Dwarf Fortress

Dwarf Fortress

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Cave Goblins
   
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7.263 MB
7 Jan, 2024 @ 11:48pm
13 Jan, 2024 @ 4:16pm
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Cave Goblins

Description
Adds a "civilization" of diminutive, barbaric goblins, that skulk in caves and engage in wanton banditry and thievery.

IMPORTANT: It is recommend you use Creature Graphics Extended, or my own update of the mod, Creature Graphics Extended - REDUX, with this mod, as the graphics are scaled and styled in the same way as the graphics of that mod. Otherwise, the goblins here will be strangely large. It is NOT required, however, in order for this mod to work.

Cave goblins are cousins to the vanilla goblins, but are generally smaller, stupider, skulkier and sneakier, accordingly living in caves, burrows in forests, and underground fortresses. Lacking any work ethic, or ethics at all, they spend all their efforts stealing from and raiding other civilizations. However, they lack the baby-snatching tendencies of their cousins, not willing to invite any outsiders into their society due to their complete hatred of others, and unintelligible languages. They also breed incredibly quickly, in litters, and grow to adulthood in one year.

Cave goblins also have a tendency to grow larger with time and experience, resulting in several variations of the otherwise simple, and weak creatures:
* Larger goblins, which are like their smaller brethren, but larger, and generally better at fighting.
* Hob goblins, having grown taller than the greater part of even humans, are also massively strong, being able to knock down doors, and easily wield any weapon one-handed.
* Shamans, learned in secret magic, can cast a few simple, but often devastating spells.
* Champions, larger even than hob goblins, tower over the civilized races, nearly as large trolls, and far more skilled in armed combat.
* Lords, as large as hob goblins, but as cunning as any general, command their kin in warfare, and are among their best fighters.

Though cave goblins are not often well-equipped, rarely having access to armor, and being for the most part very weak, they can prove a deadly threat if not taken seriously. Their stronger variations can be unique challenges for a militia, and their stealthy ambushes can take an ill-prepared fortress off-guard. They are also fierce tunnel-fighters, having excellent senses of smell, and perfect darksight.


Credits:

Creature Graphics Extended was used as a base and reference for almost all of the graphics in the mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903486617&searchtext=creature

Dwarf Arcaena was used for the shamans' spells:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2916113867&searchtext=dwarf+arcaena

Check out this mod by Varsocona, which is completely unrelated to goblins, but which would certainly add a lot of flavor (or rather, a lot of insipidity), if you found a group of goblins munching on hard-tack:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3225106827

Goblin Slayer by Kumo Kagyu was the primary inspiration for this mod.


Notes:

Please report any bugs in the dedicated reports discussion. Any and all suggestions and questions may otherwise be asked right below. It is very likely there is something I missed, or could not easily test, which will be obvious in actual gameplay.

I am also developing a mod which expands the available armor and weapons in the game massively, with full graphical implementation. If you have any suggestions for a piece of armor or weapon you would like to see in the game, sourced from either reality or fantasy, please do so. Just have a vague idea of realism in mind.

If you see a goblin out in the wild, as if it was a wild animal, please report it. That is intentional, but there is no easy way to test whether they actually show up.
Popular Discussions View All (1)
0
8 Jan, 2024 @ 11:11pm
PINNED: Bug Reports
Digganob
23 Comments
Digganob  [author] 14 Sep, 2024 @ 3:00pm 
Not really, yet, as I have bigger and more urgent plans to work on first. Besides, these guys are mostly meant as a mook enemy than real personalities. If I do update it, it'll probably be minimal, with the ordinary goblin portraits.
niemst 14 Sep, 2024 @ 2:44pm 
Hi, @Digganob. This mod looks really interesting. Are you planning to some updates soon for the beta branch?
Digganob  [author] 13 Mar, 2024 @ 8:57pm 
Add [SITE_CONTROLLABLE] to their entity file and they'd technically be playable. Practically speaking, it's not a very good idea. You'd have to make the goblins themselves not speak in [UTTERANCES] in order to make them really usable. I think right now if you don't, they are counted as "others" or "livestock," or somesuch. That disrupts a lot of activities, of course.

However, if you do make those changes, they actually do have militia equivalents unlike the other vanilla civilizations, so they're actually very playable.
Average Genestealer 13 Mar, 2024 @ 1:01am 
Are these playable?
Digganob  [author] 17 Jan, 2024 @ 9:15pm 
Ah, I believe I've heard some of your exploits, then. Give him my thanks.
The Scarlet Pumpernickle 17 Jan, 2024 @ 8:09pm 
Cool mod. Your brother told me to check it out.
The Evil Toblerone 14 Jan, 2024 @ 12:57am 
Oh cool, thanks a lot mate
Digganob  [author] 13 Jan, 2024 @ 4:21pm 
@The Evil Toblerone I just updated the mod, it should now be compatible with the hobgoblin civilization mod.
Xenoindustrialist Todd Howard 13 Jan, 2024 @ 1:23pm 
Damn, now I gotta go make some good goblins, if you catch my drift.
The Evil Toblerone 13 Jan, 2024 @ 12:03pm 
This mod´s hobgoblin sprites messes with the ones from the Hobgoblin civilisation mod if used simultaniously :/ Any semi-easy workaround I could try? Great work anyways