Dwarf Fortress

Dwarf Fortress

525 ratings
Intro's Kobold Civ
45
16
13
25
12
16
6
11
11
7
3
4
3
   
Award
Favorite
Favorited
Unfavorite
entity
Tags: mod
File Size
Posted
Updated
859.628 KB
16 Dec, 2022 @ 11:28pm
14 Aug, 2024 @ 11:52am
11 Change Notes ( view )

Subscribe to download
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:

1.41: fixed invisible tunics and vests (unfortunately, this fix won't apply to existing worlds)

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
397 Comments
For when you get around to it there's a minor typo:

*** Error(s) found in the file "data/installed_mods/intros_kobolds (18)/graphics/graphics_kobold_portrait.txt"
Tile page token not recognized: INTROBOLD_PORTRAIT_BODYe
Dingus #bringbackquickplay 21 Jun @ 7:11am 
@intro that's totally understandable. Thanks for the response and I hope you have a good time regardless of what you're doing.
Introdile  [author] 20 Jun @ 12:45pm 
@Dingus: I'm sorry to say that there's no ETA yet. I've had a lot of false starts on making an update over the past few months (or even fixing the weapon sprites), but the energy hasn't been there. I'm sure I'll get to it at some point, probably when I'm next in a Dwarf Fortress mood, but I'm not sure when that'll be.
Dingus #bringbackquickplay 20 Jun @ 9:21am 
Hi I was just curious if there's any kind of updated eta for when you can update this? Not wanting to be rude or anything just wondering. I'd contribute/help if I was more modding savvy
Dwarf 20 Jun @ 8:32am 
Хуета
Imas 30 May @ 5:38am 
@Dom I also struggled with this yesterday, but I found that you can go to the workshop-folder in steamapps (I think that's where it was), find it in the folder with Dwarf Fortress' steam ID as its name, and manually copy it over into the mods-folder.

You then get a new button when creating a new world that lets you add mods to it.
Dom 29 May @ 12:34pm 
Is this mod currently broken? When I subscribe Steam says it's downloading but when I look in the mods folder nothing appears, and it's not appearing in the mod list?
Introdile  [author] 8 May @ 11:19pm 
@Otter: They do indeed age faster, and have more children, although they are more gay. They're also slightly smaller than dwarves, have different stats (high agility and creativity, less strength and focus), and have scales instead of skin. There might be other differences, since I used vanilla kobolds as a base, but I didn't change much else.
Green Eyed Otter 8 May @ 11:07am 
Do you have a list of what makes them different than dwarves? I noticed their maturity age is lower and they have more children
Introdile  [author] 23 Apr @ 8:41pm 
@rousyrunt44: You want to open "creature_kobold.txt" in the mod files and Ctrl-F for "CASTE:FEMALE". Under [CASTE:FEMALE] and [CASTE:MALE], there are ORIENTATION tokens. If you erase the lines with ORIENTATION, they should go to the default orientation of preferring opposite sex partners.