Clan Amberstone (Now with engineers!)
Due to my interest in the game reviving, and a current lul in my general life, I decided to revive the project and work on it.
At the moment, My main goals is to fix oversight bugs, and ACE issues, before i do anything else, (finish art assets, fix the terrible quest story (I didnt know the plot back then) and adding actual new content.
This mod uses the Default Amberstone Animation table, any mod that calls specifically to an animation table that didnt include a rabbit variant will cause animation errors.
Start off as one of the elusive rabbit people. will you make your home underground and be safe, or finally break out like the clans of old?
(The Rabbit Burrows mod I generally like, certain items might be not available, so before I get a solution, double check that every item is craftable before placing.
https://steamcommunity.com/sharedfiles/filedetails/?id=1516664619&searchtext=rabbit
Known Issues:
-most of the custom Trait mods breaks the rabbits, as the "Biped Rabbit" character type is not supported. Designed a custom trait table for rabbits, to avoid traits breaking everything.
-Custom jobs/clothes wont work with this mod, if they are not compatible with the Vanilla Amberstone residence.
Current Roadmap (not in any particular order.)
-Expand the Rabbits look, (Job clothes, accessories/hairs Ect.)
-change traits (Remove carnivore trait, Give all Vegan.)
-change combat jobs. (Making generally lighter and faster.)
-Building Templates.
-Unique Furniture.
-Revisit crafting and Jobs to support rabbit theme.
-Underground mechanics. Including tweaking banners, farming, and other mechanics to encourage and support living underground.
-look into Geomancer job some more.
-Flip the Amberstone quest line to be from the prospective of the rabbits.
Revisions:
Old revisions of this mod are available below. Click the link to download.