Dwarf Fortress

Dwarf Fortress

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HOBGOBLINS: A playable civilization
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21 Feb, 2023 @ 3:54pm
26 Feb, 2023 @ 11:16am
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HOBGOBLINS: A playable civilization

Description
Hobgoblins are a goblin-like race more interested in craftsmanship than pillaging.
Reminiscent of horned, hairier goblins, these creatures speak a common tongue with them, but seem to have forsaken whatever rumored ties they may have to the goblin pits of yore -- and their biological immortality with it.

[More images on the way.]

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PROS AND CONS / PLAYSTYLE DIFFERENCES:

+Hobgoblins are fairly tough, sturdy, and mentally resilient.
+Hobgoblins seem to have forsaken the immortality and other benefits held by their goblin cousins, but some traces remain, as they are resistant to rot, infection and disease.
+Hobgoblins possess a pair of sturdy, crooked horns, and are very willing to use them as natural weapons. Their hooked shape often makes them useful as improvised grappling tools.
+Hobgoblins are efficient, focused workers, and train somewhat more quickly than dwarves.

/ Hobgoblins use the Goblin language. Hobgoblin children are called "pups", and infants are called "kips", just for fun.
/ The Hobgoblin equivalent to dungeon masters and hammerers are called "chiselers" and "breakers", respectively.
/ Hobgoblins have a very large lexicon of symbols and concepts, meaning their names for civilizations, places, artifacts and more will be much more colorful than the usual dwarven name focus on fortresses, stone, and so-on.
/ Hobgoblins do not require alcohol like dwarves, but can still consume it for mood benefits.
/ Hobgoblins are prone to strange moods, similarly to dwarves.
/ Hobgoblins do not gain any underground bonuses from cave adaptation, but neither do they feel its drawbacks.
/ Hobgoblins have access to a greater range of weapons and clothing.
/ Hobgoblins are prone to rage. It's a topic of debate on whether this is a "lingering curse", proving their ties to typical, historic goblins... or if they just get very annoyed at being interrupted.

-Hobgoblins do not ordinarily start with any belowground crops.
-Hobgoblins, on average, are somewhat lacking in social skills, and may be more prone to arguments.
-Since hobgoblin society is so focused on craftsmanship and skill, their skewed perspective means they often undervalue their work. Their typically low appraisal skills means their goods may be less valuable in trade.

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In short, Hobgoblins should ideally provide a fairly different experience than a standard Dwarven fort. They're fairly tough and competent on average, but they tend to choose "fight" over "flight". You may end up having an easier time in some cases, but harder in others.

However, to some, that might not be a bad thing. If you want just a slight boost to the start of your gameplay experience, a swingy "all or nothing" feeling in fights, or a leg up against some particularly brutal worldgen mods, it could end up being the perfect civ for you.

Please feel free to tell me how it seems from your own experience. I'd like to keep my eye on fine-tuning them.

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NOTES:

Cover art/thumbnail by me!

Hobgoblin appearance and design originally inspired by the artist "Filibusterfrog", with permission.

Thank you to tsallast's Nillians and Barely_Creative's Roclets for their work, inspiring me to learn how to do this. Also useful to dig into the files to learn by comparison!

-Please feel free to offer feedback on how they act with "prone to rage". I'm not really married to that idea yet, but I wanted to see how it'd make them feel any different compared to dwarves and get a feel for their personalities.

-It'd be neat to make more custom spritework for them in the future, like custom clothing, but first, I wanted to release this project at all!
60 Comments
BlazingScribe 15 Jun @ 1:57pm 
Also this may or may not be related, but I got 6 legendary bowyers as migrants.
BlazingScribe 15 Jun @ 1:53pm 
At time of writing it still works, but hobs don't have portraits and their armaments are not visible.
LootGoblin 23 Apr @ 11:53pm 
is this mod still playable? Still my fav race by far
Max 17 Mar @ 2:20am 
Any news on the issues/fixes discussed below? :)
RocketShep  [author] 1 Jan @ 10:22pm 
Hmmm. Thanks for posting!
I decided to look into it, since I used vanilla humans as a template to start from.
I'm not quite sure about some of those tokens.
HEALING_RATE is a vanilla tissue definition token, and RELIGION_SPHERE is a vanilla entity token.
However, you might be on to something about ATTACK_FLAG_PENETRATION_PERC:

You're correct, that doesn't seem to be vanilla.

Checking the lines around it, ATTACK_PENETRATION_PERC, ATTACK_FLAG_EDGE, etc, are there as they should be, but if Vanilla doesn't have anything to interpret "ATTACK_FLAG_PENETRATION_PERC", I'm guessing it shouldn't do anything at all.
I imagine that it was a typo on my part while preparing all the other tokens (especially since the ATTACK_FLAG_(X) section is in the same section on the wiki.)

Thanks for bringing it to my attention. I'm still pretty busy, so if and when I come back to this mod, I'll be sure to check through these comments to review what needs fixing.
autumnwing 31 Dec, 2024 @ 1:41pm 
I can solve one mystery -- the RELIGION_SPHERE token is added by the "The Way Words Work" mod. Vanilla has TL_HEALING_RATE, but I don't see a HEALING_RATE. I don't see ATTACK_FLAG_PENETRATION_PERC in vanilla at all.
Woodstonks 24 May, 2024 @ 7:59pm 
i love these guys but can you add some compatability with other mods that add workshops, like dwarven chemistry
RocketShep  [author] 24 Apr, 2024 @ 3:23pm 
Hello!
Exciting to see new updates to the game.
I'd love to come back and update the mod. Portraits, sadly, will be a lot of work making art resources and will be pretty slow to arrive, especially in a very busy time in my life. I appreciate your interest, and love to hear all these stories from peoples' experiences with the hobgoblins, both here and on the Kitfox discord.

Personal playtesting has been going well, but I can't account for every player's own unique set of mod installations. (I'll definitely have to test more to see how non-hob civs run with hobs loaded, because I really don't know why this mod would cause crashes.)

I'll try to help with bug reports, but when it involves conflicts from vanilla assets and tokens, I can't help much. The mod used the Human files as an template, so it has no new invented tokens. Hobgoblins are simply an additional, separate category, and don't change vanilla definitions, as far as I know.

Thank you for your patience.
MoldMoldNukaCola 22 Apr, 2024 @ 9:39am 
This is my favorite civ mod, but seems keep crash whenever load saved world while running dwarf or other civilization fort.
It keep spit conflict with HEALING_RATE, ATTACK_FLAG_PENETRATION_PERC and RELIGION_SHPERE tokens on errorlog.txt
RocketShep  [author] 20 Mar, 2024 @ 6:15pm 
Hobgoblins are about the size of humans, just for fun, similar to tropes of hobgoblins as 'big goblins' in assorted media.