Playable Races Revisioned
If you have any bugs to report, or just suggestions for changes and additions, make a post on the discussion page!
-Dwarves can now farm outside. This is to promote less of an indoor reliance than their Duergar counterparts. Who says dwarves HAVE to thrive in caves?
-Dwarves have been granted the ‘Maul’ and ‘Great Axe’ weapon, as well as a +20% learn rate bonus to the mining and hammer skills.
-They no longer get negative modifiers from sunlight after being underground.
-Dwarves can farm outside.
-Humans are what you would come to expect. They are surface-dwellers and don’t tolerate being underground for too long. They build and farm above ground.
-While they do not require alcohol like dwarves, humans do need fresh drinking water from wells for their happiness.
-Lords and ladies can assign a great number of noble titles and official positions. The chancellor is responsible for espionage, but the rest have no game function. (aside from making the title holder a bit happier)
-Humans have access to practically every weapon in the game, making their militaries the most versatile and adaptive.
-Previously humans were not even capable of making coal or glass for some reason, so now they can. They can produce steel, but they cannot make Adamantine.
-Humans have been granted a +20% bonus to their learn rate for the pike and axe skills. (Pikes, Halberds, Greataxes, Battleaxes)
-Wood elves are the classical elves you come to know in Dwarf Fortress. They have a deep connection with nature, giving them access to all good animals in the game, even exotic ones that are not normally available on embark, much of which can be very fun for their enemies.
-Wood elves are by far the hardest race to play in the game, as they cannot cut trees, mine, farm, or do much you would come to expect from DF. Rather, you have to rely on getting wood by growing it from seeds at a craftsman workshop, but also have access to wooden variants of some necessary items (like mechanisms). They also rely heavily on nature for their military power, so make sure to take interesting animals with you on embark.
-In terms of needs, they function practically the same as humans, but they are strictly vegetarian, biologically immortal, and also do not get infections.
-Not being able to mine, they cannot access metals except through trade, and therefore make all weapons and armor out of wood. They also cannot inherently take down constructions without trading for picks, so plan your settlements carefully!
-They only know how to make short/long swords, spears, and bows, but they excel at these skills, learning them at twice the rate.
-High elves are essentially the more sophisticated subrace of elves. While they still have respect and peace for nature like wood elves, they do not adhere to the same dogmatic principles of its protection.
-High elves still maintain some elf-specific mechanics like growing wood from seeds (but only feather wood from sun berry seeds), but they can also mine, smelt, and do most things except trap making. They also share more civilized values, operating on a different standard of ethics from wood elves.
-While high elves are still biologically immortal like their woodland counterparts, they are prone to infections.
-Like wood elves, they only specialize in short/long swords, spears, and bows. However, high elves also excel with them, learning their skills at twice the rate.
-While high elves cannot make any bronze, they can make steel.
(This race is still in testing, so report any bugs or weird things you notice while playing them)
-Goblins do not eat or drink, so no food industry is necessary for them specifically.
-They cannot make any alloys like bronze or steel, only being capable of producing base metals.
-However, goblins have access to evil animals like trolls and ogres, (Sometimes, rare embarks can give access to megabeasts) and animals like ogres are capable of doing labor such as workshop tasks and mining. Keep in mind though, trolls and ogres do need to drink and eat meat, and also need to be made clothing since they don’t come with it. (For trolls, use the Polar Bear Man size. Because of the latest DF updates, ogre sizes have increased dramatically and will need to be made special clothing using DFHack. Use the autosizing function and have the ogres make their own clothes.)
-Previously, goblins could not make wheelbarrows or produce coal, or even brew drinks. The first two have been granted to goblins in this mod so that the necessary metalworking industry isn’t such an inconvenience, having to rely strictly on charcoal or magma, and tediously hauling every stone by hand.
-Food and drink production has been added to goblins specifically so that non-goblin visitors and residents don’t starve or get too unhappy with lack of alcohol.
-Goblins have an immunity to infections, being naturally unhygienic and filthy.
-They have been granted a +20% bonus to the learn rate for the mace skill. (Maces, Scourges, and Flails)
-Duergar (Deep Dwarves) are an evil, corrupted subrace of Dwarves. They dwell in caverns, and as of now, only have small individual settlements, as they do not settle anywhere except mountains and underground caverns.
-They have all the same needs as dwarves, but with some changes. Unlike dwarves, they are nocturnal, and only dwell in underground caverns, having a very limited surface presence. They are more predisposed to negative personality types, as well as evil ethics.
-As evil aligned creatures, Duergar have access to evil animals like blind cave ogres and trolls, the same as goblins.
-Being especially adapted to the underground, more so than normal dwarves, Duergar have some immunity to necrotic infections, as well as a +50% bonus to the learn rate for mining.
-They have been granted a +20% bonus to the learn rate for hammers, the same as dwarves.
(This race is still in testing, so report any bugs or weird things you notice while playing them)
-Kobolds. They’re not particularly smart, large, or organized, but can be interesting and silly nonetheless.
-They are small, agile creatures that are capable of making weapons out of metal, but are only capable of making armor out of leather besides caps and masks. They are also limited to spears, bows, short swords, axes, and knifes.
-Kobolds cannot make alloys, and are only able to make charcoal at a wood furnace for fuel.
-Keeping Kobolds clothed can be a challenge. They can make clothes, but cannot weave cloth, relying on leather for any self-sustained clothing. Like many other things, you have to procure such items through raiding or pillaging.
-Functioning more like gangs than civilizations, they have no actual settlements, only having hidden hideouts that don’t show on the map. Their primary existence and purpose is to raid and steal from other settlements.
-They are incapable of farming or husbandry of any form, rather relying on foraging and hunting for food, but they don’t rely strictly on water, as they can brew alcohol (cheers).
-Despite basically being only one stage more advanced than animal people, they are capable of making any variety of traps, which is essential to the security of their hideouts.
