New kobold camp ideas:
- Creatures stay as they are, the dog-like brown-fur droopy-ears kobolds. Tiny, stupid, 15 years max age, fast breeding and tantrum-resistant. 12 animal-based castes.
- Nobles stay as they are.
- Weapons will be changed. They get a few less, but with clearer names. I try to use as many vanilla weapons as possible, blowguns, daggers, but will add some low-tech weapons for kobolds, like club (blunt mace) and pointy sticks (tiny spear).
- Armors will be changed, same idea. Use more vanilla items, kobolds automatically make them in their size anyway. Chainmail, sandals, bucklers, caps, that's pretty much the basic setup.
- Trapcomps same thing.
- I'll remove their druids, but will keep a very rare magical caste. If you get them as a migrant, merry christmas! But you cant make them yourself.
- Breeding will be done with the empregnate script, so you can replenish your numbers easily. Kids grow up in 1 year, so its reasonable to wait for your children to become adults.
- Alcohol you can ignore (water is fine), but food must be meat.
- Thievery wont work anymore (because I cant trigger ambushes/sieges anymore), so this feature might have to go. Same for the stolen buildings plans and most of the high tech workshops, which is not too bad, considering that the other races change too.
- This means less custom workshops.
- I'm on the fence about mining/digging. The current system leads to lots of micromanagement, but without mining you reach the end-game too quickly and it becomes boring. I can make it optional (GUI option, Kobolds: Pick: YES/NO) or just advice the player to embark on pre-existing structures, fortresses or caves to make it more interesting.
- Kobolds will be harder to play in future.
- Pets will stay pretty much the same, with big ogres as your first line of defense.
- There will still be tattoos, poisons, totems, etc. I want them to feel very tribal, much more than orcs.
- With the new multi-tile trees, it will be much easier to build a larger wooden fort on the surface.
Kobold mode would be one of the smaller play modes with not quite as many new workshops and features, because their surface-dwelling, tiny size, meat-depandancy, fast-breeding and short-lived existance is already plenty different from the other races. The difficulty will be their size and lack of good metals, weapons and armor.
I might add a no-aging potions in some form of alchemy/magic tent/hut, for people that want to save a specific kobolds (story-wise) from his early death of old age after 15 years.
I will either start with Kobolds or the Hermit next. Dwarf mode is almost done, but their higher-tech worshops require scripts that currently dont work with dfhack.