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File Listing: Intro's Kobold Civ
Last Updated: Aug 14, 2024, 01:57:40 pm
First Created: Dec 18, 2022, 12:35:16 am
File version: 1.41
For DF version: 50.13
Downloads: 95 (509) Size: 314.4 KB
Views: 698 (2,813) Type: ZIP
Rating (0 votes): Unrated
Description
Adds kobolds as a playable civ!

These kobolds are based on vanilla kobolds, but heavily modified to be more dragon-y! They're given scales, tails, horns, increasing their size, and giving them a bunch of new graphics! They're also very 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 intention of this mod is to provide a civ that gives a vanilla experience with funny lizards instead of dwarves - no extra challenges to overcome!

Vanilla kobolds are still present and are renamed to cobalds! 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:

1.41: fixed invisible tunics and vests (unfortunately, this fix won't apply to existing worlds)

1.4: Added portraits!!
NOTE: You will need to generate a new world to see these changes! Old saves will still work, but will not have the new portraits or tile graphics.

* kobolds now have portraits!
* kobolds have updated facial feature descriptions, which the new portraits are based on
* tile graphics have been updated slightly, and now also roughly reflect their facial feature descriptions
* kobold stats have been rebalanced slightly (in-game effect is probably negligible)
* kobolds no longer enter combat trances
* feet now called feet instead of claws - hands are still called claws

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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