This update is brought to you by the letter
XIt took longer than I thought, but believe me, there are good reasons! Hilarious reasons! The sort of reasons that I had to go and cut out entire sections of content! Reasons for that are as follows:
A while ago I finally got rid of my shitcan of a computer and updated to one that had WHOPPING 6 GB OF RAM, WHOO BOY(my previous comp had 1). Back then I had problems with DF deciding to keel over dead during world generation, probably because of my lack of RAM for the everhungry monster that is Dwarf Fortress. But then I upgraded, and I noticed that "GOD DAMN IT STILL CRASHES? AND ONLY WITH MY MOD?"
So I delved in after I finished updating the mod, more megabeasties and so on. Well, in the end, I found out that there were a few crash-causing things and had to correct 'em. List is as follows:
- Megabeasts were causing DF to crash during world generation. I have no idea why. All megabeasts were removed to improve mod stability(which pretty much meant the mod became stable).
- Entity creatures which had MATERIAL_EMISSIONS along the lines of mah spells were causing DF to crash during the last step of world generation, site generation. I just don't know why. All spellcasters were removed from entity creatures. To make up for it, Avatars now get a lot of spells to sling. Fire Avatars don't get the firewave attacks because they'd probably either just do a lot of friendly fire(HA) or kill themselves(dragonfire is HOT and the syndrome functions to turn people into avatars don't let you give them fire-invulnerability).
- Werebeasts were causing DF to crash during world generation. Like the MB, the werecreatures are now gone.
Because of the usual lack of error log mentions for sudden DF crashes, I don't know at all what is causing the crashes with the creatures. Some MB were more crash-prone than others, "Akriloth" made it to the last steps before I was ready to call it and upload the mod, but at the last moment he crashed DF just like the others.
All the fixing and shit that I had to do ate a lot of time from my studying, so to compensate I will have to put this project on hold until I get done with everything I should have done instead(the mod was driving me crazy while I tried to pinpoint what was causing crashes and where(this meant I had to move files out of objects and do a lot of world generations to see if situation improved)).
While Adventurers lost their Mages and Wizards, Crazy Cow's update to how all the castes are displayed is there instead.
Shockingly, some new things DID get in and didn't force me to remove them altogether!
Two new secret-caused immortals.
First is the Necromant, they're like your average necromancer except they can ALSO summon demons by offering corpses for the demon to take over. Also have some offensive spells(apparently it does NOT cause issues with DF when material emission skills are handed over through secrets unlike straight with raws to individuals) from Darkness-spell list.
Second is the Mysterious Stranger, the ways of Chaos are tempting indeed. Once these jerks show up they tend to go on a convert spree, raise a bunch of corpses and settle in a tower somewhere. Like the necromant, they also have the knowledge of offering corpses as demon-hosts, but they also come armed with a large variety of offensive spells.
Thanks to me learning that the crash-issues were not because of my shitty comp, all the entities also had their pop cap raised to 10k. Also, five new civs. Two aboveground, first the Herd Masters, basically human who's whole gig is that they deal with exotic creatures and are more than eager to sell some to you. Next the Vartai, evil half-draconic jerks that want nothing more but to stab you in the face. The underground civ's are the Ku, an insectoid race that wish to spread the message of Ku and stab you in the face, then we have wild cave griggits and cavezards.
That's about it for what I did. When I have time for it, I'll try and make the removed MB's work and maybe even figure out WHAT was making everything on that list crash the game! HAHA LIKE THAT'LL EVER HAPPEN
Anyway, because of this update, savegame compatibility is not available. And for the love of god, if it turns out that despite all the world gens I've been running for a while now to see if the game still crashes with what is still left that your DF still crashed with this mod installed, contact me. If there's one thing I hate it's doing a half-assed work, the mod before this fix spree of mine wasn't even half-assed, it was quarter-assed. If even that.