Grimalkins, a Feline Civilization

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Author: Touchdog

Last revision: 21 Apr at 18:30 UTC (1)

File size: 530.01 KB

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Description:
Description:

Works in Adventure Mode. Portraits coming soon.

Adds Grimalkins, an intelligent cat civilization.
An off-shoot of the average cat gifted with the art of binding, these little guys have started building their own way in the world using their enchanted totems.

Totems:

By Heart of Bone or Thrum of Fire; these tools dance with a life of their own only restrained, barely, by the will of their wielder.

Dwarven tools are too heavy for these cats to lift. Instead they bind an imitation of life into their tools.
Tool Totems have a lower size requirement than normal tools allowing them to be used by smaller creatures.

Totems can be created as any other weapon at a metalsmith’s shop. Foreign and unenchanted tools can also be turned into totems at a Crafts workshop using bones and the desired tool.

1.7 – Changed how weapons are obtained as a whole. Now the Cats can craft and embark with any type of weapon. However weapons now need to be enchanted to be used and cannot be crafted directly into totem form.
Totems are now crafted with just regular bones instead of skull totems specifically.

Binding an unenchanted tool uses the bonecrafting skill.

Gameplay:

Fights against larger creatures can be difficult so use numbers to your advantage.

Otherwise they play similar to Dwarves, but with less alcoholism.
Their culture has a greater emphasis on music, dance, and knowledge.

Four feet means they only wear boots and not gloves.
Also means they need more socks. Make More Socks!

1.7 Now with Handboots for your non quadrupedal compatriots!
Boots can be refit at the crafts shop.

Graphics:

Now updated to New Sprites and New Tools!

They have different colored hats and jackets depending on their profession.

Clothing sprites are limited at the moment, they will randomly pick either a white shirt or colored jacket for some variety.

Quirks:

These guys initially establish in Wetland biomes and might not appear after world gen especially in smaller world sizes, they should appear after an attempt or two.

Due to their small size they seem to have a slower hauling speed. This might lead to them getting flattened by heavier objects.

Issues:

Prior 1.61 – Sometimes your load out on world gen would include regular axes not axe totems. This should be corrected after 1.61 by removing regular axes from their entity list.
This won’t affect currently generated worlds. If you are quick starting with regular axes you can select the totem versions in preparation screen.

Sometimes the shirt sprites do not show.
Shirt sprites do not seem to appear at all in adventure mode.

Coming Up:

Armor sprites and more clothing.

Afterword:

A special thanks to Bay 12 for creating a very openly modifiable game.
And the Dwarf Fortress wiki, I spent many hours staring at Token and Tag articles trying to figure this one out.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.