BalanceReduced clutch size for egg-laying animals
Changed GRAZER values according to an arcane formula to keep grazers happy on smaller pastures
Multipled panda and red panda's GRAZER by 10 on top of that, so they can survive on relatively little bamboo
Doubled dwarves' skill gain rates for learning and leadership skills, so training demonstrations stop being useless
Weakened serrated disks a little so they don't cut as deeply
Weakened whips and scourges a lot; they still tear skin to bits, but have real trouble with armour
rebalanced ranged weapons (Broken Arrow mod, courtesy of Joben)
HEALING_RATE added to cartilage
Bugfixhooves, nails, claws, and talons heal (slowly) now, so broken nails won't be lethal.
hooves are also settable and splintable
reduced frequency of animal people
Dwarves and goblins build fortresses in worldgen, and elves send out patrols
Goblins wear less clothing, causing less clutter after sieges
Creatures made out of inorganic materials (except hard-coded ones) can now be butchered
Removed MOUNT_EXOTIC from flying and amphibious animals because it was causing pathfinding errors
Added missing CHILD tags to many creatures
Not everybody has "extremely long" hair
Fiddled with temperature values of organic materials; undead should die in lava now
Giant Tortoise and Desert Tortoise now appear in game
Fixed reversed giant armadillo caste names
FISH_CAVE and LOBSTER_CAVE pops increased to 2500:5000 so they'll actually show up
Changed MAGGOT_PURRING to appear in first cavern layer, so dwarven civs can actually make dwarven milk/cheese
Added a binary patched .exe (by Quietust and Elvang), fixing many bugs:
- Long patrol duty thoughts accumulate from all squad orders, including training
- Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen
- Vermin can only escape from artifact animal traps
- Fish in aquariums interfere with vermin behavior checks
- Military dwarves turn off all of their labors when becoming heroes
- Diplomats don't bring bodyguards
- Deconstructing walls teleport material to location
ContentMussels and oysters now give pearls when you clean them
Gave feathers PEARL and ITEMS_SOFT, so you can use them as if they were pearls
Gave chitin SHELL and ITEMS_SCALED so you can use it as if it were a shell
Made scale tannable like leather (tanned scale is still called "scale", though)
Gave elves and humans diplomats
Gave humans guild reps, so you can make trade requests
Added a few basic adventurer reactions for making crafts
Added reactions to specify which type of plant to mill
Increased shear values of obsidian to match glass
Adjusted many material_template densities for accuracy
Added "empty water bucket" reaction
Added venom conversion to GIANT_BARK_SCORPION
Added LARGE_PREDATOR to appropriate GIANT vars
Removed FLIER from MANTIS because most mantises don't actually fly
MiscellaneousAdded some generic, empty reactions for if you need a new reaction mid-game
Stopped pause and recenter on citizen birth and warm/damp walls
Added pause and recenter on death of citizen
Made outdoor plants more visually distinguishable (by colour)
Dragons and cave dragons grow up faster (dwarf size within a year, ten times that within two)
added "Overseer" noble position for succession games
wooden blocks are called "planks"
Wagons are made of real wood, not 'wagon wood'
Optional ModulesRubbless: evaporates worthless layer stone
Cat Damper: stops cats from adopting owners
Eternal Fashion: clothing doesn't wear out
Pedestals: adds a pedestal building
Skill Tweaks: dwarves learn swimming, crutch-walking, and military skills faster
Seasonal Crops: slower, more realistic farming (courtesy of RavingManiac)