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 Dwarf Fortress File Depot » Major Mods » Kobold Fortress
      
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File Listing: Kobold Fortress
Last Updated: Dec 03, 2011, 10:37:33 am
File version: 1.0
For DF version: 0.31.25
Downloads: 104 Size: 311 KB
Views: 848 Type: ZIP
Rating (1 votes): 4.0 / 5.0
Description
A mod that allows you to play in a bronze-age society of Kobolds. It is basically DF hard mode, but with a huge emphasis on balance and (some) historical accuracy.

MOD FEATURES

-new weapons/traps!
-macuahuitl: a stone-bladed club traditionally used by the aztecs. Uses the mace skill.
-crude hammer: a small war hammer.
-training mace
-atlatl: an early spear thrower. Throws throwing spears (obviously). Uses the bowman skill so it will show up on enemies/caravan guards.
-sling: a weak ranged weapon. Its stone ammo can be made without wood. Uses the bowman skill so it will show up on enemies/caravan guards.
-falcata: a blade used by the roman-age iberians. Good at slashing but not at stabbing.
-gladius: a blade used by the romans. Good at stabbing but not stabbing.
-mattock: effectively an adze/pick hyrbrid. Used by the kobold for digging.
-blade wall: a weaker replacement to serrated discs. Is weaker and does 2 attacks instead of 3.
-swinging hammer: a blunt attack trap component. Requires 2 bars to make instead of 1. At least it should- DF is still quite buggy
when it comes to metals. >:(
-stone age tech!
-certain stones (chert, quartzite, obsidian, basalt) can be made into macuahuitls, spears,
and throwing spears and arrows
-certain hard stones (like marble, limestone, diorite, and a few others) can be made into
sling bullets and crude hammers
-at a millstone (or quern) hard stones can be polished into blades.
-raw adamantine can be made into macuahuitls, spears, and figurines
-Weapons can be ornamented with gems, native gold, or native silver without any fuel
-bronze age tech!
-no steel or adamantine working (except for raw adamantine and adamantine cloth)- see below
-all ores of iron are only successfully smelted at a 5% rate (this is so other races have access to it)
-new ores of copper and tin
-ores of arsenic (some new, like arsenopyrite, and some already in game as stone, like realgar)
-arsenical bronze. This was used by most bronze age cultures without access to tin.
In game it is worse than bronze but still better than copper.
-special blast furnaces!
-in order to smelt iron or make adamantine wafers, a blast furnace must be made
-it takes up as much space as a trade depot, takes three blocks and a chain to make
-it can (for a high cost in fuel) smelt iron or make adamantine wafers
-kobolds suck!
-They are smaller than dwarves and can get killed easily
-they have low tech
-no mail shirts - only lamellar shirts (which are bulkier)
-no shields - only bucklers (or shields made of leather)
-kobolds are mean, easy to anger, and hate helping each other
-kobolds are carnivores
-koblds still need booze
-only have access to outdoor crops (which are harder and slower to farm)
-mining is learned at a 25-30% rate (they are too weak to swing picks as easily as dwarves can)
-kobolds are poor metalsmiths
-no serrated discs, only bladewalls
-bronze is your best metal
-smelting is learned much slower (meaning smelting is slower)
-all metal related skills and mechanics are learned slower
-all ores are smelted at a lower success rate
-very petty nobles... you will be getting mandates much earlier
-new and improved crops!
-ALL crops take much longer to grow (nearly a season each) and are much more picky about the seasons they can be planted in.
-a couple new crops have been added like rye equivilents. Remember, kobolds can't eat them but they need booze from them.
-a new crop called the domestic tower cap. For gameplay reasons it grows (rarely) outdoors, takes a full year to grow,
and can be processed into wood at a craftsman's workshop.
-everyone hates you!
-humans and elves will attack you very early on
-elves often appear in your second spring!
-subterranian animal people (like antmen, serpentmen, etc) will attack you on the surface
-goblins will trade with you
-dwarves will attack you later on with steel weapons
-bat men will steal from you (like kobolds in vanilla DF)
-all pack animals carry MUCH less, meaning you get only 1-2 pages of stuff from merchants, not 3-4.
The allowed weight on a caravan becomes an actual concern.
-thankfully, winter is a "safe season" (unless you are at war with the goblins)
-new animals!
-flesh balls breed quickly and don't graze, but only give a couple pieces of meat (not even bones)
-elk birds can be domesticated and bought (needs grazing)
-rat lizards are a gazelle-sized animal that gives fur. (needs grazing)
-naked mole dogs replace dogs (and are the same size as dogs now)
-cats have been re-named to "blood mantises"
-giant cave lizards are huge warbeasts. Think of them as small, 4-eyed cave crocodiles. They breed too slowly to be a source of meat/eggs
they have a poision that doesn't affect kobolds. It causes minor pain, bleeding, and nausea.
-crundles, vultures and buzzards are your only source of eggs.
-other features!
-the value of certain materials has been changed (iron and steel are worth a lot more, etc)
-You can butcher/cook stuff out of other sentients now (yum, *elf tallow roasts[5]*!)
-leather is more useful - shields and beds can be made
-vermin remains can be cooked into emergency food or burnt into ash-very useful!
-a slightly revised kobold language (inspired by urealms, if you get the reference)
-a huge overhaul to their artwork, making the engravings/figurines/sewn images more interesting
-wood can be more efficiently made into blocks (to encourage outdoor building)
-aquifers have been removed from the raws
-clay bins can be made, and unfired clay bins can be made at a slow rate
-Tips!
-play a LOT of regular DF - this is pretty much "hard mode"
-fishing or intensive poultry farming is a must
-bring leather and sharp stones with you
-the kobolds (autumn) and goblins (winter) will come - build trade goods quickly to take advantage of them
-the elves will come in your first spring- be ready!
-starting near a brook is advised. Rivers are also good, but one alligator can destroy a fort of even 10-20
-dont't burn wood for ash, burn vermin.
-having a kobold hunt a badger or something can help you survive the first year
-you still need booze
Raw Data: JSON / Text
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SHA-256: f136ab17e9592289f5b4d747a5cab90f08cb17b0456054a4e44872943fe9e8ef
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 Kobold Fortress (v 1.0)  » posted by Bullgoose on Dec 09, 2011, 11:11:35 am
enjoyable little mod, but having more info on the changes you made would be nice. i still have no idea if im supposed to use pipe weed or sell it to caravans...
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