Dev Log - Day 2
I finished the entity files for the new races, fixing the noble names, and doing more test embarks. Everything looks quite good and I will keep them as they are atm. Further balancing will be done after community feedback.
Kobold mode got many changes, most important a breakable shovel made of wood... you can dig, but the shovel will break after a week. And the thieves tunnel is changed fundamentally, 15 reactions, one for each race.
I redesigned a few workshops and used Roses upgradebuilding script to make the list much, much shorter.
Kobolds also have a few buildings less (tinkerer gone for example), but other new buildings. They can steal the tech for a gnomish tesla coil, or a mist generator from the automatons. The animal training has improved, and the breeding warrens dont spawn a new kobold, but rather empregnate the (female) worker. This means you get cheap kobolds quickly, but you have to wait 1 year for them to grow up.
In short:
- Shovels for early digging.
- Cleaned up workshop menu.
- New Thieves Tunnel.
- Several new buildings.
I know that people will be a bit confused as to why I am working on Kobolds, but they got broken a lot when I introduced the new MDF races. Kobolds rely on stealing from other civs, and if so many other civs change... Kobolds have to change.
But thats pretty much done now. I will playtest Kobold mode tomorrow, hopefully find time for the kobold manual, and follow it up with a V.5.08 release.