
Asura and Deva given the ability to move up a level according to their caste. They're snobby but socially adept, Venus was actually a pretty nice place to live during the Imperial Era. These genetically-modified humans lived on floating cities above the clouds of Venus, but their heavy reliance on Earth for supplies led them to flee back to the planet once their floating cities began to sink into the superheated acidic fog. I'll further expand on it as I get more ideas but now there's a solid foundation to add more weird stuff. All water biomes totally overhauled to be more in keeping with the rest of the setting. emergency fix to duplicate raw bug, game will work now Adventure mode crafting made less grindy.
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Multiple small bugfixes, please tell me if you encounter something that seems bugged or broken. Let me know if this has caused any issues. Some changes to the "magic" system abilities, projectile manifestations overhauled. Tweaks to some civ values, I accidentally made martians a dictatorship instead of a republic It has the added bonus of forcing the player to decide if they value their energetic compound as fuel or as ammunition, since it serves the role of both.

I originally added other ammo material types as a slapdash fix for a perceived difficulty in finding EC material, but I've sinced fixed that and would like ranged weapons to have a more consistent damage output. Bit of an awkward rollback but we're back to just using energetic compound for ammo. tribulation machines have become demons rather than megabeasts and devas will not spawn normally in worldgen and will instead invade from the megastructure center of the earth primitive crafting fixed for real this time It is recommended you read the information on the bay12 page before playing the game.

#The long dark mods how to#
This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena). My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. This mod is my attempt at a cyberpunk setting, sort of. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn. Whether it be the great old powers of the ancient Solar Empire, the technobarbarian tribes of posthuman savages, or even the scattered remnants of true humanity, the future is uncertain.

A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. None know for sure what happened exactly. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to moons of Saturn.
