![]() ![]() As well, balance is a rather severe issue. IF you can make another sub menu within the build menus, it'd go miles to making the system workable. If you want suggestions, right off the top I'd suggest (assuming it's possible), is to subdivide the workshop menus. There's something like a few hundred options in the many GUI menus and it makes a difficult to handle mess, much like the workshops end up being. I understand that I can disable mods through the GUI, but you have to understand you cant expect a player to just know what needs to go. Two disciples outfitted my entire army in bronze armor and steel weapons, and even if they hadn't, the easily available rigid scale clothing and armor wouldve taken me there anyway. I didn't touch on magic, and didn't need too. There were large amounts of it i didn't get in to just because of the sheer amount of possibilities. All the weakness the kobolds display is instantly mitigated by animated weaponry that can fight entire waves of weaker monster/animals/invaders.īack to the dwarves though. One of these can kill almost anything I've seen them fight, and I've never seen one lose. An animated sword/axe/spear costs 51 and can be trained by an unskilled dwarf. If you were to remove every seed except one berry, one fibrous plant, and steeloak, you'd have a smart embark, but that's an aside, the problem is the creatures available. Most of these problems can be overcome with a good embark setup, but that leads me to another problem. The game was still pretty cluttered, having a carpenter and two types of woodshops is unnecessary. It started out incredibly difficult, as I didn't have the leather to really do much, but once I had steeloak farming setup, it became much easier (steeloak bolas easily overcome the kobolds natural weakness). I only played kobolds other than dwarves, and it was a bit of a strange experience. I wasn't expect to get a devs attention, so if you want more feedback I can provide. It's a huge undertaking and I appreciate the effort fans have put in, but I have to say that it detracts from the experience of DF as a whole. I know Masterwork is a large collection of individual mods, adjusted to work together. A chandlers shop? A thatchery? Why not just add menus to the craftsdwarf workshop for these? The creation of so many additional workshops is silly too. ![]() It's a technical limitation but it doesn't make it a better feature. A crate of steel armor is not a bin containing a set number of pieces of steel armor, it's an object that cannot be used in any way except to bring it to another type of depot, which then has a job that will use it to create a certain number of pieces of steel armor. The technological limitations were probably a big part of things. ![]() Even using documentation the use of each shop wasn't always clear. Trading posts, crates of useful items available at premium prices, and probably most intriguing, technology and technological advancement. There are a lot of new things added, and many new good ideas. The second problem with it is that it's a cluttered mess. Yeah, maybe it was too hard and too broken so this new easy mode is more fun. Yeah they add new tougher enemies too, but any experienced DF player can handle them with the right mix of just vanilla DF elements, the addition of broken free stuff syndrome isn't even necessary to exploit. Steel quality wood ruins any chance of fairness in the item value and ammunition departments immediately. the manpower for tree farming is trivial to a moderate sized fort. Processes exist to produce huge amounts of everything from base resources and trees are limited only to the amount of space you want to spend growing. Every ore has a chance to produce ridiculously valuable orichalcum. Metal bars (not ore, bars) can be created from nothing. You are no longer subject to your environment, instead it's subject to you. In a fortress where you have to dig deep to find any metal you scramble to get what you can, by melting down invaders scraps, by buying crafts to melt, by any means you can. Finding, smelting, and forging metal is difficult. First and foremost it's the all the teeth are gone. It's a lot of small nibbling things that make it bad. I recently started playing on masterwork DF and after 8-10 years of fortress life I've come to a conclusion: It's pretty bad. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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