Dwarf Fortress

Dwarf Fortress

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HOBGOBLINS: A playable civilization
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21 Feb, 2023 @ 3:54pm
26 Feb, 2023 @ 11:16am
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HOBGOBLINS: A playable civilization

Description
Hobgoblins are a goblin-like race more interested in craftsmanship than pillaging.
Reminiscent of horned, hairier goblins, these creatures speak a common tongue with them, but seem to have forsaken whatever rumored ties they may have to the goblin pits of yore -- and their biological immortality with it.

[More images on the way.]

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PROS AND CONS / PLAYSTYLE DIFFERENCES:

+Hobgoblins are fairly tough, sturdy, and mentally resilient.
+Hobgoblins seem to have forsaken the immortality and other benefits held by their goblin cousins, but some traces remain, as they are resistant to rot, infection and disease.
+Hobgoblins possess a pair of sturdy, crooked horns, and are very willing to use them as natural weapons. Their hooked shape often makes them useful as improvised grappling tools.
+Hobgoblins are efficient, focused workers, and train somewhat more quickly than dwarves.

/ Hobgoblins use the Goblin language. Hobgoblin children are called "pups", and infants are called "kips", just for fun.
/ The Hobgoblin equivalent to dungeon masters and hammerers are called "chiselers" and "breakers", respectively.
/ Hobgoblins have a very large lexicon of symbols and concepts, meaning their names for civilizations, places, artifacts and more will be much more colorful than the usual dwarven name focus on fortresses, stone, and so-on.
/ Hobgoblins do not require alcohol like dwarves, but can still consume it for mood benefits.
/ Hobgoblins are prone to strange moods, similarly to dwarves.
/ Hobgoblins do not gain any underground bonuses from cave adaptation, but neither do they feel its drawbacks.
/ Hobgoblins have access to a greater range of weapons and clothing.
/ Hobgoblins are prone to rage. It's a topic of debate on whether this is a "lingering curse", proving their ties to typical, historic goblins... or if they just get very annoyed at being interrupted.

-Hobgoblins do not ordinarily start with any belowground crops.
-Hobgoblins, on average, are somewhat lacking in social skills, and may be more prone to arguments.
-Since hobgoblin society is so focused on craftsmanship and skill, their skewed perspective means they often undervalue their work. Their typically low appraisal skills means their goods may be less valuable in trade.

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In short, Hobgoblins should ideally provide a fairly different experience than a standard Dwarven fort. They're fairly tough and competent on average, but they tend to choose "fight" over "flight". You may end up having an easier time in some cases, but harder in others.

However, to some, that might not be a bad thing. If you want just a slight boost to the start of your gameplay experience, a swingy "all or nothing" feeling in fights, or a leg up against some particularly brutal worldgen mods, it could end up being the perfect civ for you.

Please feel free to tell me how it seems from your own experience. I'd like to keep my eye on fine-tuning them.

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NOTES:

Cover art/thumbnail by me!

Hobgoblin appearance and design originally inspired by the artist "Filibusterfrog", with permission.

Thank you to tsallast's Nillians and Barely_Creative's Roclets for their work, inspiring me to learn how to do this. Also useful to dig into the files to learn by comparison!

-Please feel free to offer feedback on how they act with "prone to rage". I'm not really married to that idea yet, but I wanted to see how it'd make them feel any different compared to dwarves and get a feel for their personalities.

-It'd be neat to make more custom spritework for them in the future, like custom clothing, but first, I wanted to release this project at all!
51 Comments
RocketShep  [author] 20 Mar @ 6:15pm 
Hobgoblins are about the size of humans, just for fun, similar to tropes of hobgoblins as 'big goblins' in assorted media.
1 DOPE SOUL 20 Mar @ 12:46am 
my favorite civilization mod, it's such good work and fits in seamlessly to the world. How big are hobgoblins in relation to dwarves? I don't think it says anywhere
Malachai 10 Mar @ 11:31pm 
they look more like tieflings then hob goblins ttho
RocketShep  [author] 13 Feb @ 3:58pm 
Apologies for the late response:
It's unlikely that this mod should be causing any crashes on its own. It doesn't make any changes to vanilla code or features. On the backend, it works like any other vanilla creature or entity (civilization).
Super Space Kid (ft. NORO) 17 Dec, 2023 @ 10:20pm 
so whats the consensus? is this mod making me crash?
Mechanos 23 Oct, 2023 @ 6:03pm 
I do realize these are vanilla tokens, and that debugging the issue would take some work. It's more the dismissal, that reminded me of the common stance. Ironically, my mod list is already in a steam collection, I'm able to export my load order with DFHack, and using KFind or Notepad++, I can search the installed_mods folder for every mention of HEALING_RATE (I got 24 hits), or shared tissue templates if that's what can cause the HEALING_RATE token to disappear, etc. I'd debug myself, but I'm too noob still to know what could break those tokens. ^^

Before I get too ahead of myself, I'm not insinuating you should go out of your way to do this. I simply just submitted a few errors in case it would help, and you didn't ask about any other mods I was using, and seemingly assumed my mods/install was broken. Then later said it was probably a mod conflict, and said sorry lol. Left me wondering why it wasn't worth following up, and motivated me to look into it a bit. But it's fine.
RocketShep  [author] 23 Oct, 2023 @ 4:24pm 
(The next four comments are a longer response, cut up for Steam's character limit. I posted them backwards to make sure it'd read neatly from top to bottom instead of having to scroll up backwards. I apologize for letting it get this long.)
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
I'm sorry, I'm not trying to take an opposite stance. Let me explain:

-I have no idea what every single mod you have installed is, much less the order in which you've loaded them/whether or not they have been set to replace vanilla data.
-I would have to investigate the raws of each and every mod for hints as to what could be the cause of the conflict. I would then have to see whether these mods overwrite vanilla data, and try to see how those mods are able to load vanilla tokens, and then figure out why hobgoblins somehow don't despite relying on the same vanilla files.
-I'm not expecting you to run only my mod. I run with a few dozen mods myself, to be honest!
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
I've asked for people to provide feedback and am happy to help how I can, but there's only so much I can do from here.

I'm not trying to say "Sorry, nothing I can do, my mod works on its own" in a vacuum. I didn't want to just dump a load of text on you, but if it helps, this is why:
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
1. HEALING_RATE is a standard token in DF code used to define how quickly a tissue (skin, muscle, bone, horn, etc) can heal. Also see TL_HEALING_RATE, which allows the game to select a group of tissues instead of a single tissue.
2. ATTACK_FLAG_PENETRATION_PERC measures the "penetration" value of an attack, measured by % of volume. This requires ATTACK_FLAG_EDGE - flagging the body part as "having an edge that can penetrate". I just double checked the raw files to be sure - the current public build of hobgoblins have the required flag.
3. RELIGION_SPHERE is an entity tag that civilizations have to determine what kinds of topics their religions might value. You can have as few or many of these as you want. Dwarves, by vanilla, have six possible RELIGION_SPHERE tags. I will take an educated guess that most, if not all of the other race mods also have some number of RELIGION_SPHERE tags.