Unforgotten Dwarfs
"The Uzkul-Dhrazh-Zharr think they can overshadow us!? We shall see about that!"
This mod makes lots of little changes across the board, too many for me to remember at least! The general goal of this mod, though, is to make Dwarfs generally stronger but also more interesting to play.
1. Economy:
Dwarf economy has been boosted with settlements now giving local income bonuses and capitals province wide income bonuses. Additional, income buildings and growth buildings have had a small boost. You can also gain global growth if you keep your grudges low (though you can also get movement range if it’s high).
2. Research:
The research tree has had buffs in areas generally making each research feel more rewarding and worthwhile. Effort has gone toward the military tree especially, with technology letting your Miners and Hammerers knock down walls, Thunderers suppress enemies, and Ironbreaks/Irondrakes gaining contact immunity.
3. Better Ungrim:
Ungrim has had buffs to his skill tree which not only makes him better but also his army such as Slayer King now upgrading Journey’s End, basically reverting to its pre-nerf state, to name just one skill. Additionally, Karak Kadrin now has movement range buffs whenever you win a battle, giving them something unique when compared to the other Dwarf factions.
4. Better Frontline:
Shielded Dwarf units now have an ability similar to Jade Warriors, where they gain Mass and Melee Defence if they stand still long enough. Great Weapon Dwarfs have an ability which makes them deal more damage if they are high health, encouraging you to leave the damage taking to your shield units. These aren’t crazy roster overhauling changes, but they should give you a better wall to keep your ranged units safe.
5. More Skills:
All Dwarf lords can now choose to honour one of the major Ancestor Gods, letting you have some variety between your different lords. This includes Legendary Lords, though Ungrim and Thorek are limited on choices. Grombrindal, however, can have all three of them!
6. Fixes to Dumb Things:
Journey’s End, seemingly, has been fixed (I changed a single value to fix it, if anyone is curious), but more importantly there is now no limit to how many runes you can craft, meaning you can have as much homing artillery as your heart desires! Lastly, Dwarfs are now slightly better at defending their cities than other races, as they gain more Defensive Supplies as they upgrade their settlements.
I am open to feedback and may make changes in the future (namely more skills), so don’t be afraid to suggest anything you’d like to see. This mod is no overhaul mod and doesn’t add any sort of new mechanic, but it can pair up nicely with mods that do (such as the Dwarf caravan mod).
Hope you enjoy, and remind those tall hat Dwarfs where they came from!
This mod has had plenty of updates which change more than what’s shown here! Go to the Change Notes section to learn more.