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 Dwarf Fortress File Depot » Major Mods » Kobold Kamp .43.05
      
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File Listing: Kobold Kamp .43.05
Last Updated: May 20, 2017, 03:16:14 am
First Created: Jul 06, 2016, 01:58:40 am
File version: 1.92
For DF version: 0.43.05
Downloads: 155 (478) Size: 443.8 KB
Views: 1,305 (2,405) Type: ZIP
Rating (0 votes): Unrated
Description
Forum thread: http://www.bay12forums.com/smf/index.php?topic=156989.0

Now with 25% more kefir. Yet another take on Kobold Camp? It would've been easier if I'd copy-pasted from more official attempts at KC.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy adventuring.

Changes from .43.04: Implemented Toady's fixes of kobold agility, gorlak head size being wrong, gorlaks being unable to open doors, and paper slurry stockpiling.

Latest changes as of May 20, 2017: Fixed leather-dismantling reactions not working right, made stone/gem ammo recipes produce 25 instead of 20, increased maximum population of kobolds to reduce odds of dying off, added recipe for cloth quivers, gave them access to wheelbarrows and puzzleboxes (for flavor).

Notable features of the mod:
* A take on Kobold Camp that's in-between their development level in-game, and the surface-restricted version as seen in tradition Kobold Camp. More stone-age, essentially.
* Useful animal products uncommon in other mods, such as use of haircloth or fermented milk drinks.
* Ability to take armor looted from enemies, and convert it into a kobold-sized equivalent.

Important Pointers Before You Start:
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.
* Stone weapons aren't available to embark, and must be made. Wooden picks remain an option.

Features:
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.

* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.

* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available either in wood, or stone. A little entity trickery means I was able to get wooden and stone picks to work too. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Wooden weapons and stone arrows are made in the craftsdwarf...ahem, craftskobold's workshop menu. Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with.

* Ability to take certain types of rough gems, and make weapons or ammo using them. This is also in the crafting workshop.

* Kobolds have been given access to basic domestic animals, as well as fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink.

* In exchange, the kobolds have lost access to smelting and any other metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows.

* Limited access to mechanics, ways to craft mechanisms and traction benches without access to the mechanics labor. These can be used for constructing wells and traction benches without the mechanics labor.

* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. In order to allow certain stone items (i.e. arrows) to stockpile properly, usable stone has been classified as metal. This appears to have minimal effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).

* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.

* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling.

* Item thief logic has been inverted, so that kobold caravans actually work right while retaining hostility. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...

* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. When the enemy does arrive, you'll also lack precious cage traps and drawbridges. No metalworking means your enemies will be better equipped, and don't forget that kobolds are the smallest of the 5 main civilizations as well.

* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.

Known bugs and issues:

1. No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.

2. Wooden picks do not show up pre-selected when choosing to prepare for the journey. Remember that if you want to embark with any! Or count yourself lucky that I added a reaction for making wooden ones.

3. Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wooden weapons allow it, for stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.

4. Miner...ahem, Minor: Mining appears twice on the list of available skills on the embark screen. This is also due to picks being classified as a weapon to kobolds. This affect is visual only, raising either entry raises both in tandem, with no increase in point cost.

5. Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.

6. Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?
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