compete with the teeming horrors that infest the ocean.
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wew
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ha
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>>62757307
that dwarf knew exactly what he was doing.
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>>62751862
Why don’t you?
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>>62751862
Me too anon.
Me too.
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>>62751862
>>62762816
Its not hard, you can learn the basics of adventure mode in a few hours.
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>>62766803
Personally I’ve never ever actually gotten into or played enough of adventure mode to get into it. I’ve sick hours and hours into fortress mode though.

Is adventure mode really worth getting into?
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>>62768185
I'd say so, its pretty fun to dick around in and even better if you're an autistic roleplayer like me. Also any sites you reveal in adventure mode can be raided in fortress mode if you start or re-start a fortress after. Next update will make it way better though with procedurally generated villain conspiracies and such.
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>>62766803
I would give it a try but my PC is gone and I’m too poor to afford a new one atm.
>>
wew
>>
Very original setting my dude. I'm off DF till the next update hits, but I wanted to ask if any of the civs shape coral to make their structures? Because that'd be pretty cool.
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>>62770401
Just get a crappy laptop from eBay. I got one for £10 and it runs df fine up to and over 90 dwarfs.
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>>62774660
Hmmm.
Good idea.
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>>62773200
All civs use coral like wood, but it only grows in tropical climates so only tropical settlements will use it. In colder places they use giant kelp and seaweed for the same purpose.
>>
wew
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>>62776384
I might of missed something but why are the surface lands so boned again?
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>>62777611
Metaphysical divine bullshit caused by the sun being eaten
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>>62644239
>To summarize the basics, the world was your normal fantasy setting (elves dwarves goblins ect) until a giant spaceborn angler fish (which might be a god) ate the sun (which was definitely a god) and took its place.

I am genuinely interested now.
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>>62644239
>I'm really bad at GMing and any sort of math/balancing/crunch stuff beyond the basics.
You could write a setting book for your game of choice, and get people on /tg/ or in your usual game group to help with balance.
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>>62778638
Are there any pre-existing setting book things worth reading? I might try that out but I'd like to get an idea of what to emulate, particularly ideal formats and such.
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>>62779368
There's plenty to look at. D&D is the most famous for having lots of setting books but universal settings like GURPS and FATE tend to have lots of them. Other games (like the Apocalypse Engine or Chaosium/Basic) tend to just make variant of the hole system, though. Honestly there isn't really a format consensus for these kinds of things aside from the basics (Chapters with lots of subsections, cover player options in their own bit and geography in its bit, that kind of thing) and everything else depends on system and setting and what works best for what you want to focus on. The only book I can remember thinking stood out was the old Transhuman Space setting (for GURPS) but that's probably not helpful since I can't recall what I reckoned was good about it.
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>>62779427
All right, thanks, I'll check that stuff out.
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>>62776384
I meant more like how vanilla DF elves grow wood into the shapes they need, are there any civs that shape the still living coral? Sorry if I'm phrasing it poorly!
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>>62781480
Oh, my mistake. No, there aren't any who do what with the exception of both elven subspecies, who live in tree cities and thus shape their dwellings out of either kelp or coral. So elven nations in southern biomes will build their homes inside land reefs.
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>>62775951
there are some good old thinkpads on ebay for £100 and under.

>>>/g/68291809

check out the /g/ thread.
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>>62782912
Thank you very much!
>>
cool
>>
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>>62790236
Oops
Wrong pic
>>
wew
>>
cool





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