Did a quick human playthrough, no errors. Found that Cave_Adapts is added/removed through transforming into a creature/caste with it, just like FLIER. Altho ALCOHOL_DEPENDENT must count as a personality trait and thus SOUL so no amount of transforming can add/remove that.
I guess it evens out. I wanted Guardians (human fighter caste) to have the same booze dependancy as Dwarven Fighters do. But I guess having negative effects by being in caves is good enough. Altho if you transform a human that has a need for booze (yes non-ALCOHOL_DEPENDENT creatures can need booze, altho it is rare.)
Re-did some caste and nobles and entities and more reactions for more interacitons for more FUN!
NEW
-Removed "make wooden wheel" from lumberyard, un-needed
-Removed above reaction from entites.
-Fixed spelling errors for assemblys should now be called assemblies
-Skulls are now as strong as copper, should help keep death by headshot a bit harder.
-Brewing better booze and drinking it has a noticable effect now.
-Kobolds are now KC's origional Cutebolds
-Kobolds now have law enforcement and executions
-Can now fill barrels with water at the Screw Pump Well, for drinking
-Shapers can only be on the High Council (9 shapers = 9 kings, beware those that get the council)
-Dwarves have the Tinker and Pure castes (Tinkers make machines, Pures are hardcore battle Dwarves)
-Humans have a Guardian Caste which functions like Pure Dwarves
-Humans have negative effects by being in caves
-Dwarven Pures need booze else they have very scary withdrawls
-Kobolds have Shaman and Shadow castes - On hold.
-Blast Furnace renamed to Advanced Furnace
-Fixed an oddity with bone horror combat.
-New English language for Humans, translation will repeat it'self but I could care less.
-Dwarves mature at age 6, but are not fully grown until age 12
-Some cave creatures can now ambush at will, and GCS had web shooting ability slowed down by 10x
-Removed some non-existing reactions from enties
-Allowed humans to acaully make the Lumberyard assemblies, instead of being taunted by the Lumberyard.
-Essence Beetles now produce 1-3 essence instead of just 1, allowing for easier shaper/tinker operations
-3 more ways to make gunpowder is in, use potash, pyrite, brimstone, saltpeter in 4 different combos to make GP
-Renamed some human nobles
-Added a breeding control caste to essence beetles
-Can now make more essence beetles from essence, but you still need Large Beetles to get the operation going.
-Can now shape Control Boxes from Essence (stops all beetles in sightrange from breeding, in case of essence overflow)
I have some more tests and things to add before I release Alpha 5. Also found out that Shapers are magically made to lead Human Civs which = awsome. So when I get the tech tree made up for shaping, players that don't want all the hassle of trying to make a geneforge can just wait for their... Shaper overlords to come, Altho 9 mandates at once seems like a horrible fate, but remember these are badass shapers, and suffer no ill effects of the geneforge.
I will be dropping demands and mandates down tho, I've never played long enough in any fortress to get a king, let alone the High Council.
Shamefully I'm working more on Humans atm, but they had more to test. Time for me to add more to dwarves and give Tinker's a test run.
Annnd checking the poll again, now FMA dwarves are winning... I will allow Tinkers to be able to resurrect "normal" dwarves as 1-2 things:
Animated Suit of Armor (Like Edward's younger brother)
Obsidian Golem (Like old Regen's Golem Caste)
I will maybe have both options, but they will be costly and a one timer if the second form dies, tough luck.
Animated Armor will probally have higher def stats, but heal slower from wounds
Golems being made from obsidian might be weaker in def, but can heal faster
But both will have a weakness to something. Golems will need booze to function at 100% have no emotion and imcapable of equiping things, but have great strength. Armor will probally lack eating, drinking, sleeping, etc. But will have emotions, but as a bonus you can layer more armor on it. Remember to keep this guy clothed.
I play on intergrating the side mod Project Clockwerks that I made for SlashH for the automations that dwarves can make. Which means I can get rid of the Essence Beetle Idea for dwarves, since I want that as a HUMAN only feature. Tinkers need to take say a cat or a dog and make some sortof cyborg/clockwerk machines that go around and "assemble" little automations that a tinker can upgrade for various tasks.
EDIT:
Genned a new test world and I found a Kobold Necromancer Tower
Also it seems kobolds make towns too. So that maybe the case.