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 Dwarf Fortress File Depot » Major Mods » Intro's Kobold Civ
      
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File Listing: Intro's Kobold Civ
Last Updated: Jan 12, 2023, 11:29:13 pm
First Created: Dec 18, 2022, 12:35:16 am
File version: 1.33
For DF version: 50.03
Downloads: 209 (378) Size: 207.1 KB
Views: 953 (1,880) Type: ZIP
Rating (0 votes): Unrated
Description
Changes DF's kobolds into a playable civ.

This mod brings them up to the capabilities of normal dwarves and alters them a bit to be more dragon-y, with horns, scales, and a tail and a bunch of new graphics to match. They have also been changed to be more gay and sometimes agender. :)

They also come with a bunch of noble positions, with some changes:

Expedition Leader -> Caravan Leader (turns into Clan Leader)

Broker + Manager -> Caravan Voice (turns into Clan Voice)

Chief Medical Dwarf -> Caravan Fixer

Bookkeeper -> Stockkeeper

A kobold fort can also be raised to a warren, enclave, and realm! (equivalent to the dwarves' barony, county, and duchy)

The civ overall doesn't have much that make them unique compared to dwarves, but they're an option for people who want to play the funny lil guys.

Oh I also added default kobolds back in, renamed to cobalds. I don't know how to rewrite this appropriately so oh well! If you use a mod that modifies default kobolds (such as a mod that makes all races playable) load this mod AFTER others, so the name change properly applies.

Changelog:

1.33: reintroduced default kobolds back into the ecosystem (renamed cobalds)
* NOTE: If you use a mod that modifies default kobolds, load this mod BELOW that one so the name change is properly applied!

1.32: big changes!
You need to generate a new world to see most of these changes!
* kobolds now have scales and call their hands and feet claws! (thanks Buwwet!)
* kobold wieldables now are properly aligned to their sprite and are colored appropriately for the material its made of
* added new nobles! the steward (manages conquered sites), the overseer/chief/wyrm (land holder nobles when your fort gets big and wealthy enough - equivalent to the dwarves' baron/count/duke) and the lead apprentice (appears with your first landholder, they take over the land holder position should the current one die)
* current nobles have been rebalanced slightly - clan voice/clan tactician/clan fixer now only want a bedroom (and an office for the clan voice) instead of a whole suite (also the clan paragon has been removed)
* kobolds have been increased in size slightly, allowing them to wear dwarf clothing

1.15: shorter titles and crimier crimes
1.14: training weapons
1.13: added/cleaned up allowed weapons
1.12: added trap components to the kobolds... oops!
1.11: Minor compatibility change (should work with Better Instruments now, but the kobolds will still generate their own instruments)
1.1: Made dwarves playable
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