File Listing: Intro's Kobold Civ | ||||||||||||||||||||
Last Updated: Aug 14, 2024, 01:57:40 pm First Created: Dec 18, 2022, 12:35:16 am Author: Introdile
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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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Checksum / Hash | ||||||||||||||||||||
SHA-256: 37c12723ecb140c606514ffc999d2c1e474f11105f58950e0df39cfc1ca10b4c | ||||||||||||||||||||
IP: logged Commands |
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