26/06/2012- Civilizations, streamlined plants (threads/logs) and animals (leather) working properly, no freeze after couple years in a fortress.
- Now working on custom rocks & stones.
22/06/2012- Could not isolate the issue with winter freezing precisely and consistently. I'll have to restart from the original raw files and test thoroughly after every single changes. For each change step, I'll do at least 2 2 years long fortresses to make sure it's stable.
- First changes currently being tested: playable races and entity files.
20/06/2012- Still on a feature freeze and testing fortress & adventure mode.
- Nasty freeze problem on season change (winter and or spring), not sure why yet but can't move on before I've found it and solved it.
18/06/2012- Putting a freeze on new things, to test everything on a long run fortress since I got all the basics working.
- Included the marvellous
[CE:COUNTER_TRIGGER] mechanism to push toward outdoor construction. If you make too much indoor stuff, all your people will be so dizzy they'll just crawl. Still need testing, but so far so good.
- Generic mats are done and working. Will add more (crude edged stone, boiled leather, etc) once I get the "knowledge" research system up and running. So far I have things like soft wood, wood, hard wood, crude stone, crude leather, rough crude leather and crude cloth.
- Some early age buildings & reactions are done.
-- "Knapping corner" for all early age stone related work
-- "Leather stands" for all early age leather stuff and sewing
-- "Fire pit" for cremation and ashes
-- "Work area" for heavy duty stone/wood working and various other crafting.
-- "Camp fire" for some cooking
-- "Elder hut" for research & knowledge testing purposes
-- "Council of Elder", mainly social & skill stuff.
17/06/2012- Streamlining for generic mats is done, first animal pass is done and working proper.
- Did a mix of various plant & tree forms available around, just a first pass. working proper.
- Stripped down all metal weapons/tools from worldgen. Nothing metallic seems to be generated from worldgen apparently.
- Started working on the next big part: buildings & reactions. Added the basics for rock crafting & wood crafting for now, works great but lots to do.
- Still doing extensive testing with civilization config in both fortress and adv. mode and a lot of worldgen. So far, with 4 multi-racial civilizations, it creates very interesting and dynamic stuff, like same races going to war and the like. Takes hours to test proper...
- Put into place the "kobold" as animals civilizations, using variants of wolves and pumas (multi racial here as well, same civ). Works great in world gen, but takes hours to test in fortress mode and still inconclusive. Will add tons of predator animal variants and see how it "feels" in game. So far so good on that concept, just need to be lucky (or unlucky) in my forts to see how they behave and validated proper.
16/06/2012- The main "stripping down/streamlining" is done for items (leather/wood/etc).
- Stripped down all creatures and currently adding some back into the world. DOMESTIC & INSECTS are in for testing purposes.
- Stripped down all reactions/buildings.
- Flat heads, Tall ones and Deepers are currently available. Need to tweak their look and stats.
- Testing the multiple races per civ concept and how they interact with varied ETHICS tags and see if BABYSNATCHER/THIEF is needed to create variety and wars.