It occurs to me that I haven't actually kept everyone informed as to the exact content of my mods so far, which doesn't exactly seem conducive to planning and overall QA, so here they are:
> Holistic Spawn, as they appeared in Spearbreakers, but with their decapitation weakness removed and tweaks made to their bite to prevent the save/load syndrome bug we encountered from occurring (not sure if that bug was fixed or not but I'd rather be on the safe side)
> Degenerate Spawn: tiny, headless mutant Spawn that crawl around on four bony limbs like an insect. They appear both as random mobs in the caverns and surface that try to steal your shit as well as a hostile race similar to kobolds, with enhanced climbing capabilities as well as a large Ambusher bonus. Fairly-weak, but can still fuck up unarmed peasantry if given half a chance, and their bite will still turn dwarves into Spawn.
> Megaspawn: huge abominations made of ~7 Holistic Spawn fused together, which show up as an extremely-tough random mob and try to smash your buildings. They can reanimate their severed limbs, since each limb is a full-fledged Spawn of its own with a separate organ system.
> Spawnfalloon: A really, really big, tough megaspawn which acts as a semimegabeast, basically :V I couldn't decide whether megaspawn should be a rarely-occurring megabeast or a more-persistent random threat, so I put these in as a compromise.
> SPECIALSURPRISE: not gonna spoil anything, but these were a bitch to put together. (I already have enough input on these to have a basic grasp of the general reception to them as well as what I should change or not)
Thoughts? Also sorry again for not having much to contribute to the jackborg discussion.