Dwarf Fortress

Dwarf Fortress

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Intro's Kobold Civ
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Tags: mod
File Size
Posted
Updated
794.959 KB
16 Dec, 2022 @ 11:28pm
3 Oct @ 6:17pm
13 Change Notes ( view )

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Intro's Kobold Civ

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.

DFFD link for itch players: https://dffd.bay12games.com/file.php?id=16244

Changelog:

1.46: added dye reactions (I didn't realize I had to add these, oops)

1.45: updated clothing/weapon sprites, added children/baby sprites
NOTE: Graphical updates seem to require a new world for changes to take affect. Old saves are still playable, they just won't have the new graphcis.

* Children and babies now have tile sprites. Portraits will come at a later date!
* Clothing and weapons have been fixed and are now visible and color correctly
* Clothing on tile sprites have been redone/touched up
* Very slight change to kobold stats (less patience, more analytical ability)
* Increased kobold anxiety

1.41: fixed invisible tunics and vests

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
Popular Discussions View All (8)
11
3
19 Jun, 2024 @ 4:29pm
PINNED: Kobold Portrait WIP
Introdile
6
8 Feb @ 8:25am
Potential mod Compatability fix
DeadlyJive
7
29 Nov, 2023 @ 7:29am
PULL REQUEST: Kobolds now greet each other by spitting magma.
Buwwet
418 Comments
RainWorld:TheWatcher 7 Oct @ 12:16am 
Noticed that after embarking, it still says "A new chapter of dwarven history begins...."
Blue 3 Sep @ 2:24am 
As a kobold, this mod is easily my favorite mod :3
Introdile  [author] 2 Sep @ 5:10pm 
@CrimsonSun: What kind of armor are they equipped with? Type and material, if you could.
Anrai 2 Sep @ 4:51pm 
@CrimsonSun

Discord media links are highly temporal and yours has timed out already; if you're trying to document the issue I'd recommend alternate hosting.
🐲Nyinxie🐲 27 Aug @ 11:14pm 
Kobol
Introdile  [author] 18 Aug @ 7:34pm 
@Fesdifos: Thank you! :3

@Dingus: Thanks for reporting that! That's a bug that occurs if a creature is too small, it makes them untargetable. Giving a look at the kobolds, it looks like I accidentally made babies have no mass until they are 1 year old. Oops...
Fesdifos 18 Aug @ 5:36am 
Hey I just wanted to say how much I appreciate you still working on this. I've been using it since I picked the game up, and I don't think I can ever play without it at this point. Great work and thanks again!
Dingus #bringbackquickplay 17 Aug @ 12:37pm 
Alright so hatchlings appear to have some kind of property where they are immune to damage? One has been dancing around an undead spearman that wiped out my entire fortress and the combat log states "The attack passes right through!"
Dingus #bringbackquickplay 17 Aug @ 10:02am 
No issues so far but I am only on my second year. Will let you know if I notice anything. Love the child sprites they're so small and adorable.