KOBOLD CAMP 2014

HARD

(version 1.61)

note: all versions up to 1.6 were developed by other authors. I have merely kept the version numbering system that was started by them.

Community Development

Spoiler (click to show/hide) mangulwort - helped inspire me to create and release this mod

Lagotrope - Creator of KC2012

Pathos - Creator of KC2010.

Gobbo - Original creator of Kobold Camp.

Meph - made the banner, has been generally a great resource

and everyone on the forums who has helped me with anything



Many others have helped with this mod over the years and I have left their acknowledgements (even for stuff that's not in the mod anymore) in the Kobold Camp Readme file

Kobold Camp is a mod so classic that many (myself included) consider it to be an integral part of the overall Dwarf Fortress experience. As such, when I discovered that it was not yet playable for DF2014 I felt I had no choice but to update the mod myself. On doing so, I discovered that over the last several years and incarnations, Kobold Camp had become considerably less primitive than the mod I remembered playing and loving in the past, so I decided to reboot the mod to make Kobolds primitive whelps again! I hope you will enjoy it!For those of you who have never played it before, this mod is!!EXTRA FUN!! You are unlikely to live through your first siege. Kobolds die from papercuts compared to Dwarves. It is hard to accumulate any significant stockpile of weapons or armor other than wooden clubs and pointy sticks. Humans, Dwarves, and Elves will be coming to wipe you out. On top of that, this mod has been minimally tested, so finding bugs is to be expected.Kobolds cannot work metal or most stone, nor dig into said things.Chert, Quartz, and Obsidian will be found in small pockets in soil and may be used by Kobolds primarily for making stone weapons (Kobolds cannot do masonry at all).Three new workshops:Trap Shop - wooden mechanisms and special (primitive) trap components for Kobolds!Bushcraft Workshop - bone and tooth weapons and moreTraining Grounds - the only advantage Kobolds get in this big, scary world. Allows you to train weapon skills with relative ease.Human, Dwarf, and Elf sieges!Trade with Goblins, Reptilemen, Troglodytes, and more!Open a freshly unpacked/installed version of dwarf fortress and navigate to the 'raw' folder.Drag all files to 'raw/objects'.You're done!---ver 1.61----Changed the readme to be the format that git/github like (README.md) and cleaned up the readme also-added some leather armor reactions, moved the fur bed reaction, to Bushcraft Workshop-added bone cages and statues to Bushcraft workshop-continuing to tweak on entity_itemthief (aka Kobold Trading partners) [still needs work and testing]-added the ability to extract blood and brew it into alcohol (idea from Masterwork DF by Meph)-made weapon stones more effective (thanks, AJC!)-made vermin edible and added wickerworking (thanks to milo christiansen, creator of Rubble)---ver 1.6----Ported to 40.09-Uploaded to Github to make mod development more community oriented-Reworked mod to return Kobold life to a more primitive state, including:-Removed metal use-Reworked and simplified weapons significatnly-Removed the minecart analogue-Condensced and simplified workshops-Added the use of chert, obsidian, and quartzite back in-Disallowed many jobs (masonry, smithing, etc)-Made Kobolds [ITEM_THIEF] (trade wtih Goblins, sieges from Humans, Elves, Dwarves)-Gave Kobolds new trading partners (Troglodytes, Frogmen, and more!)In addition to all that, I'm also opening development of this mod (which really, belongs to everyone) to the community by moving development to github! You can fork your own versions or comment on the forks of others, and those forks can be incorporated into the main branch of the mod if they're good and people like them! Yay!You can also download .zip files of the bleeding edge version of the mod (whichever version is listed as "in progress" in the version history)Kobolds taken by moods still want workshops they can't normally use.Mining appears twice in some skill lists.Many now useless workshops (mason's workshop, metalsmith's forge) can still be queued up to be built (they just won't be useful).Trading partners for Kobolds aren't guaranteed to work correctly as they have not been fully tested and were hastily implementedWho knows?If you find more issues when playing, or have suggestions, let me know (or fork the git repo!).Credits for this mod: