![]() More primitive technology that I feel like would be fitting and add interesting stuff to do. Simple government, with no administration beyond the local elected level Less access to technology, smaller size and at a general disadvantage compared to Dwarfs No longer egg-laying as that causes some serious bugs with civilized creatures ![]() Kobolds are adults at age 5, birthrates can potentially cause kamp growth in a reasonable time period No need for alcohol, but no trances or moods either. The Kitchen has simple tea and broth reactions. You can also turn leather into cord (rope) at a leatherworks.īrews! The Still has four stat-buffing options for brews, requiring a plant and inorganic stone element each. The Tailor's shop now has several options for primitive clothing, from wooden sandals to skirts and coats of woven straw (abstracted, they need a wooden log to make.) Also includes skirts from shell or bone if you don't mind the rattling. Make sure to make them into a Quire so your bolds can write on them! They haven't figured out codices or scrolls as a people yet. You can make clay tablets (sheets) and sheets from bark at the Crafts Shop. Uses the various respective Crafts Skills for carving and Tailoring for refitting. It can also be used to refit certain pieces of armor from other races. The Crafts Shop also allows wood and bone to be carved into primitive weapons and armor. Uses the Pottery Skill.Ĭopper and Silver can be Cold Hammered at a Crafts Shop for various bits of weapons and armor. The Kiln's also where all smelting takes place. Simple Alloying at the Kiln allows for kobolds to make bronze and use clay to mold and cast it into useful equipment. Kobold worked iron becomes an intermediary material to prevent bolds from starting their civs with access to iron. Meteoric Iron has a small chance to be found in any soil layer. Meteoric Iron, found in an easier to work state due to natural alloying and Bog Iron, natural deposits of iron which provide poor returns but can be reliably found in layers of peat and clay. Kobolds can only refine two new ores into iron. Doesn't require an anvil, but still needs fuel. There's a short guide to the basics of the mod down below! This mod doesn't mess with any core mechanics, but it should probably be loaded after any graphics or core convenience changes.Ĭrude Ironworking can make select items at the Crafts Shop. I highly suggest you use Prepare Carefully, you probably won't get everything you need if you use Play Now on Embark. If you'd rather have the default game sprites, check out the link below. I've moved some clothing around so it'll line up, but I still need to resprite some clothing items so they'll fit on their heads in a more graceful manner. Note that a lot of vanilla clothing simply isn't correct on kobolds and might be offset a few pixels. New (cute)bold sprites! I should also have cleared up the graphics issues. Kobolds now have their own language made in DFlang by throwing a bunch of kobold utterances in as the control words, should help with naming stuff. You can also refit most stolen armor into something Kobold sized, and carve a variety of primitive items from bone and wood. If you've got access to tin, copper and clay you can use the kiln to cast weapons and armor. You've got a limited amount of technological access, and instead of metalsmithing your bolds will be hard at work using pit kilns to smelt simple ores, then working cold metals by beating them until they're what you want. This mod makes Kobolds an early bronze age playable civ.
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