They will send caravans in the spring, once they have woken from their hibernation. Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will lie, cheat and steal and will raid your fort to get their hands on your precious shinies The Evil Empire: While they don't eat babies, that's basically where the line is. The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace. They now use steel, have several castes and two distinct civilisations: Humans have gone through a number of changes in this mod. Humans: Humans are a jack-of-all-trades race that are found throughout the world. They can use steel, use exclusively edged weapons and have access to several magical warbeasts They despise dealing with the "less civilised" races and will despair at being underground for too long They have long abandoned the pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards. They are generally self-sufficient and do not send out trade caravans. Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They have a bunch of new creatures they will bring to siege your fort as well! Their blood now causes painful burns on contact. They can sometimes be found as wild, savage tribes These are mostly similar to vanilla goblins with a few small changes. Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively A bigger, heavier crossbow that shoots arrows Uses 'thrown' ammunition - for dwarves, these are throwing axes Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla itemsĬan now produce almost any weapon, but that doesn't mean they can use them! The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Very similar to vanilla dwarves with the following changes: Now including full graphics for all features!ĬOMPATIBILITY: This mod is likely incompatible with any mod that changes/replaces vanilla_creature_graphics, it should be ok with anything else.ĭwarves: Currently the only playable race. It includes 4 new unique races, significant vanilla race changes, lots of new creatures and heaps of items! This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings. This is the full version, with all features included Welcome to chipathingy's Fantastic Fantasy Fortress mod!
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