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They don't have any attribute mods, so they currently learn like humans but they get 5 free skill points in axe, wrestling, etc.
Dwarves are better at kinesthetic and have higher strength and toughness for their size.
(Still less than humans due to larger size.)
beavers are smaller I would expect them to be weaker. Which is sensible.
And being worse at kinesthetic(crafting and fightings based skill) is okay.
Having an agility boost would help with wood cutting but not mining. It would help with crafting a little but less than kinesthetic. With most of the additional boost going to crossbow.
And focus might help with fishing.
Having new gameplay is important and you already did that.
I am starting a swamp map with them. They have metal-like resources without mining.
One of them's been doing all of this while holding a book as her primary weapon, I love her.
Yeah I could draw some stuff from timber born. Like add castes. This doesn't really take anything from timber born other then the fact that they are both beavers.
When I create a steel bark breastplate, its 16 urists (it may have been 12, I cant recall). If I assign just one of these, alongside a steel bark helm and axebow, to one of my military beavers, they can barely move - they crawl at the same speed normal dwarves do in full plate and mail when you first recruit em.
Given that the description says the barks are meant to be like their metal counterpart, but lighter, I wonder if there is a bug/interaction happening here to cause this issue. It basically means outfitting all but the strongest beavers with any kind of reasonable armour at all is a non-starter, as they can barely move, even with bare minimum armour.
Cheers.
That goblin change really makes a difference in longer histories, for sure. They still number quite high, but largely due to their immortality, similar to elves. Maybe Tarn should change the breeding rates of the different races to make the history make a bit more sense. Elves outnumbering everyone except for goblins? Something's not right there. Though, they certainly don't outmatch anyone in wars. Hippie bastards. Can hardly find any room in the forests to settle.
Anyways, thanks for complimenting the idea. I'm surprised myself no one thought to add such a simple mod, though "all races playable" mods are quite common. If I don't see the mod added any time soon, I'll certainly look into it.
This would do a nice mod by itself!
Anywho, what kinds of unique civilization features did you have in mind for a hyena people?
@annaflyte There is already a gnolls mod out there, which is done quite well. I would recommend that one if you want hyena men. Not *quite* the same, technically, but still a very well made mod, and it should scratch that itch.
2) I'd like to suggest Hyena men! They could be interesting and get more advanced bone crafting reactions since they eat bones irl. They could also be more hostile to beavers and dwarves.
3) black bear men who love honey, grubs, and the beekeeping industry? Heh
Switched release to 1.0 as the beavers are fully playable as is.
XP for bark recipes have been cut 1/3, 1/2, 3/4, 1. To reduce the Legendary Carpenter build up.
Strip bark now takes 2 Logs and makes 4 Blocks and 3 Bark, 50% more Bark.
Late game the usefulness of Bark fell off drastically because 8 wood for 1 Iron after all that work is much more difficult then just grabbing an ore for a bunch of iron.
Bark production is now Bark->Flex Bark->Iron Bark->Steel Bark.
Steel bark is 4th Tier now Significantly lighter then normal Steel but same stats.
Named all Military positions "Rangers"
Beavers also have Innate Axemenship and Wrestling to help fend off initial threats
Makes sense i like the feedback u'll update the name
Some easy stuff was instant, like just playing as beaver men instead of dwarfs with all the same rules.
I'll update this to be that so there is at least some experience available.
My main goal is to ensure that the experience makes sense and isn't bugged.
Wanted to focus on new interactions with wood so I am still exploring the materials and clothing systems.
Like having them wear wooden clothing as their base clothes, and ensuring they can path through water. Seems like for "dwarven" AI pathing through water even if your amphibious is a bit troublesome.
How much do you have worked out for this mod so far? I love the idea of playing a beaver man civ!