Man ruled the solar system, once. 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. None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. The result, everything knows. 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. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. 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. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. 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.===============================================================================What is The Long Night?This mod is my attempt at a cyberpunk setting, sort of. 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. 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. 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). Some notes before you dive in, however.-It is almost impossible to kill some of the larger war machines with anything less than steel-equivalent weaponry, or in one-on-one combat. Of course, this applies to the domesticated war machines as well, so if you're invaded by an enemy's mechanized divisions and you have iron-tier weaponry or lower, you're probably dead.-Some war machines and vehicles do not reproduce in this mod, so if you want more you need to buy or raid for them.-Any mechanical "creatures" can be butchered for metal blocks which can be turned into chunks in adventure mode for crafting purposes, or just melted down into bars in fort mode.-Nanotechne is nanotechnologically enhanced metal and is comparable to steel, its crude variant is equivalent to iron, and the Posthumans are capable of producing a species-unique variant that is the equivalent to K/X-Grade Nanotechne, used by the Neo-Human and Noble civilizations.-Bioframes are some of the most powerful tameable creatures in the game, and are found in mountain biomes. If you are playing a struggling civ and need an edge, embarking in a mountain biome and trying to control these creatures may be a good idea. NPCs can do it too though.-Armor works differently from how it does in vanilla. The bay12 page explains this in more detail.Download Link: http://dffd.bay12games.com/file.php?id=14134 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.===============================================================================Change Log:2.61 Changes:-A possible fix to a bug regarding farming certain crops, let me know if problems still happen with it.-Fix to crafting scattergun ammunition in adventure mode.-Fix to megabeasts burning their fat off.2.6 Changes:-Factory worms totally overhauled into utility worms, which are like factory worms but they are bigger and there are way more of them. Many different organic and synthetic products can be harvested from these worms, so take care of them when you get them.-Some big ol swords added-Due to living on a polluted megastructure lots of baseline humans get born missing limbs or with failing organs, so they are given replacement limbs if their family can afford it. Basically around 1/3rd of humans will have some kind of mechanical limb. All intelligent races have spinal implants that let them interface with machinery. This change may seem weird and abrupt but because of the way DF works it lets me work around a bug associated with cybernetic apotheosis.-Speaking of cybernetic apotheosis, the Cyberization secret has been re-worked. If all goes well, entities should be able to transform into hereditary cyborgs (cyborgs that have cyborg children) with coloration that explains what race they were, while also allowing them to interbreed and produce a next generation with unique features.-Intelligent octopi added to the uplift races. However, due to octopi having alien and solitary natures, they tend to exist in small clans within the underground and only rarely interact with the civilized world.-Posthumans renamed to Asura-Class, because there will be more posthumans than just them now and I need to differentiate.-Several new minor Posthuman factions added.-Nanomachine monsters reworked to fit the theme.-Venusians reworked into the Custodian faction. Custodians will represent a pervasive mechanical presence that will be found throughout the world as a challenge to players, forming a network of drones, autonomous tanks, hidden assassins, and other lethal devices that can catch unwary players by surprise. Unlike most technological entities, the Custodian System is fully mechanical, a relic of a bygone era where sprawling defense systems were used to suppress an entire planet.-Lore overhauled to finally explain a lot of things.-New type of Nanotechne added, Grade-S or "soft" nanotechne. It actually can't be used for weapons or armor or anything, but makes up the innards of several types of machine and is very valuable, so consider it something like gold or platinum.2.51 Changes:-Gajasura posthuman subtype now specializes in Toughness rather than Endurance as intended.-You can now craft scatterpistols, scattercannons, nail rifles, and nail pistols in adventure mode, along with proper ammo for all of that.2.5 Changes:-This may be a bit controversial but I feel it will ultimately be beneficial to the setting's coherency. The various posthuman tribes will now be merged together into a single super-race termed "posthumans". The Fext, Technasura, and other posthuman civilizations will all still exist in a sense, but as small parts of a larger group that can interbreed together. This singular civilization will actually be more varied than all the existing posthuman races put together, and better fit the theme of a morass of barbaric predators that occasionally give rise to individuals of exceptional power who command them. Also, the Gigants have been renamed to Godminds and are now hyperintelligent humanoid supercomputers, to give them a bit more of their own flavor and contrast them to the physically powerful but mentally animalistic posthuman races.-New firearm type added under the Chemgunner skill, the nailgun. Not a gun that fires nails used for construction, but rather sharp spikes designed to be launched from a barrel and impale targets. I felt it would round out weapon options as the current loadouts offer the blunt bullets of railguns and the slashing pellet clusters of scatterguns. Now, piercing damage is also available to chemgunners, with railgunners able to use the heavy railgun and its rods as a piercing weapon should they find one. Some primitive nations will use these.-Removed and replaced the music with royalty free ambience. I am aware many people liked the old menu and gameplay music, but it was from an anime called Texhnolyze (which is really good by the way, watch it) and thus copyrighted. Thanks to patreon I am now making money for my work. The last thing I need is to get in trouble for using copyrighted material while I financially benefit, or even worse, get other people in trouble if they use my mod in a video without knowing the soundtracks are copyrighted. The new copyright-free tracks are from this channel https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA and I hope they do as good a job of setting the atmosphere.2.2 Changes:-Some posthumans were strictly homosexual, this has been fixed.-Some smaller domestic critters re-added to the mod, along with one new one who is very important.-Cyberization is once more working properly and re-added to the game. To recap this feature, some slabs, different from technomancer slabs, turn you into an immortal super-machine. Attaining both powers is possible however. In addition, any children these cyborgs have will also be cyborgs.2.1 Changes:-Technomancers overhauled. The way it works now is that there are a ton of abilities you can get by reading a technomancer slab, but you will not get all of them (well, you can keep reading slabs to get all of them). Anyway, this means that every technomancer is an unpredictable encounter. Will they have ranged attacks? Summoning abilities? Nanite zombies? Status buffs? Who knows! Each one is a unique foe to deal with.-Non-domestic cybernetic life will have a small chance to have technomancer spells as well to spice things up.-Whales are now feral space ships and can be encountered in the wild. Hunt them for their precious space meats if you dare. They can also be tamed.-A certain faction should now have significantly more presence and power in the world.-Fixed posthumans needing to eat, they're back to not needing to do that.2.01 Changes-fext will spawn again whoops2.0 Changes:Note: there will likely be another update with new content soon after this, but due to issues porting it the upgrade was delayed more than it should have been so I'm posting it now. It is also for reporting any bugs so the next version can be more polished.-Updated to 47.04-Fixed some animal tiles-You can tame energy slugs-Ability to craft all melee weapon types added in adventure mode-Technasura will now live in fortresses-New cyborg race, the Eusocialites. Their leaders are graceful and elegant humanoids while their worker caste is just robot spiders.-New cyborg race, the Gigants. Big, bulky fellows who live in mountain fortresses. Slow to anger, slow to get around, but you definitely don't want them mad at you. One of the few cyborg races to not use a semi-sapient lower class.-Caves are now twisted nightmares of rust and glowing fungus filled with giant insects and cyborgs.-A fun Test Friend might be in the lowest area of the map, try and find him because I sure as heck can't. He won't do much but I'd like to know if I managed to get him in the Hidden Fun Zone and I'm just unlucky or if I need to do some tweaking.-The marksman skill is split into the railgunner skill for rail/coilguns and the chemgunner skill for scatterguns. This is because the former use electricity and the latter use chemical propellant, and so they'd probably need different skillsets for operating and maintaining even if they are both types of gun. And also, this will double the amount of gun-using soldiers because of how DF works.-Blowgun skill used for Wedge Bows. These are basically huge compound bows that function as double-ended swords when you run out of arrows.-Posthumans (temporarily) given the need to eat because in this version the game crashes if something that doesn't need to eat has a civ that isn't a dark fortress, but only sometimes. I will probably remove this if/when I figure out fix.-Some new exo-armors added1.99Okay so barring bugfixes I promise this is the LAST update before I update to a new version so bear with me-Biomes changed a little, moss oases can get larger and more diverse, and rocky/badland type deserts will now spawn (but contain the same fun critters as sand deserts). Terrain should be more varied.-Moss forests now have a huge variety of weird mutated animals and boast the largest amount of biodiversity on the planet. You won't find many horrors of the unnatural kind here, they keep to themselves in the wasteland. But natural horrors? Oh man. More than twenty new creatures will make their home here, and I'll periodically add more as I feel like it.-A huge weapon overhaul, adding dozens of weapons with multiple aesthetic variants.-Fixed an error with some ranged-type exo-suits being registered as melee-type1.98.6-Quick fix to Technasura to make them properly playable. If you don't play or want to play this race don't worry about this too much.1.98.5-Fixed a naming issue with the exo-armors, this update should be save compatible and really isn't a big deal. If it does mess things up then yeah make a new world.1.98 Changes:Basically, this update is about cleaning things up now that there's all this attention being paid to the mod. A lot of new tricks I've learned and used in my newer mods will be applied here to generally improve the experience.-Guns overhauled to be better. Basically I did some finagling so that rifles are the most common weapon, followed by shotguns and pistols, and then cannons and sniper rifles. They come in two types, railguns and coilguns. Railguns are inferior to coilguns but more commonly used because they are easy to make. Coilguns are fancy advanced iterations. Adventurers can only craft railguns.-Vehicles overhauled. There are normal vehicles like motorcycles and cars and such, and advanced hovercrafts that only a few civs use, and then super advanced hovercraft with special aesthetics.-Conventional tanks replaced by a fun new equivalent. I felt that given the setting's focus on cybernetics it would be good to use lesser artificial life forms as weapons of war rather than just mundane tanks, so that is what I am doing.-Bioframes slightly nerfed and given more varied stats. Except for Sapiens models. They are still terrifying. Either way Bioframes should remain the kings of the battlefield.-Medieval level civs removed. In a world where you can build railguns with handheld 3D printers that can also build more 3D printers it seems like even the poorest nations could get some pretty good gear.-Dolphins, Gorillas, and Corvids now have tech on par with human civs and are playable.-I just completely redid how armor works AGAIN. I was never satisfied with how I described them in-game even though I wanted there to be a lot of variety between them. So I have completely snapped. How it works is I give them a brand name and proper stats, and instead of physical descriptors you match up the in-game name with the list of names on the bay12 page to read about them. There's dozens of armors. I think I have gone too far this time. But I feel like I am satisfied with this, I'm not limited by how I can describe the suits anymore.-You are now able to craft exo-armor with the 3D Printer. However, this has a special requirement. In order to craft an exo-armor, you already need to have said armor in your possession. Essentially, your 3D Printer copies it. This way, you are limited in what you can create, only having access to armor sets you personally own. This can spur on a quest to find new exo-armors, like the rare high-performance models that will sometimes spawn. Bandit variants do not have this restriction however, on account of their models being simple enough that the data to make them can be found just about anywhere.-Some cyborg clans modified or removed. Rest assured, they will appear again in the next version update, I have plans for them. For now, just temporarily removing them and preparing for a big remodeling will make everything easier.1.97 Changes:-Fixed a bug with a metal-making reaction. I will do a much bigger update after the DF new version patch cycle is finished.1.96 Changes:-Cyborgs cannot become undead because they are unreasonably OP as such. The nanomachines are preventing their hardware from being controlled by outside forces even after death or something.1.95 Changes:-Some tweaks to various things.-Added cold spots.-All bioframes are significantly smaller because they were just too OP. Still pretty big though.-Fun enemies added. There's more wizardry than technomancers out there now. Because I'm feeling merciful, I'll give you a hint: https://www.youtube.com/watch?v=jRXQsQKGqIU 1.93 Changes:-Some bugfixes for rogue venusian machines-A first for me, I changed the whole title! Why did I do this? Well, Dying Earth is the name of a very popular fantasy book series and I didn't want people thinking this mod was about that. I've been meaning to change it forever so here we are. I finally found a name I like more that fits the setting much better.1.92 Changes:-Tribes of feral cyborgs living in caves added-Exo-frames added to dictate armor girth-All main civs snatch babies because human trafficking1.91 Changes:-Some fun new animals added-More weapons for melee specialists1.9 Changes:-Total overhaul to rocks, minerals, and metals. The world is now properly resembles how it would be after 10000 years of rampant industrialization.-Total overhaul to the armor system. Exo-suits are now more modular and have more variety.-Total overhaul to the nanotechne metal system. Basically, C-grade can't be used for weapons and armor but can for everything else. M-grade is what humans use for weapons and armor, with A-grade being used for high quality weapons only. K and X grade are used by the Neo-Human and Noble civilizations. Fext nanotechne is used by Fext.-All the custom worldgen settings have been changed to more properly reflect the setting.-Civs overhauled to be better-Polymer added as a material produced by machine-animals.1.81 Changes:-small fix to venusian construct age, should be less prominent.1.8 Changes:-Venusians should not mingle with sane races as much-Prevalence of cyborgs increased maybe.-I folded the ranged specialist skill into the marksman skill. Basically no matter how many weapons I added to the marksman skill, there was still an even split between marksmen and ranged specialists, so a 50/50 split between normal guns and very powerful guns. This way, very powerful guns will be rarer. Possible side effect is less guns in general.-3 new melee specialist weapons added.-3 ranged weapons added.-Armor system overhauled again. Rather than a 4-tiered system, there are now 30 different exo-armors with their own unique features like material cost, weight, and physical description. This is because NPC factions would only use one armor, rendering the tier system moot since the entire civ would use superheavy and only that, for example. Hopefully this should allow for more varied armor in general.-New (semi)megabeasts added, autonomous dragon weapons. Like a bioframe, but rarer and more dangerous. Can be likened to naval ships in terms of danger, and are given classifications as such.-Underground edited to be more lively.-Non-alpha cyborgs should have varied colors now.-Bioframe population reduced overall.-Corvids have their own cave civs instead of just being wandering spawns.-Uplifted gorillas added as a medieval civ.-Medieval civs have advanced melee weapons because I want anachronistic knights with drill lances.-Messed with the mushroom biome, should be less buggy.1.7 Changes:-Dolphins no longer 2-headed.-Feral Bioframes relocated to the mountains (settle there if you want to tame them).-Rubber and latex added as clothing materials. Both come from mechanical worms. Harvest their "silk" and "skin" to get the materials. You can shear the latter.-Fext carapaces streamlined. Fext biology streamlined.-New human species added. Long story short, humans once colonized the solar system before earth collapsed, the colonies could not survive without earth's support, the genemodded masses fled back to the planet but look rather different than they did before. There are four different extraplanetary strains from the moons of Jupiter (and Europa specifically), Titan, and Mars. There are also colonists from Venus who uploaded their minds into completely mechanical bodies but went crazy and brought a bunch of killer robots with them, so people don't like them very much.-Various feral machines with varying levels of lethality added.1.66 Changes:-Quick fix to a minor bug1.65 Changes:-Exoskeleton coverage doubled across the board, should make them more powerful.-Good biomes turned into nanomachine sustained gardens with all manner of fruiting trees and sometimes even grass and flowers. Needless to say, they are fiercely fought over. Just because they are garden-like does not mean they are without dangers, however.-Bioframes will no longer be restricted to good biomes but will spawn very rarely in any location and different types show up in different biomes. This is experimental.-Dolphins moved to cave dwelling kobold-type civs instead of medieval-style kingdoms, which will now be populated by humans and subhumans, representing the civilizations that descended into barbarity before the beginning of this era's recorded history. They mostly exist so you can terrorize them in fortress mode. Be aware however that bioframes are living creatures which do not require advanced tools to maintain and as such can be domesticated by even these primitive societies as one might tame a ferocious beast.-Two new lines of bioframes added, the fortress-like Zuric line and the Noble-exclusive Gundai line.-You may have noticed that the Pikeman name has been changed to the Melee Specialist. This has been elaborated on as of the current update. Melee Specialists are trained in the use of powerful, oversized melee weapons designed to let them fight bioframes and enemy vehicles in hand to hand combat. While they come in many forms they are universally massive two-handed weapons with no room for shields.-Corvids are now flightless due to a bug in fortress mode where Corvid visitors would stay up in the sky forever. To compensate for this they are now much faster on land.1.6 Changes:-Oceans now have many new forms of jellyfish added because in the future fish will no longer be the dominant form of oceanic life due to overpollution and I wanted to reflect that. Note that in this time period, the term 'manowar' no longer means a particular species, but is used to classify any jellyfish capable of preying on humans.-Nobles are now mildly telepathic. They can passively sense each other and use an active ability to temporarily grant themselves psychic supersenses, aka they temporarily get the EXTRAVISION tag. This makes sneaking up on them much harder.-HUGE overhaul to armor. Rather than the standard way of doing things, armors now come in the form of armored exoskeletons for all civilized races except for the Dolphins and Joll, who are too primitive to make such devices. Exoskeletons come in four types (in order of smallest to biggest): Scout, Combat, Heavy, and Superheavy. Superheavy variants are so big that the average human will be slowed to a tenth of their normal speed by wearing them unless they have a high armor user skill. However, exoskeletons protect the ENTIRE body besides the head, hands, and feet. Used in conjunction with these exoskeletons (or just on their own) are exo-helms/gloves/boots/visors/masks which protect what is left. The intent here is to evoke a serious disparity in power between the oppressors and oppressed, because its that kind of setting. Also its super cool.-Another major overhaul to the Fext. There are now just two castes. The lesser Fext, which are renamed broken Fext, and the true Fext, which are fully intelligent, more powerful, and not psychotic versions (and much rarer). Why did I remove all the other castes? Because armor now fills that role. By wearing various limb implants, heads, and bodies, the cybernetic Fext can assume monstrous forms of all sorts, leading to a fun variance in features through an entirely different means.1.5 Changes:-Heavy and Light tanks merged into one species, light tanks twice as common as heavy. Paradoxically this has caused more tanks in general to appear in worldgen battles.-Bowties and neckties added to human civs, trying to get that office worker/hardened mercenary aesthetic.-New ascendancy option added for the humans and their offshoots, the Nanoborg transfiguration. They are like cyborgs, but less physically powerful. On the other hand, they are a singular species and a Noble-derived nanoborg can breed with a human-derived one, for example. Also they can control nanomachines.-Rogue machines removed from good biomes, for reasons explained in the next point, may re-add them later though depending on certain factors.-So I really enjoyed the concept of bioframes, which if you are unfamiliar is a living creature that happens when you stretch a human nervous system over a Gundam and get crazy. I enjoyed it so much, in fact, that I decided to make it a major mechanic of the setting. Good biomes are now the domain of feral strains of bioframes left over from a long-forgotten war, and can be domesticated by civilizations in fort and worldgen mode. They are probably the most powerful creatures in the setting (as of now). Currently the Fext have a strain that is innate to them (the Surdlers, now called Fext Bioframes) and five different types, with 6 variations/loadouts each, can be found in the wild. One of the six loadouts is an even more powerful custom model that appears rarely. Each type should have its own unique specialization, so have fun finding which one works best for you.-Intelligent dolphins use similarly cyberized blue whales as mounts and beasts of war. They are not intelligent but very big.-New languages added for a few civs, "English" remains the dominant one though.-New mushrooms for the tropical rot forests.1.41 Changes:-Minor fix for Dolphins, they need vehicles in order to trade, this should let them do that.-Dolphins and Subhumans can have 3 civs per world.-Guardians, the rulers of neo-human civilizations, are now a combination of general and monarch in terms of duty-Fext have village shamans in every site, comprised of shaman-models who can heal the injured.1.4 Changes:-Introducing a new wizard type, the Technomancer. With command over the latent nanomachines scattered across the earth, they can form these microscopic machines into solid projectiles and clouds of dust, or use them to supercharge their own body or interfere with the workings of mechanical enemies (they can serve as a counter to robotic or cybernetic life with some special abilities they have). However, some technomancers turn to darker paths, using nanomachines to reanimate corpses into an army of darkness (reading a technomancer slab gives you 20% chance to gain the reanimation ability, applies to NPCs as well. Non-necromantic technomancers can be in any alignment and role)-Major overhaul for the Fext. The variety of superior models is decreased in favor of a smaller pool of more unique and interesting types, which have all also been buffed as well. A tip for fighting advanced fext models is to focus on the head and torso, as the limbs are typically armored more heavily to serve as natural weapons. Also, Fext healer models will now always be found in a site's keep or castle in the position of head doctor.-Noble civilizations respect and admire cyborgs of their own race. Noble cyborgs are prioritized for appointment to aristocratic or monarchic positions. Basically, if a human of the Noble species becomes a cyborg, they are almost guaranteed to become the ruler or noble-equivalent of their civilization.-Joll swarms now have airborne biomorphs. Swarms of interceptors and plasma-firing bombers soar through the skies on boneless wings. In addition, all Joll biomorphs beyond the baseline will be found in evil (read: Joll-infested) areas.-Bioframe transformation bugs fixed for real this time.-Some new clothing options added.-New minor race added, uplifted dolphins. The primary differences between them and regular dolphins is that they are genetically engineered to have human-level intellect and are born with mechanical limbs that let them walk on land, often decorated in bright, garish colors to signify their clan and nation. They mostly dwell in caves, but will rarely form a populous if primitive society near large bodies of water. Their primary advantages are their optimistic outlooks, resistance to stress, and sheer mass, clocking at ten times the weight of a human, if not more.-It now takes human children 18 years to reach full size, but they are still considered adults at 13 so you can conscript them into your child soldier armies. I wanted a bigger window for that sort of fun stuff.1.31 Changes:-Looking at the description of a bioframe would crash the game, this has been resolved.1.3 Changes:-Some new outfits added and some issues fixed-New biomes added to the warmer areas, such as a forest of giant mushrooms (fun fact, a large group of mushrooms is called a troop, not a forest). This may be expanded later.-Wild boar swarms moved to moss forests, giant rats will take their place as common encounters.-Fun new game mechanic. Human children are now considered adults at 13, not 12, buuut will only grow to adult size at 16. They will also only start growing facial hair at 13. What I'm trying to do here is work in that child soldier aesthetic. You can wait for them to mature before conscripting them, or send teenage kids off in ill-fitting armor to be mowed down, ripped apart, eaten alive, or even win and be subjected to various psychological traumas as they slaughter an enemy village. And of course, your enemies will likely send children to battle as well. Overall I'm looking forward to seeing what sort of interesting stories could come of this new context.-In worldgen, there are two kinds of secrets to be discovered. The first is the technology to become a bioframe, a mechanical humanoid about the size of a small rhinoceros that encases the bundle of nerves and organs that you have become. Basically you sacrifice your humanity to become an intelligent mecha. The second secret is less drastic, and is the technology of becoming a superhuman cyborg. More powerful than your peers, but less powerful than a bioframe. Both bioframes and cyborgs are immortal. Fext cannot become either, as they are already immortal cyborgs and quite content with their current existence. Subhumans can only become bioframes, and corvids are too different for nanomachines to restructure. Joll even more so.-Fext now have an amazing sense of smell, and can hunt by scent as well as they do through vision. This should suit their aesthetic as techno-barbarian nutcases.1.2 Changes:-Biomes more refined and separated, "forests" are now giant jungles of moss, lichen, and fungi.-Subhumans will rarely spawn a single city-type civ in addition to their normal status as cave-dwellers. They'll have all the same stuff as the average human civ so watch out.-New intelligent species, Corvids. Some people theorize that should humanity vanish, crows and ravens would be a strong contender for the next species to evolve into self-awareness. In this setting, they have done so alongside humans, growing to about the size of a large dog and living nomadic lifestyles in the wilds or joining up with human civilizations. They are inquisitive and excitement-seeking and so can easily be recruited into adventures. They are rather weak but strong enough to hold a pistol with their talons.-Many poison gas clouds added. My favorite part of this new update if I'm being honest. Basically the world is now full of debilitating toxins with various effects from getting you sick and feverish to killing you outright. Cyborgs and machines are immune to everything but nanomachine swarms. There is a reason that the well-off live underground.-Many new species added to the wilds including feral, carnivorous boars, giant rats, and seagulls . Based off of conjecture about which species would survive best in a world mangled by over-pollution.-rogue machines moved to "good" areas, which now stand for "machine-infested" areas. This is because for some reason named machine predators keep congregating in cities and messing things up. May change it later.1.1 Changes:-Aircraft can be butchered-Fext get a few more subvariants and will now primarily be composed of expendable nerve-stapled peasants led by superior models, should prevent them from dominating worldgen so much.-Fext also can no longer use tanks or jets, but can now field ferocious aughounds and gigantic cyborg mecha known as Surdlers.-Harmless dust storms of black sand will show up about once every month in normal zones, and every week in savage zones. This is sort of a beta test for an upcoming feature, the pollutant/chemical weapon/all-consuming nanomachine swarm weather types that I am currently fine-tuning.-Weaker metals like copper, silver, and bronze can no longer be made into weaponry. To compensate for this, crude nanotechne can now be crafted by combining one bar of pre-existing nanotechne with two bars of any metal. As crude nanotechne is as strong as iron this should ensure you'll have a basic weapon metal to work with. Make sure you don't accidentally turn more useful metals like steel or titanium into this stuff though, because that'd definitely be a downgrade.-Predator drones added to normal human armies.-New race added, subhumans. They live in caves and steal from you, but if left alone for too long can grow to become incredibly dangerous.1.0 Changes:-Dying Earth Released