Dwarf Fortress

Dwarf Fortress

Sif Muna's Kobold Kamp (Default Sprites)
21 Comments
Superfly Johnson 25 Jan, 2023 @ 1:12pm 
thank you for the mod!
Sif Muna  [author] 22 Jan, 2023 @ 4:56pm 
Thank you! I've always been a big fan of kobolds ever since 40d and wanted to make a proper Kobold Kamp mod for the Steam release.
S̶̸p҉̵o̵̴o̸҉l҈̴i̴o҈s 22 Jan, 2023 @ 10:54am 
I love this mod, I use it all the time. I love all the little things it adds. I appreciate the extra effort you put in to make a second version that keeps the default sprites (I just love their ears and ear rings). Thank you.:peace_hoi:
Xenvar 19 Jan, 2023 @ 6:40pm 
@Lizy_Sticks If you load the All Races Playable mod after Kobold Kamp it seems to allow you to play both, I haven't noticed any issues so far but you could give that a try, I play on a max map size with 160 civs though and a real even balance of biomes to make sure I get a good balance of all the races I play with. If you want the exact map settings I use I put them in the description for my collection
Sif Muna  [author] 17 Jan, 2023 @ 4:09pm 
That's the intent. It replaces the playable civ and adds a fair amount of new mechanics. If both were marked playable you're liable to get more worldgen rejections as it tries to fit the ideal amount of player civs with both.
Lizy_Sticks 17 Jan, 2023 @ 3:04am 
ya that what happening :(
Sif Muna  [author] 17 Jan, 2023 @ 2:48am 
It simply designates this civilization as the playable one. Dwarves still exist, but aren't selectable as a civ.
Lizy_Sticks 17 Jan, 2023 @ 12:30am 
this one overright dwarfs ?
scarmu 26 Dec, 2022 @ 7:39am 
normal kobolds still appear I think, got a kobold necromancer raid and he had a sprite
excentricreation 26 Dec, 2022 @ 7:20am 
I did the same thing with the sprites. Switch out cutebold_statue with creatures_layered_statues to get them looking right. Base mod seems slightly better mechanically too.... Has anyone tested vanilla Kobolds yet? Seems a little worrying that they could potentially be invisible, if they're naked.
Sif Muna  [author] 25 Dec, 2022 @ 11:33pm 
Nope. They don't have any sort of advanced metalworking/smelting knowledge.
KittenColony 25 Dec, 2022 @ 11:16pm 
do kobolds not have the ability to make coke?
Sif Muna  [author] 25 Dec, 2022 @ 6:38pm 
Headgear should be aligned better now.
S̶̸p҉̵o̵̴o̸҉l҈̴i̴o҈s 25 Dec, 2022 @ 5:50pm 
I've been able to "fix" the sprite issue by using the base mod and replacing the images "Cutebold_body, Cutebold_body_corpse, Cutebold_body_special" with their vanilla equivalents, from the "vanilla_creatures_graphics" folder, and then rename them to say 'Cutebold' instead of Kobold. I havn't noticed any issue now but I've only done a quick embark test and equiped a few weapons so far.
Sif Muna  [author] 23 Dec, 2022 @ 4:26pm 
It could be. This branch of the mod doesn't add any graphics, simply replaces the kobold creature and all of the reactions/etc. I'm not sure where I'd start.
excentricreation 23 Dec, 2022 @ 3:35pm 
As of 50.04 the vanilla Kobold sprites aren't displaying.... Maybe something to do with the classic mode update?
Abra⁧⁧cadabra 13 Dec, 2022 @ 5:21pm 
Ah okay, thanks for the info
Sif Muna  [author] 13 Dec, 2022 @ 5:15pm 
That's a vanilla issue, the sprites aren't aligned for them properly.
Abra⁧⁧cadabra 13 Dec, 2022 @ 1:02pm 
Had a weird graphical bug with the Cow leather hood on the kobolds, it seems to float off the top of their heads
Stokeling9701 12 Dec, 2022 @ 11:21am 
thank you for making this normal version, really appreciated since the cutebolds just look weird running around
vonsch 12 Dec, 2022 @ 7:40am 
Oh, gotta try this soon. Loved the Masterwork 'bolds even if they did have some issues.