Bloodsteel featureless masks turn into bloodsteel necklaces when reforged in the molten pit (first time i decided to use this feature
). Which can be worn on the chest by civilians. Is this the supposed result?
Boreal plants are so boreal. I do not understand their availability, actually. In the previous version I embarked near an ocean (non-freezing) and my test aboveground farms had lots of new "winter" plants. But I did not need them at the time
Now I embarked near a river (again non-freezing, no idea was it further south or not) and I can not plant all those icicle mints and kobold bulbs when I need them
So where are they supposed to be planted?
Poisons. Not so potent as I expected. Applying poison to weapons is a PITA. Standing squads tend to grab the best weapons that are available, no chance to apply poison on them, so I had to disband squad, apply poison, recreate squad. Besides, slashing weapons are good enough for killing even without poisons. What's the use of numbing you opponent when in 5 ticks he will have all his limbs removed? Thirdly, weapons take blood spatter from enemies and then instead of poison start to apply blood. Finally, somehow orcs are able to remove spatter from items which includes poison, and reapplying returns us to item one (PITA).
Applying on ammo should be more efficient, though. Traps - no idea, but I think they will likely suffer from the same clean&reapply problem.
Just random thoughts and impressions. I finally got the hang of how to survive the first two years. You absolutely need anthracite and as many boulders as possible. Thread and cloth and ropes are also mandatory because with new farming rules you are unlikely to get your pig tails/rope reeds quick. Then you reveal, dig to the available metal and start making tomahawks. I chose them because they are melee/ranged weapons (pretty cool, btw. Those high-brow dwarves do not have their equivalents, do they?) Throwing tomahawks will be your trade good for the first year. If you are lucky you should have deposits of coal, peat and the like. Then all your problems are solved. Dig the metals, smelt the coal and produce the equipment. By the end of the first winter you should have a fully-equipped squad of orcs. I usually equip snagas or uruks depending on the caste availability. Set them to melee training but make some ammo so that they do not get to the enemy without first showering it with projectiles. If you are not lucky and did not have coal deposits then you'll have to deforest the whole map and pray for a elven prisoner in a drydock. Give him meat (of which you should have a steady supply) and he will make you wood out of nowhere (btw, maybe not meat but fish, or plants? Because dwarves take booze and all the rest take meat. On the other hand - you yourself can live on fish while meat is being fed to prisoners). In spring you get your elven ambush which should be dealt with with at most 1-2 casualties. In autumn dwarves are likely to block your caravan with their siege. Sometimes you will be able to fend them off and have the caravan reach you. By that time it is nice to make composite bows, 1000 arrows and a full squad of bowmen. They could be used to get rid of the dwarves as the midgets (ok, due to time-space anomaly we are the same size now) will not even attack if sufficient distance is maintained. Then everything should be smooth.
Yeah, and that's with trading partners removed. If they are enabled, things should be even easier.
Looked into the raws of society arms. Pretty cool! Maybe some orichalcum and deep bronze items? Because right now it seems that only sea wolf arms can be of any metal. Native orc arms require specific weapons which are bloodsteel or welded mithril only. Non-native arms can not be manufactured at will. Btw, are non-native really two-handed? Because a unit without a shield is a sitting duck for enemy archers (or so I think).
P.S. And yet one more thing. Archaeologist is not able to excavate relics.