![]() There ARE NO non-permament clothing items. With the pause and zoom for pet death/dwarf death it seems it could get annoying when you have to do a dwarf-swarm to kill invaders (lots of deaths, lots of pausing)īut I guess it can be useful (im not bashing this idea, just thinking about it) Which makes my version of Dual wielding just a cheap illsion got stuck in someone and had to counterattack another They prefer to use the best one (used Iron dagger and Iron Short Sword), seems the only reason they would use the other is ifġ. And I'm curious if with how toady made combat you can just tell them to use two weapons. Also even with dual wielding weapons they still can block (parry). Altho it really is just cosmtic, but the crossbows with bayonets and bows with (weapon) I think is better then just bashing them with the thing (I had too many archers die due to the fact bashing just sucks). My duel wielding weapons are always two-handed, and I even got the combat reports to look nice. This mod is about 3 times as big as normal DF and still manages to run faster.įor a full list of features please use the included manual and guides.įull graphic support, most creatures have a custom sprite included. This will increase your FPS by about 25%. You wont have to scroll through 50 building materials in your list, but only 10. Same for silk, hair, milk, meat and blood, bones and wood. Not "creature-name" leather, but only leather. Many rocks leave only dust, invaders leave less items, redundant clothing is not there. Generic materials and reduced item count. With over 7000 possible combinations you will find one that suits you. With the included Masterwork Settings.exe you can enable and disable parts of the mod, just by pressing a button. More flavor and atmosphere with race-specific items, different looking caverns and custom professions. Order unique items from allies, buy slaves or dragons, constructs and materials, foreign weapons and armor. Fell crystal trees and fashion pikes out of them, hunt gem scarabs for diamonds. You can find hidden fossils or gems that produce water. Some features require you to kill megabeasts, other need trading, blueprints and research, hunting in the caverns, defeating the HFS, exploratory mining or avoiding dangerous warpstone. Frost Giants, gem-tipped swords, Cults and the Mountainking. A smelter catches fire, a miner dies of the black lung. Pray to armok for aid, defend yourself with turrets and mines, research firearms or magic, hunt kobolds for loot, while a disease ravages your fortress, or lock away your magic experiments gone wrong. ![]() ![]() Dwarven castes, farming trees, throwing weapons, weapon and armor upgrades, armored pets, alternate industries and food/booze sources, spies that infiltrate your fortress. A total of 1100+ creatures, 2000+ new reactions, 110+ new building, over 1000+ plants/items, up to 35+ races, cavern sieges and slaves, golems and landmines. ![]() The main part of the mod are new fortress mode additions. My Point ? Everyting I just noted is not even the ingame stuff added by Masterwork DF. a giant manual, building guides for each building, tables about new materials, wallpapers, 8 different tilesets and more. Included are macros, additional hotkeys, mouse support, a selection of ingame tips, uniform templates, pre-set worlds and embark profiles, a new font, a program that alters 90% of the mod, several balancing features that make the game harder or easier, a new arena. ![]()
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