![]() ![]() All those shiny rocks are best used for stone crafts, weapons, and arrows. * In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. They also have limited access to additional animals in addition to the standard venomous creatures. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. * Kobolds have been given access fishing and (for flavor) gem cutting/setting. This also takes place at the crafter's workshop. * Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop. Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. All of their weapons/tools are available in wood, stone, or other materials. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. * Kobolds have an expanded list of weapons, clothing, and armor. Obviously, they lack any concept of law enforcement. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. * Basic utility positions have been added. Also also, FLEEQUICK is an annoying token for citizens to have. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Double-check the stone screen for a quick rundown and what you can use. Important Pointer Before You Start: Not all stones are usable for stone weapons. * Ability to take armor looted from enemies, and convert it into a kobold-sized equivalent. * Useful animal products uncommon in other mods, such as use of haircloth or fermented milk drinks. * A take on Kobold Camp that's in-between their development level in-game, and the surface-restricted version as seen in traditional Kobold Camp. Latest updates as of January 28, 2021: Just a minor raw port over to confirm it all loads up right with 47.05, I haven't really had the chance to think up cool ideas for this one compared to my other mod I've been tinkering with. ![]() 47.01 Kobold Kamp: Only reason a different version was needed is due to an added entity token, which renders 47.02 raws incompatible with 47.01.
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