Dungeon Keeper mod."But know this my child, that I am madness, and to hold me is to invite ruin. I will change everything you are and everything you see into an image that I see fit, an image I desire, a vision of pure chaos.
I am the truth that tears at the veil, and that truth is madness."Download this mod at the nice, friendly service-enviroment of DFFD! So around Monday I started to think that it sure would be nice if you could sort of play Dungeon Keeper, but in Dwarf Fortress.
Then I started to think that there was the problem with only one race supported right now in Fortress mode.
Then I started to wonder, if the game would support having different races within the entity creature file, but as
castes.
So I tried it. And it worked. Sort of, there is an issue with blood being spilled odd, but I blame that on my horrid excuse of making a mod.
These past few days I've been editing away, modifying the creatures to be as close as possible to the ones in Dungeon Keeper, and of course the new modding system has me by my groin region, and it still hasn't opened up to me enough to let go and accept my work.
IN OTHER WORDS
Here it is, a playable mod.
So how does this work?You as the Keeper, have a variety of creatures that serve under you. I pretty much just made a creature file that had all of the different sorts of creatures under castes, and gave them symbols of their own so you could separate them from each other. For example, imps have i, warlocks have w, salamanders have A etc.
They all can be assigned labors, or recruited to your military, and pretty much function like any other race that you control under Fortress mode. They don't have nobles, but your first leader, the Keeper's Voice, which handles liaison talks and so on, wants a nice shiny room for his/her/its efforts.
So what's the point of this mod?I just wanted to see if I could do this. And since I could, I started to think that hey, maybe other people would like to play a mod that has you making a dungeon with deadly traps and deadlier soldiers to kill your enemies with. That and hey, Dungeon Keeper. That was a good game series.
Okay so, what do you have for us then?Not much besides the creatures that work under you. I didn't really know what else to add from the DK series but them, and I pretty much just copied the goblin entity file and changed a few lines. Their selection of weaponry also seemed proper for your minions to use, so eh.
Every single one of your minions prefers to eat meat, so plants are only good for brewing booze to make them happier.
Here's a list of your minions and short explanation about them.
-
Imps. They are without gender, emotion and are content with gnawing nothing but bones. They're also reasonably fast, but also quite fragile. Not the best choice as melee soldiers. However, they're not really smart(slow learner), but they're at their best in crappy jobs like mining, or tending to food supply or the farms.
-
Goblins. These goblins have pledged alliance to you, rather than their previous demon overlords.
-
Trolls. Like in the DK games, trolls aren't much bigger from goblins, sort of dumb(slow learners), but at least they can pack a bit more of a punch.
-
Warlocks. Human spellcasters able to shoot fire and shield themselves from it's harmful effects. They are quite frail though, so they're best at ranged support rather than the front lines. That, or counting beans.
-
Salamanders. Bi-pedal lizards able to survive in magma, they can spit fire at enemies, and have claws instead of hands.
-
Dark Elves. Like elves, except evil! I mean, eviler.
-
Beetles. Insect warriors with large mandibles. They're perfectly content at biting people in the head and crushing their skulls.
-
Spiders. Big intelligent spiders. Like to shoot web and bite things with their poison fangs. Just like a certain other species further down the list.
-
Bile Demons. Legless demons who move with their hands instead. Quite tough and strong though. Also have a pair of horns to gore with. They also lack genders.
-
Dark Mistresses. Female humans, quite fast.
-
Dark Knights. Male humans, big and strong and full of RAAAAGE.
-
Vampires. Undead and bloodless, it takes a lot of damage to take down a vampire. They also don't need to eat or drink, all they need is a nap. They're also really super fast and really super strong.
-
Maiden of the Nest. Half-woman, half-spider. Likes to shoot web and bite with their poisonous fangs. Quite rare.
-
Demon Spawn. Small adorable fast creatures with claws for hands and feet, they like to bite and shred. BITE AND SHRED YOUR GUTS. Also, they are really fast. They lack genders, and are perfectly happy to be without them to be honest.
-
Dark Angels. Huge winged humanoids, quite rare, they shoot fire and are really super strong.
-
Dragons. Ah yes, the dragons. Just like the megabeast, they're also really rare to have around.
-
The horned devil. The rarest of your minions, it takes a lot of damage to kill Horny. Or maybe he never really dies, he just gets cast back to the pits of Hell he came from. On a vacation. Filled with blood and screams and all the things that make him moderately content.
Wait, how do they even breed?From the looks of things, quite well. Although I will be honest. Due to work and so on and of course, modding to make minor adjustments to body size, strengths, looks etc. have left me with little time to test conclusively.
However, migrants have shown up with kids that are of different "race" than their parents. The most odd of families that migrated was a troll mother, troll kid, a salamander newt and a bile demon that was the father. Or as the game referred to it, "parent".
I'm THIS sure that the fortress mode breeding will work without problems. If I'm wrong, hey, I'm sorry. I really thought this would work. It SHOULD work. What with them all being different caste rather than different race. Despite the fact that most of them are totally different races but yeah.
So you said there were issues?A few. The blood one is the biggest, but it's not game-crashing from the looks of it or anything negative to playing with the mod.
I have no idea what causes it, but your minions all bleed either unknown substance, material, or unkown plant material.
Demonspawns also shoot unkown plant material.
If anyone knows what I did wrong with that part, speak up and make me facepalm back here because I have a feeling it's something obvious, and right in front of my face and I just was too stupid to realize what it was.
The blood however doesn't seem to bother any of your creatures, or do anything except show up all wrong.
Of course, since this is, to me, in 0.1 stage what with the blood being stupid, I'm open to suggestions from people. Like, if there's something from the Dungeon Keeper series that you think I should have in the mod, do tell what so I can add it.
Speaking of which, here's one last part of bolded text that is me asking a question, masquerading as someone else in order to appear all smart and snooty and yeah let's just get on with it.
So did you screw up anything else with this?Besides the blood, yes.
I had intented to add all the creatures you could have in both DK games, so at least orcs, hounds and ghosts are missing(I didn't add skeletons, because I'm hoping to add that in one beautiful day when you can create skeletal creatures from corpses that show up as real creatures rather than vermin. Does that still happen? I think it does.). The reason for this is an odd bug that happened the moment I tried to add them.
Every single creature(the mod ones, I mean) suddenly came to possess a body that all melee attacks flowed right through. First I thought it was something with the orcs gone wrong(having added them first), so I replaced them with hounds, but the problem showed up again. It went away when I removed the hounds as well.
I have no idea why that happened. I blame shoddy modding, really, or in the extremely unlikely case, I hit some sort of caste-limit. I don't even know if there is one, so I'm going with "I screwed up" for now.
I also had planned to mod in a Casino for your minions to use, carrying coins to gamble with. However, it seems that instead of the old version of DF where you had a percentage that had to be filled to 100% before you got something, they were getting gamble winnings all the time.
It's once again possible that this was just because I suck at modding.
But yeah. For the playability part, the mod works. The creatures that show up seem to obey the code for the most part. For example, spiders, beetles, salamanders and demon spawns don't show up with clothing on them. However, they CAN equip things. I have a spider that's holding a shield in one mandible, and a crossbow in another.
I think he just glued them on. It's also put on bronze armor all over itself.
They SHOULDN'T be able to wield things, but eh. At the moment, I just point at 0.1 and act like it's not my fault, it's the code!
So yeah. I hope someone out there might enjoy this.
And I hope those more skilled in modding DF don't claw their eyes out once they see what horrors I've inflicted upon the raw files with my meager ability.
LATEST UPDATE WAS ON 9TH OCTOBER AND IT BROUGHT THESE THINGS- Added 2 of my own custom workshops, Casino and Temple. Added 2 from Deon too because he's such a swell guy he gave permission for 'em.
- MICRO-PIGLETS
- A metal for the trouble of all that sacrifice you do on the Temple. SHOULD be better than steel, worse than adamantine. I hope. I sort of just threw numbers at it and hope that it works without being too crappy, or too great.