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Twerg Species Proposal#601

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Lev-tobecontinued wants to merge 6 commits intospace-wizards:masterfrom
Lev-tobecontinued:Isodwarf-docs
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Twerg Species Proposal#601
Lev-tobecontinued wants to merge 6 commits intospace-wizards:masterfrom
Lev-tobecontinued:Isodwarf-docs

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@Lev-tobecontinued
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This proposal is my concept of how to potentially address current issues with base SS14 Dwarves, Please let me know if you have any ideas or suggestions.

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This proposal outlines the rework of the Dwarf species into a new Crustacean/Isopod inspired species called Twerg. It includes changes to their appearance, abilities, and gameplay mechanics.
Corrected formatting of the 'Detritovore' section header.
@github-actions github-actions bot added Design Related to design documentation for Space Station 14. English labels Feb 12, 2026
@Lev-tobecontinued
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Oh also I'll most likely be implementing this to Trieste Port first and test it there for a bit before pushing it to upstream

@SolventMercury
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SolventMercury commented Feb 12, 2026

I think it's a good concept, but you might be shooting yourself in the foot a bit by specifically calling it a "Dwarf Rework". I think this material can probably stand on its own (unlike the Dwarf), and you only invite hostility by trying to tell players your goal is to replace the thing they already have with something different. Likewise, other maintainers might get the wrong idea, thinking you're here trying to push back against the removal, so you're not really pleasing anyone.

I would like to see more details - I'll just enumerate some stuff.

  • Do Twerg have a naming scheme? Most of our species have a suggested naming format - e.g. X's the Y's for lizards - so if you have one in mind, now's the time. Likewise, any other ideas about how Twerg might RP are welcome, though not necessary.
  • Some standard anatomical details - what do Twerg breathe, are they cold blooded or warm blooded, is their blood ferric, cupric, or something else, etc. Basically, just how do their biological needs integrate with medical and atmospherics.

@Lev-tobecontinued
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I'll get right on that,

though being fully honest here, the goal is to effectively replace dwarves with this. But Twerg are kinda more of my thought on how to potentially update dwarves into being something in line with current species standards. While still retaining their "dwarfiness" and filling a niche not yet explored by other current species, granted I'm very open to feedback on the idea. I'd like to build on the concept or tweak it if Twerg need it.

This is not necessarily the place for me to comment on the removal of dwarves, given the existence of a discussion page for it, but that is what got me to actually finish up this design doc and post it, as I've been meaning to for a while.

@Entvari
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Entvari commented Feb 12, 2026

While this is an interesting species I doubt it'll be a satisfactory replacement, I wouldn't necessarily be opposed to the addition of this, but I doubt any dwarf players would be happy that their beloved bearded old men have been replaced with an isopod anthro, they don't have the same thematic cadence at all.

@Djungelskog2
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I really like the sprite work, haven't read the actual doc yet

@Djungelskog2
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While this is an interesting species I doubt it'll be a satisfactory replacement, I wouldn't necessarily be opposed to the addition of this, but I doubt any dwarf players would be happy that their beloved bearded old men have been replaced with an isopod anthro, they don't have the same thematic cadence at all.

I don't think we have to worry about that anymore

@Djungelskog2
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Djungelskog2 commented Feb 13, 2026

Just read through, pretty cool and inoffensive but I feel like it doesn't do much unique with them being isopods or being super small. Even if they don't have unique mechanics like leaping or taildrag or rolling up like a pillbug, I think some radicaly different resistances would be a neat change. Did a quick google search and found they are particularly heat resistant but I think the most interesting thing is them essentially having inbuilt armour.

I was thinking they would be especially ballistics and heat resilient because of their adaption to urban and humid
environments protecting again light heat but particularly their plated backs, providing a massive ballistic and piercing resistance at the cost of them, in regards to being little bugs, extremely vulnerable to any kind of pressure, cold and blunt damage.

I say this because a large part of dwarves issues was then being so mechanically sparse

@Lev-tobecontinued
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Preemptively I'd like to request y'all limit the discussion on the removal of dwarves here,I doubt discussion over it will be very constructive or beneficial to this proposal, and in general, this proposal is something that I had been planning for a while independently of their removal.

@liegend
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liegend commented Feb 13, 2026

merge this RIGHT NOW

@bladbochar
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we need this!!

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@bladbochar
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we need this!!

@Dinoguy12349
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I was thinking they would be especially ballistics and heat resilient because of their adaption to urban and humid
environments protecting again light heat but particularly their plated backs, providing a massive ballistic and piercing resistance at the cost of them, in regards to being little bugs, extremely vulnerable to any kind of pressure, cold and blunt damage.

The Heat resistance I agree with, maybe give them extra cold as a caveat. But as for ballistics I feel like being more resistant to slash would fit better than ballistics, maybe a slight brute resist as well, but shells are weak to bullets (high amounts of force concentrated to a single area) so a pierce weakness would also make sense.

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Honestly, I like the idea of giving positive effects from metabolizing ethanol to a bug-like race of detrivores, as stuff like rotting fruit famously do contain alcohol, and I understand your reasoning for how this might be a better replacement for dwarves.

One or two mentions of dwarves in your overwiev about the intent is fine, but I'm stumbling over it every paragraph. Consider removing most mentions of it. Besides that I don't see much issue with this doc, though I would like someone else to voice their opinion on it as well.

This proposal introduces the Twerg species, a Crustacean/Isopod inspired replacement for Dwarves, detailing their unique mechanics, visual elements, and naming conventions. Key features include custom sounds, new sprites, and specific abilities related to healing and chemical resistance.
@Lev-tobecontinued Lev-tobecontinued changed the title Twerg Species Addition/Dwarf Rework Twerg Species Addition Feb 22, 2026
@Lev-tobecontinued Lev-tobecontinued changed the title Twerg Species Addition Twerg Species Proposal Feb 22, 2026
@Lev-tobecontinued
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Alright I've updated the proposal based on current feedback

…ught to my attention

Expanded explanation of Twerg surnames to include nonbinary naming conventions and additional examples.
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@sowelipililimute sowelipililimute left a comment

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One thing I want to see is leaning more into the shell part of isopods—i.e. there should be a mechanic playing into that. (A unique mechanic, think outside the box of a simple damage modifier.)




#### Heat Resilience and damage resistances
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I don't think the changes to damage are really needed here

@SolventMercury
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One thing I want to see is leaning more into the shell part of isopods—i.e. there should be a mechanic playing into that. (A unique mechanic, think outside the box of a simple damage modifier.)

Examples, if you're not feeling creative:

  • Taking less damage specifically when attacked from behind (the shell side), or even reflecting some projectiles
  • The ability to "Roll up", becoming stationary but vastly reducing incoming damage
  • They fall onto their backs upon slipping and have a great deal of difficulty getting back to their feet, like a turtle

These are some ideas you could use to start brainstorming.

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