- visual differences like dark skin (skin made of stone?), white hair and eyes or no hair and/or eyes at all.
- hard to kill, but weak.
- their beards count as bodyparts/ they can use their beards as hands to strangle someone. <--- AWESOME
- playable in adventure mode.
- are getting bad thoughts from sunlight/good weather in fortress mode. It shouldn't kill them.
- they make booze FROM BLOOD
- visual differences like dark skin (skin made of stone?), white hair and eyes or no hair and/or eyes at all.
This is good, other than the rock skin, we need to have them function the same, as it will basically be a two-side player war, they need to be balanced
- hard to kill, but weak.
Again, balance issues. Same with beard hands.
- playable in adventure mode.
Yes, they would be put in to allow players to fight as good or evil, without any other major changes to their forts' or adventurers' lifestyles.
- are getting bad thoughts from sunlight/good weather in fortress mode. It shouldn't kill them.
I can't think of anyway to do this, unless proper sun-hating will be added in for goblins, and then we might as well just be goblins.
- they make booze FROM BLOOD
No.
They should appear from caverns, and be very fertile.
Like caves the way kobolds do? Only have them migrate out to non-cave sites, such as dwarven fortresses and dark towers, until someone make their own Dark Dwarf fortress? Cause that actually sounds pretty cool, making normal dwarves their normal force, but Dark dwarves an almost exclusivly player run operation.
Remember that we probably shouldn't mod out the game to much, since it will be just released when we start.
I think that for the dark dwarves, we need to focus on narrowing down ethics, they shouldn't be clones of goblins.
As for the world itself, in the generation process, any suggestions? Possibly change the numbers of good or evil biomes, for example?