Dwarf Fortress Total Conversion Mods
With the strength of Lords, they challenged the Dragons. Gwyn's mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more.
Thus began the Age of Fire. But soon the flames will fade, and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights..
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What is Dwarf Souls?
This is a total conversion mod into the world of Dark Souls. It is important to note, however, that it is not a conversion to a specific game, but rather the generalized setting itself. I have taken great pains to abstract and distill the essence of the game without using actual named characters, allowing for the world to possess the dynamism and flexibility inherent in Dwarf Fortress without damaging the player's immersion. In my personal opinion, this mod takes place in some distant, maddened edge of reality where many threads of time clash together and various peoples try to weather the storm of constant change and decay. Multiple civilizations are friendly and playable in this mod, but more of them will be hostile to all outsiders, fulfilling the role of dangerous and explorable 'dungeons' to be looted and massacred. Creatures and civilizations from all three games are present in this mod. All plants can be eaten or brewed into potions for significant but temporary stat boosts (I may rebalance these later). Overall this mod should be fully playable in fortress and adventure mode, though if there are any bugs or issues please let me know.
HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
Changelog:
3.1 Changes:
-Fixed a bug involving some bite attacks. You can probably keep your 3.0 save working if you transfer the new creature raws into it, but make a backup just in case.
3.0 Changes:
-Content from Dark Souls 3 added to the mod.
-Updated to 44.12.
-Various bug fixes.
2.2 Changes:
-Frequency of mimics reduced.
-Further differentiation between hollows added. Tier list, from least to most dangerous, goes feral hollow<hollow knight<heavy hollow knight<elite hollow knight. This should roughly simulate the various Large Armored Dudes found throughout the series without needlessly duplicating every single one as a unique creature spawn.
-Fixed a duplicate raw bug.
-As I was working on the DS3 update as the above issue was discovered, some DS3 creatures will no be present in the game. Enjoy your Ravenous Crystal Lizards, Lothric (Gnarled) Wyverns, and the various residents of the Undead Settlement as a preview of things to come.
-Ghouls will not use the spider semimegabeast as an attack animal.
-Pyromancers can use fireball as intended. Remember, cut off a wizard's hands and they won't be able to cast spells.
-Feral skeletons, skeleton wheels, and pygmy skeletons should be properly hostile again. If you are playing a skeleton civilization, keep them away from any living diplomats, because feral skeletons WILL attack all things not tagged as NOT_LIVING. Best to err on the side of caution and keep them locked in dungeons/catacombs when not in use.
2.1 Changes:
-Unknown Frozen Plant Substances shouldn't be showing up anymore I thiiiink
-Skeleton pets now have pet values.
2.0 Changes:
-Monsters and civilizations from Dark Souls 2 have been integrated into the mod. The amount of content has been increased by about 30-40%, in my estimation.
-Many bug fixes and tweaks. Most creatures should now be rarer, but also bigger and harder to kill.
-Hollowing mechanic temporarily removed, it was causing problems and I need to work on it again.
1.1 Changes:
-Hollowing might have been implemented sort of. If I did it right, humans marked with the Dark Sign should be reanimated as Hollows, and Hollows who die will be revived as feral hollows. It should probably work but don't quote me on that.
-Schools of magic added. This is sort of complex and bears explaining. Right now there are three different slabs that can be created, like with necromancers. Spells involve manipulating fire, stone, and lightning, and more may be added later. Reading a slab will let you become a sorcerer and is guaranteed to teach you one spell on the first reading. I say first because while there is a 100% chance for one spell, you have a small chance of learning a new spell (4 spells in each school) every time you read it, with stronger spells having a lower chance of being learned. However, every time you read it you will incur 'magic fatigue' which gives you a 50% chance to fail ANY action for 10 days in fort mode, and half a day in adventure mode. Hopefully, this encourages players to find a safe place to settle down and study their slab(s) in adventure mode, and protect their people for the appropriate amount of time should they study magic in fort mode. NPCs who read slabs in world gen will only read them once though, so every battle against a sorcerer should be a unique or at least unpredictable experience. Is he a fledgling caster with only the weakest spells, or a master who can incinerate hundreds with a snap of his fingers? You won't know until you fight him. One tip though, you need hands to cast magic, so disarming our opponent should render them helpless.
-Lords of Moonlight will cast mood-improving illusions when not in combat.
-Slave giants can be trained by Lord civilizations.
1.0 Changes:
-Dwarf Souls released.
- Dwarf Fortress Mod Pack
- Dwarf Fortress Total Conversion Mods 1.8
- Dwarf Fortress Graphics Mod
- Dwarf Fortress Mods Visual
A list of the Homestuck-themed video game mods made by the fandom, with screenshots and download links. Contact us if you notice a mod missing!
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