If I have to say one thing about 34.xx, it's this: Bins. Why can't the Dwarves just leave them in the stockpile and just go grab the object
unless they're getting at least two objects in one trip? I suspect that it's because getting each object is a separate task, but that doesn't account for the fact that they occasionally
do grab more than one thing per trip...
Burrows: ... Haulers sometimes seem to not even pay attention to burrow restrictions, actually leaving the burrow and going outside during sieges, even after all items I could find outside were forbidden.
Really? I've never had a problem with this. Actually, scratch that- active military will ignore burrows to run outside and Pickup Equipment, but the fix for that is to just temporarily remove that one from the squad.
Make sure you create a burrow, define the area to be just what's inside your walls, set it to be CIV in the military screen for the Alert, and switch to the alert when danger shows up. It's not a lot of steps but, yeah, it's one of those things that you have to do exactly right and in the right order or everyone's dead.
Necromancers, werewolves, and vampires: Are awesome, and it would be great to see more features like this. Although it would be nice if altering the vanilla secrets and curses were possible, instead of only being able to add new ones.
I'd love to see more Necromancers (I stop worldgen around year 80 or it takes forever and too many civs get wiped out). Something needs to be done about werecreatures in fort mode- they stay in wereform for literally one day and it's always been lethal. Maybe it should never warn about werethings, unless a transformation is witnessed- so if a dwarf gets attacked, they (and you) would think it was just a 'regular' monster and go about their business... at least, until the next full moon. Hope they're not in your meeting hall! Ooh, and then they should prioritize leaving the map and establishing a lair- especially now that entities are fighting over sites. yes, this is how it should work.
Ghosts: Would be great if the dwarves would properly entomb remains instead of leaving them in the halls indefinitely, tomb space or no, forbidden or no, accessible or no, idlers or no.
I've only had this problem once, with a corpse found during a reclaim.
Minecarts: Unfortunately, didn't stick with any one fort long enough to build the power plants needed for the rollers. They sound cool though.
They need to be drastically less complicated, at the very least. I've tried repeatedly and still can't get them to work. Yes, I've read guides and watched tutorial videos and so on. I think they just hate me.
Where to stand when building walls: Was the best part of the whole version, mostly because it shows that some of these old bugs really do get fixed. Designating walls and then simply watching the dwarves build them sensibly felt really good.
Most annoying but in 34.11: "Urist McOblivious cancels Build Wall: Location blocked by himself"
Stone drop rate: Love that stockpiles are usable upon mining them out now, but mining out entire limestone mountains to make enough steel for the army seems like it needs adjustment.
Too bad about the nonsensical arbitrary limit of three wheelbarrows per stockpile, especially since my minecarts are cursed. And the boulders weighing a million pounds really messes with my fey moods when someone decides they need three blocks of Hematite directly from the mines,
no, not one of the 90 in the foundry that's two levels down and around a corner...