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I am curious, do Kobold Adventurers have any unique features about them?
Any chance of a fix on the adult giant bat sprites?
Kobolds turn into absolute lunatics if they are ever involved in combat. The act of throwing rocks at enemy soldiers who want to rip their guts out causes constant fright and trauma thoughts even with legendary discipline.
Even if no one gets injured, no one dies, and they don't even get close to an enemy soldier, they will accumulate extremely potent negative thoughts as a result and eventually the stress gets to them and they will freak out and your entire military will go on violent tantrums.
Vanilla bug, that'll prob be fixed soon though.
I'd assume that any item can be used as a melee weapon (Like a dwarf beating up something with socks), but that would be interesting to test.
(P.s. @gadget I've built a multicultural fort. I have a library full of nillians and my kobold thieves are training up to head out and steal all the world's books 😂 )
Please make a version that just makes Kobolds playable and doesn't add weapons. Prefferably one that doesn't mess with normal kobold behavior, just make the civ labeled as playable please.
I was just confused about how to actually do missions :-/
(the Dwarf fortress UX is... not intuitive)
"Shell Blocks" don't have any place they can be stored, and therefore only stay on the tile they were made at(unless being used for building something). So I got a bunch of pond turtle shell blocks and mussel shell blocks piling up on craftkobold's workshops
I've got plans to expand the mod a bit, once Adventure Mode drops. I have to make sure Kobold sites, bandits, and adventurers generate properly. I also want to add kobold support to the upcoming Face Portrait system, and do some small quality of life fixes.
RE: DF Hack, Venom, and Eggs:
I wanted this mod to only need the new built-in modding system for DF. That said, I've been looking into how DF Hack would enable some features, like envenoming weapons, tweaking behaviors/industries, enabling egg-laying kobolds, etc. I'm considering a separate DF Hack version of the mod, with support for these features. But I need to learn the ins and outs of DF Hack first!
RE: Mod conflicts:
If you have issues and can provide mod lists, or investigate incompatibilities yourself, I can try to build work-arounds. I've done what I can, but until more flexible modding tokens get added, multiple mods editing core item or faction definitions can cause weird issues.
(Also yes, kobolds are MUCH more cowardly on average unless they're battle-hardened veterans, so they tend to get scared, run away, or even go catatonic when in danger... one of those things meant to set them apart from Dwarves.)
Also, Kobolds messing up stockpiles a bit is a feature. Their personalities are biased to be messy and irresponsible, so they are more likely to leave clothes and tools around when they're done with them. Kobold caves in adventure mode are always strewn with trash, and now it can happen in your fort too! (Some kobolds are tidier, and will clean up after the irresponsible ones, but larger forts tend to get messier)
In general, I took inspiration from what I saw in the game's Raws for kobolds, and patterned their social structure off social pack animals like wolves. They're feral little guys, whose ethics don't care about being proper, private, or individualistic like dwarves. Plus, they need to rely on each other and work together to accomplish what larger peoples can do alone; it only makes sense they'd be more communal, rely on each other more, be more comfortable sharing spaces with each other, and have larger and fuzzier definitions of family units.
Not sure for the egg laying bit, though I have seen an other mod make an egg-laying civ somehow work.
My kobolds can't do missions. And I keep getting migrants, which is wonderful but not how the mod says kobolds work.
But I have lots of mods installed so it could definitely be a mod conflict.
(Love this mod by the way. Making them full carnivores and not addicted to Alcohol makes initial fort setup simple and coherent. And starting without an anvil definitely made shell and bone armour feel useful and necessary)
In terms of constructive criticism making all the Kobolds all gay would add to the already immersive and in-depth aspects of the game play.
Look up Missions on the DF Wiki for more details:
Wiki Link [dwarffortresswiki.org]
Ahh, so that sounds good already. Thanks for your reply. Just because there is a patch for this other graphics mod, I will definitely test it.
@ryan.daum I've tuned the worldgen as carefully as I can, but it can just end up a lot of different ways. I get sprawling kobold factions about as often as I get destroyed or scattered ones. Kobolds are just smaller, more fragile, and have weaker metals than other factions, so they tend to take heavy losses in prolonged open warfare, in world-gen.