Dwarf Fortress

Dwarf Fortress

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Grimalkins
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18 Jun, 2023 @ 7:59pm
23 Nov, 2024 @ 1:14pm
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Grimalkins

Description
Description:

Adds Grimalkins, a civilization of intelligent magical cats.

Masters of Grimworks, the art of binding life to ordinary weapons, together with their Greyworked guardians they begin to carve their own way out into the world.


Grimworks:

From lifetime upon lifetime of travel and exploration the designs and blueprints of all weapons are available to the Grimalkin.
Through Grimwork then these weapons gain a life, a dance, of their own. Bound only, and tentatively, by the will of their wielder.

Normal tools and weapons are too heavy for the Grimalkin to use. Grimworked weapons are made by binding a simulacra of life into mundane weaponry.

Weapons are crafted as normal at the forge.

The Grimwork takes place at a Crafts station.

Binding an unenchanted tool uses the bonecrafting skill.

Greyworks:

An Art lost to time in another land. Only one relic remains of the entire art of Greyworking.

The Greyworked Hunter is an ancient design wrought of flesh and bone. Unfeeling and unrelenting these nearly living constructs act as both guardian and weapon.

And though the Art itself is lost, these constructs are capable of self replication.

Gameplay:

Fights against larger creatures can be difficult so use numbers to your advantage.

Otherwise they play similar to Dwarves, but with less alcoholism.
Their culture has a greater emphasis on music, dance, and knowledge.

Four feet means they only wear boots and not gloves.
Also means they need more socks. Make More Socks!

Grimalkin engineers managed to put their heads together to help their non quadruped residents.
Handboots can be refit from regular boots at a forge.

Greyworked Hunters are available for purchase on embark as guardians for your fortress.

For adventure mode it is recommended that you start with a Greyworked companion to help ease your burdens and increase your chance of survival.

Graphics:

Limited portraits in place right now, will be improving them in the future.

Now with armor sprites.

They have different colored hats and jackets depending on their profession.

Clothing sprites are limited at the moment, they will randomly pick either a white shirt or colored jacket for some variety.


Quirks:

These guys initially establish in Wetland biomes and might not appear after world gen especially in smaller world sizes, they should appear after an attempt or two.

Due to their small size they seem to have a slower hauling speed. This might lead to them getting flattened by heavier objects.
Likewise in adventure mode your carrying capacity is very very low, its highly recommended you grab yourself a companion.

Issues:

Prior 1.61 - Sometimes your load out on world gen would include regular axes not axe totems. This should be corrected after 1.61 by removing regular axes from their entity list.
This won't affect currently generated worlds. If you are quick starting with regular axes you can select the totem versions in preparation screen.

Coming Up:

Portrait improvements.
Will need to take a look at the new palette color system for sprites.

Afterword:

A special thanks to Bay 12 Games for creating a very openly modifiable game.
And the Dwarf Fortress wiki, I spent many hours staring at Token and Tag articles trying to figure this one out.



Popular Discussions View All (1)
9
7 Mar, 2024 @ 8:21am
Bug and Issues
Touchdog
40 Comments
상자 7 Feb @ 3:47pm 
New armor sprite is awesome
Touchdog  [author] 24 Jan @ 5:42pm 
Thank you for the kind words my friend.

Things should be all good to go for adventure mode. Portraits are a bit limited for right now and your carrying capacity in adventure mode is pretty low so I recommend getting a pack animal or a friend.
The Greyworked Hunters can be used to carry stuff for you and can also be chosen as a party member to save on embark points.
Advocated Edict 24 Jan @ 4:16am 
Any chances of an update to make them compatible with the latest version + Adventure Mode? I love these kitties <3
Touchdog  [author] 23 Nov, 2024 @ 6:43pm 
Glad to hear that. Thank you :)
CocoBat 23 Nov, 2024 @ 2:33am 
Very unique race, I quite like them.
Touchdog  [author] 18 Apr, 2024 @ 5:57pm 
Thank you very much!
Skorvold 17 Apr, 2024 @ 2:53pm 
Love the mod, love the art!
Touchdog  [author] 29 Feb, 2024 @ 3:11pm 
I think I have a roundabout way for them to make gauntlets.
Won't be as simple as just crafting them at the forge more like retrofitting boots for hands.
I'll give it some tests this weekend.
lolmatter0 27 Feb, 2024 @ 7:32pm 
Maybe some kinda Claw Covers?
Touchdog  [author] 29 Jan, 2024 @ 7:59pm 
Hey glad you like the mod.

I'll have to think about how to handle that one, I don't usually have many others besides the cats in my fortress so I didn't think about it.

Maybe I can come up with some thematic way for them to make gauntlets.