Playable Races Revisioned [Orc Update]

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Author: Vader

Last revision: 17 May at 13:37 UTC (1)

File size: 180.66 MB

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Description:
This mod is a creative revision of the "All Races Playable" mod from Arkbrik, to give credit to the original that I worked off of.

v1.6.1 The Orc Update

-Orcs can now make bronze and brass.

DWARVES

-Dwarves have been granted the ‘Maul’ and ‘Great Axe’ weapon, as well as a +20% learn rate bonus to the mining and hammer skills.
-They no longer get negative modifiers from sunlight after being underground.
-Dwarves can farm outside.

HUMANS

-Humans are what you would come to expect. They are surface-dwellers and don’t tolerate being underground for too long. They build and farm above ground.
-While they do not require alcohol like dwarves, humans do need fresh drinking water from wells for their happiness.
-Lords and ladies can assign a great number of noble titles and official positions. The chancellor is responsible for espionage, but the rest have no game function. (aside from making the title holder a bit happier)
-Humans have access to practically every weapon in the game, making their militaries the most versatile and adaptive.
-They can produce glass, soap, and all alloys like bronze and steel.
-Humans have been granted a +20% bonus to their learn rate for the pike and axe skills. (Pikes, Halberds, Greataxes, Battleaxes)

WOOD ELVES

-Wood elves are the classical elves you come to know in Dwarf Fortress. They have a deep connection with nature, giving them access to all good animals in the game, even exotic ones that are not normally available on embark, much of which can be very fun for their enemies.
-Wood elves are by far the hardest race to play in the game, as they cannot cut trees, mine, farm, or do much you would come to expect from DF. Rather, you have to rely on getting wood by growing it from seeds at a craftsman workshop, but also have access to wooden variants of some necessary items (like mechanisms). They also rely heavily on nature for their military power, so make sure to take interesting animals with you on embark.
-In terms of needs, they function practically the same as humans, but they are strictly vegetarian, biologically immortal, and also do not get infections.
-Not being able to mine, they cannot access metals except through trade, and therefore make all weapons and armor out of wood. They also cannot inherently take down constructions without trading for picks, so plan your settlements carefully!
-They only know how to make short/long swords, spears, and bows, but they excel at these skills, learning them at twice the rate.

HIGH ELVES

-High elves are essentially the more sophisticated subrace of elves. While they still have respect and peace for nature like wood elves, they do not adhere to the same dogmatic principles of its protection.
-High elves still maintain some elf-specific mechanics like growing wood from seeds (but only feather wood from sun berry seeds), but they can also mine, smelt, and do most things except trap making. They also share more civilized values, operating on a different standard of ethics from wood elves.
-While high elves are still biologically immortal like their woodland counterparts, they are prone to infections.
-Like wood elves, they only specialize in short/long swords, spears, and bows. However, high elves also excel with them, learning their skills at twice the rate.
-While high elves cannot make bronze, they can make steel.

ORCS

-Orcs do not need to eat or drink, so no food industry is necessary for them specifically.
-For alloys, they are only capable of making bronze and brass. However, their strength lies in their literal strength, as they are not only bulkier than the other races, but also have the highest strength modifier. They also have access to evil animals like trolls, ogres, and wargs, making them a nearly unstoppable force of brutality.
-Orcs cannot do certain crafts like making glass, and vitally, soap making. But being naturally unhygienic and filthy, they have an immunity to infections and don’t need soap.
-Orcs have a shorter lifespan than other humanoids, averaging between 60-80 years old. However, they are usually born in litters, and mature very rapidly, becoming fully grown at only 2 years old.
-They have been granted a +20% bonus to the learn rate for the mace skill. (Maces, Scourges, and Flails)

DUERGAR

-Duergar (Deep Dwarves) are an evil, corrupted subrace of Dwarves. They dwell in caverns, and as of now, only have small individual settlements, as they do not settle anywhere except mountains and underground caverns.
-They have all the same needs as dwarves, but with some changes. Unlike dwarves, they are nocturnal, and only dwell in underground caverns, having a very limited surface presence. They are more predisposed to negative personality types, as well as evil ethics.
-As evil aligned creatures, Duergar have access to evil animals like blind cave ogres and trolls, the same as orcs.
-Being especially adapted to the underground, more so than normal dwarves, Duergar have some immunity to necrotic infections, as well as a +50% bonus to the learn rate for mining.
-They have been granted a +20% bonus to the learn rate for hammers, the same as dwarves.

KOBOLDS

-Kobolds. They’re not particularly smart, large, or organized, but can be interesting and silly nonetheless.
-They are small, agile creatures that are capable of making weapons out of metal, but are only capable of making armor out of leather besides caps and masks. They are also limited to spears, bows, short swords, axes, and knifes.
-Kobolds cannot make alloys, and are only able to make charcoal at a wood furnace for fuel.
-Keeping Kobolds clothed can be a challenge. They can make clothes, but cannot weave cloth, relying on leather for any self-sustained clothing. Like many other things, you have to procure such items through raiding or pillaging.
-Functioning more like gangs than civilizations, they have no actual settlements, only having hidden hideouts that don’t show on the map. Their primary existence and purpose is to raid and steal from other settlements.
-They are incapable of farming or husbandry of any form, rather relying on foraging and hunting for food, but they don’t rely strictly on water, as they can brew alcohol (cheers).
-Despite basically being only one stage more advanced than animal people, they are capable of making any variety of traps, which is essential to the security of their hideouts.

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Revisions:

Old revisions of this mod are available below. Click the link to download.