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Mod Releases / Re: Kobold Camp 2014: The Gritty Reboot [40.10][Community Development!]
« on: December 03, 2015, 08:16:11 pm »
I hope someone updates this!
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You did a good job! I guess I will try to add bits from my kobold mod to this mod on github. How does github work? The whole point of Kobold Camp is that it's WAY simpler than Dwarf Fortress, with many fewer things to worry about. No mining, no smelting, no forging, no weaving, no glassmaking, no soap/potash/extractions, less of everything.I do not know what is the best because i only played the latest one. It adds unnecessary outfits and buildings like the critter kitchen and the training yard and adds too many jobs to the kobolds. Kobolds should not know how to carve gems and make glass!
I agree, that was my first thought. I don't think kobolds should be able to work metal and all this nonsense. It's far too complex. Definitely going to trim the fat off of this and rework it a bit.
I had been craving some Kobold Camp and started updating the 2012 version before but got distracted. This thread reminded me to come back to and try to finish it, which I think I have succeeded in doing. I'm going to test it for bugs later and then upload and release it if it looks good I guess.I have been doing the same! I am trying to make my version as close to vanilla as possible, only adding necessary additions. What are you trying to do?
I guess I can take requests in the mean time?
It seems that 2012 removed the [ITEM_THIEF] tag, making Kobolds friendly to Dwarves, Elves, and Humans, but hostile to Goblins. Is this how people like to play their Kobolds these days? Otherwise I was thinking of creating some new [ITEM_THIEF] trading partners for them, but I wonder if that would bee too "chocolate" for some players. Thoughts?