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nuh huh poopyhead cannibals r poopyheads
I did it on purpose, because according to lore cannibals are descendants of humans that devolved into flesh eating savages due to "environmental toxins, the effects of lab experiments, or simply severe famine".
I figured out it'd look cleaner and make more sense to set them as a sub-species of humans rather than a completely separate race.
last time i checked cannibals weren't human at all
I put the mod on indefinite hold due to me being busy with other things.
Don't get me wrong, it's not that hard to pull off the relations, since I've got a bunch of finished dialogue packages for various races, so all I have to do now is to dump them into NPC dialogue packs. Problem is that I have to do this one by one so it's a quite long and honestly boring process. Then I'll also have to quickly add the game starts and traders to each hostile faction that doesn't have them.
I'd feel bad about abandoning the mod, so I'll most likely finish it, but I don't really know when, sorry.
I might actually do that while working on the bigger update, although I recently put the mod on hold, since I was busy with other things.
As for Fogmen, Fishmen and Cannibals, I'd say that it's best to use them in a combination with cannibalism mod, especially since in the next update most (not all) NPCs / factions will be hostile towards them, so your early-mid game food gathering will be pretty limited.
I'll also add special game starts for them, so that you can start out either as a single member of their species or a group of five inside of one of their major locations while being fully allied with their respective factions. The only exception will be Cannibals, since Reactive World mod makes it "a bit" more complicated, and lots of people use it.