Giving some attention to buildings that I thought were a little bit underwhelming.
Stone Circle: after crafting the reusable spell mojo, Dreamwalkers, Druids & Sorcs can enable casting Healing or Fairyfire for 1 month at a time
Altar of Storms: after crafting the reusable spell mojo, Dreamwalkers, Druids & Sorcs can enable casting Disable or Frenzy for 1 month at a time
Altar of Storms: after crafting the reusable spell mojo, spellcasters can cast Raise Dead, just for 300 ticks
Goblin Tinkerer: make grade-two upgrade trap components, but only with rare dwarven toolkits
Heavy Weapons Armory: kite shield and platemail (torso only) - requires steel and dwarven toolkits
Heavy Weapons Armory: powered weapons (vibroblade, chainaxe, steamhammer) -- Roughly in the same class as dwarven weaponry upgrade-tier-one weapons, although they're somewhat more unwieldy; i.e. non-Uruks may not be able to wield in 1 hand.
Will probably give the Arcane Forge another once over as well, but after I get more experience playing around with poisons and runes in dwarf mode. Other than that, I'd say this is getting near a "v1.0" release candidate, in the sense that it is closing in on all the features I had in mind when I started
0.35
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* re-fix orichalcum loot from ruins :/
* mixup of "KOBOLD" vs "GOBLIN" text, now tailor has batch reax as intended
* check display vs actual cost match at bazaars, freelancer (blood barrels and steel scimitar were off)
* BUY_MECHANISMS moves from Arms to Common Bazaar
* BUY_SIEGEAMMO_BRONZE_ORC new at Arms bazaar
* Farmer's market now sells Boreal and Poisoner's *plants* (not seeds) - but prices increased
* Reduce MAX_TARGET_NUMBER:A:1 of Druid and Sorc spells to 1 (maybe reduces long range spell spam?)
* decrease wait time a bit to balance
* Totem pole loses Raise dead voodoo, gains Boost Speed of Self voodoo
* Dreamwalkers (and Druids & Sorcerers) regain ability to learn some spells "a la carte"
* Upfront cost to Create the "mojo," which is preserved reagent
* Using the mojo just costs 1 wolf/minotaur toy and 1 dreamwalk talisman
* Spell is retained for about 1 month (except raise dead, is only for a few hundred ticks)
* Stone Circle: Healing; Fairyfire
* Altar of Storms: Disable; Frenzy; Raise Dead
* This replaces animal/animalman growth spells for the time being
* Fix c/p errors in FORGE_CANNON_ORC at Heavy Weapon Armory
* Magmagrenades no longer require Dwarven tools at Heavy Weapon Armory (already required rare magma flasks..!)
* Gemtip arrows at Fletcher no longer require Dwarven tools
* New SHIELD_UPGRADE_ORC at Heavy Weapon Armory
* New ARMOR_UPGRADE_ORC at Heavy Weapon Armory, *does* require Dwarven tools
* New, Goblin tinkerer can make best Axe and Saw traps, but requires Dwarven tools
* Reactions that require special tools say so in their reaction NAME
* Defined new powered weapons at the Heavy Weapon Armory
- About half of attacks are special (not nearly as powered as dwarven weaponry level 2, but still nice boost)
- The weapon is also extra heavy/large compared to normal version
- Pretty easy to craft for now, may require tools/extra mats for balance later
* Chainaxe = jagged axe + barbed wire + pulley. Bonus 50% wound surface area and leverage on the special attacks
* Vibroblade = scimitar + barbed wire + pulley. Bonus 50% penetration depth on the special attacks
* Steamhammer = maul + pulley + lead. Bonus 50% leverage on the special attacks. (used meteor hammer, not maul for base stats)