I know about the elves and dwarves, I was theorising more about how they are going to be implemented with regards to animations and assets and the like. Currently, the regular women and the Sisters are kept very separate in the files with their own animations and art assets. However, these code pointers could imply a more universal humanoid template, with individual visual traits (like pointed ears) being switchable via code. The more modular universal template would make further developments simpler as new combinations would be trivial to stitch together (which would also make potential modders happy) but having each race/class combination be fully separate creates less risk for animation clipping and means there isn't a worry on how to get everything to work with everything else.
Regarding changing goblins' colour, that's not possible via changing the character files. The Shortstack colour shift was only possible because their colour inheritance script is wacky. However, speaking of
scripts, this brings me to:
You use it with the .cs scripts, which are the C-sharp plugin scripts. In older versions, the character initialisation and inheritance scripts were included in there, but the latest version has them instead baked directly into the main assembly .dll files. But you can still drop .cs files into there and it will read them, with the .cs files taking precedence over the original .dll file. Currently, basically the only things in the character scripts are the colours (both initial and inherited) and some weirder half-finished variables that I mentioned in my previous post. I've not tested it properly, but I'd guess that you could put all sorts of scripts in there to overwrite game behaviour.
Attached is a zip containing a copy of the goblin script copied from the .dll file and put into its own .cs file. If you put it into the scripts folder, it should make all your goblins red as I just copied the red Shortstack colour scheme onto the regular goblin's script. If you are interested, the .cs file can also be opened up with a simple text editor like Notepad if you want to play around with the colours yourself, although you will need some knowledge of how Hexadecimal numbers work if you want to change things. With a bit more tinkering and playing around with the inheritance part, it would be quite possible to do more complex things. Technically, you can do all this with something like dnSpy without using the scripts folder, but obviously it is easier for tinkering if you can do it with a text editor, particularly if you are just changing some numbers around.
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If you look at the older versions of the game, like the ver 2, there were more complex inheritance rules on goblin colours though. Specifically, their skin colour was a mix of their father's skin and their mother's hair, while their eyes were a mix of their parents' eyes. This is how people got the various colours of goblins in the older versions that aren't possible in the current ver 3. I am somewhat curious as to why they have simplified them though, whether it was just to simplify things during Alpha when then added the Shortstacks with a plan to reimplement the mechanics later or whether they have some plan to use colour inheritance in some more discrete capacity.