He I think I still working on it the IRC is somehow blocking him :/
heh you would not imagine the amount of rage i have for the irc :3
It is a grave annoyance.
Also test fortress died due to me getting bored, No luck with getting the High Council. But ambushing critters worked. The two new cave 3 beasties are very difficult to kill, so getting rare and good alchemy ingredients from them is a go. Found out a few creations don't heal from crippling wounds. Will be doing some tests to fix this, since a cave 3 monster can heal even broken bones.
Argh adding in automations to dwarves is gonna be a pain... But thankfully I have my old mod Project Clockwerks (not really mine, but I did do the hard work of making it)
So I will have to tweak the hell outta it, make the boilding rocks and interactions that give interactions to do interactions to make autmations which need more interactions jk maybe not that much. But for one upgrade/build a creature workshop, I need to make 3-5 different things.
So I'm still waiting on Sanures updated Adv. Mode reactions
I still need to make the tech tree for Shapers
Still need to make mages, and a tech tree
Still need to make a Dwarven Tinker tech tree
Gun making tech tree
Make things for Dwarves to upgrade to other castes
Make a breeder creature similar to Human Essence Beetles
Add more stuff to the advanced furnace
Allow humans to make the advanced furnace (but can only batch smelt any ore, only dwarves now how to batch smelt and grind ore) leaving slag as a near worthless by-prduct (dwarves can make use of it)
Expand on the paper industry
Fix stockpiling of tallow (and maybe wax?) candles
Start the alchemy/potion/poison making stuff
Start adding alchemy ingredients to some beasties
Also did I mention Alpha 5 is now out?
Saddly this is another human update, Dwarves had hit a snag. And the changelog is gettting WAAAAAAY too long, and I think it is time to release some more fixes and misc. stuff for those that are enjoying the alpha versions.
But now Dwarves are under the scope and will be working hard on them tomorrow/afternoon (depending on what you consider a new day) and automations, since I have to decide:
Which ones count as a controllable civ member (warning when dead it's ghost will haunt the fort)
Which ones are more of super pets
and which ones count as the resurrect feature.
After I get that sorted out probally alpha 6 :/ but after that all the groundwork will be there to support the making of the tech trees.