100 cats in one tile was fixed. Kinda. Now they will fight and disperse by dodging till there is fewer of them. Cages are still overpowered, but a 30 war dog cage bomb will be less effective due to infighting.
I wouldn't touch the game if it wasn't for 2D tileset, where I don't have to learn what % or an @ means at the start of the game. Creatures are cleaner with letters tough, I always get confused looking at battles using tilesets. Stonesense is pretty (and so is Wesnoth), but eats some FPS, and screen space.
Toady One said something about getting through a lot of compile errors to get 64 bit version. Considering as of now the game seems to be only using 386 instructions (no MMX or SSE or other vectorization), and that very big embarks crash due to 2GB memory limitation, 64 bit version would likely be an improvement. That said, it is not a simple matter of CXXFLAGS -m64 in makefile, some errors would pop up due to pointers and long changing size, and most of all this would create some problems with libraries, like SDL, zlib, libpng, and whatever else DF needs.
Toady One said a few things about graphics in on of DF talks. ASCI is not how it is supposed to look in 1.0, and there are already so many creatures, that some letters start to run out. An official 2D tileset would be good, except it requires hiring an artist, and updating it frequently. As of now a new item or creature needs only a letter, with a tileset it would require a new picture (unless item categories from 'full graphics support' thread are implemented).