Colonial Report 1-2
The location is rich in cobalt and gold. The former is of little use to us, so far from home. And unfortunately, there is a small problem. Among the trees, we can hear low screeches and see a towering, misshapen... Pair of things. Fischer identified them as megaspawn.
We've begun hastily moving our supplies indoors. I am loath to abandon the surface so soon, but we can't fight those.. Things, right now, if ever. We have the chickens to provide eggs for now, and the horses were put down, due largely to loss of any possible overland pasture and a doubtful prospect of getting them cavern fare before they starve.
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The beasts have departed as of Felsite, likely because they couldn't scent soft chewable prey through a gabbro brick wall. So far, we have hollowed a simple temple for general worship, a pair of (currently used as storerooms,) barracks, and I have leveled off a space for a trade depot. We were told we would receive relief supplies come autumn, but I doubt they'll give up the supplies for free after almost a month of marching through predator-infested jungle. Thankfully, our ample supply of gold ore will make that a none issue.
We have also found a ready source of ancient weaponry: Obsidian. Due to our current... Situation, Fischer will likely have to content herself with fashioning a sword herself.
The temple has at least improved morale somewhat, as have the beds we turned our wagon into.
Alright, so right off the bat we have a problem. Megaspawn are... Well, megaspawn. Not really smart having those crop up in the wilderness out of the blue. The goal isn't necessarily to make every single biome possible feel like an evil biome or something. HOWEVER! I do fully support it as part of a hard mode version of the mod. Speaking of which, some ideas...
Early-game defence: For the sake of completion, as we can fashion crude crossbows and swords out of the gate from the bowyer and crafts shop, spears, axes, and blunt weapons could be feasible inclusions.
The stones to include would be chert, quarzite, rhyolite, and flint, and buffing these and possibly obsidian to use copper's cutting and blunt-force values, to counter hostile wildlife (particularly degenerates,) and allow for the outfitting of either a very cheap early militia or a desperate mass-conscript force with a full range of weapons by a single craftsdwarf.
Stone maces and hammers obviously, could use any old rock.
Hard Mode: A certain spawn entity plus some of the tougher spawn varieties roaming around, separate from the main mod where they're more limited as either castes of the spawn, or possibly semi/megabeasts.
Thoughts?