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Also you can see the creature's description by looking at Health -> Description tab in game. I've put the caste names there.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2899369954
I just cant get over the fact that dwarves only know how to create those 2 2 handed weapons and i really enjoy your mod.
I wouldn't even mind commissioning you for said mod if you want it
They're better at dancing, tracking, their eyesight is longer, they are better at flattery and learn social skills (flattery, persuasion, conversation, lying etc) much faster.
They aren't affected by most of forgotten/common venoms, their bite injects poison that causes necrosis and paralysis. They are also completely immune to paralysis.
Deep dwarves are natural readers and butchers, they learn carpentry/masonry/bone carving at 150% rate, they have awful social talents on contrary to aspid dwarves, they are less hard-working and less dutiful, so they will go on breaks more often. They are also bald/beardless and have a weird color, so you can think of them as of weird magical mutants :). Not super interesting.
Castes have tons of tweaks, skill/personality adjustments, etc. It'll take a while to explain it, I postponed it until I have the full mod up
I've also spent most of my time drawing masked and horned helmets on top of dwarves, elves, nords etc. Making graphics now is really a chore, but the result is fun-looking.
I will ask the author to change the mod, let's see if they listen.
I only allowed dwarves to craft all types of axes in the game. Battle-Great-Halberd.
Pikes and swords are more of a human thing, at least in my canon. In the full version they will get access to bigger dwarflike weapons, but since I didn't touch weapons here (since it would require to overwrite vanilla graphics to make them appear wielded), I only limited myself to vanilla axes.
In the final version it will make more sense to choose between axes: I've made smaller ones faster, and bigger ones slower to prepare/recover. I am working on the full version right now, it will take a bit more :).
I didn't intend them to use ALL weapons, just to have a choice between the heavier and the lighter variants.
In the final mod there will be a lot more weapons for each race, but I didn't want to make this one too heavy.
I will be taking a break for today to relax and sleep, and then I am back to work (and modding allnighters). The progress is there :).
Just to make it clear, these are not separate "tribes". These are phenotypes aka "castes" that have a rare chance to develop in children.
So most of your dwarves will still be "Stone dwarves", but you will get a chance to get a unique subtype, and assign it to positions/jobs/locations where they make sense, like shield/steel dwarves in military.
Sadly I will have to make a total vanilla raw replacement for real "Genesis" experience, with new weapon graphics, material tweaks etc, so it will take a while.
I am working on that.
Can't wait to play obsidian tribe!