What Is It?Hard mode, put simply. As the name implies, this mod's purpose is to play as Kobolds instead of the usual Dwarves, with a few tweaks and additions to fit the way kobolds play. The biggest difference is that there is virtually no mining of stone, the kobolds are only capable of digging through soil for shelter, and are much more reliant on outdoor production, especially for wood. With these limitations, Kobold Camp is essentially a lower powered DF, with much a much weaker civilization.
There are a few additions that ease the difficulty. Kobolds can farm wood and make leather beds, and so there isn't necessarily a horrible lack of wood.
Also, caravans even with other kobolds will have metal ores and other valuables, and they are able to use and forge gems and bars.
Lastly, as traditional with kobolds, they have a good ability with mechanics and traps. Which is almost a necessity in many cases, as it is much more difficult to raise a kobold military competent enough to fight off a siege.
Why Is It? It's hard, you'll probably not last through your first seige, and kobolds like dying more than dwarves. Settling next to so much as an alligator will mean bad news for your camp. Yet if you pass all this, if you manage to get a thriving camp/warren going with the cute little things meandering about their business, it all feels quite rewarding over a dwarven instant-pass to invincible-fort.
The Latest VersionsThe prepacked, full versionThe standalone raws.Changelog (Latest 4, the entire log can be found in the readme)
-Armors added
-Changed native ore to appear in the soil layers and be diggable, while all other rock is undiggable.
-Weapons reworked
-Kobolds are now able to break down metals to make crude goods
-Wheelbarrows/minecarts are specific to kobolds at half the capacity
-Long overdue port to 34.11
-Fixing/updating kobold graphics
-Errorlog fixing
-Various other typos and whatnot fine tuning
-Kobolds can now make shoes
-Wheelbarrows/minecarts are included
-No more mining of any stone, not even through copper/silver/gold. Gems and adamantium are mineable, but you would have to settle on top of a cave in order to get to such valuables. Kobold caravans carry valuables though, assumably through theft.
-Wood Stalk farming is fixed. Seeds are returned, and even work.
-Default graphics are now set to Haggle's kobolds.
-Training reactions have been fixed.
-All jobs are enabled, and all traps and mechanics are employed.
-Reactions and buildings have been cut back/changed. Many were redundant either already, or made redundant by the inclusion of all jobs.
-Altar reactions removed until working properly.