0.43/1.00
----------------
* Orcs can make the most basic type each of Bladeshard and Ivyrune ammo without needing the Arcane Forge (at AoS/SC)
* Buff training reax slight decr in mats loss and produce random number of Knowledge stones
* Goal: 5 to 10 reagents is enough to adv a raw rookie to Novice, but that it still takes good amount of practice time
* Survival of longboat and getting loot are no longer independent (keeping weapons kit still independent)
* Scenarios
1.01
--------------
* FORCE_EDGE on obsidian weapons
* TAN_A_HIDE_SHELL_ORC is non-automatic, so you can keep shells for crafting etc. if you like
* Labor cells no longer have a small chance to produce tools (too much variance in random reac product quantity)
* Small flavor tweaks to entity
* replace silver coins with iron,
* prefer Savanna biome to mountain or wetland, still favor Forest best
* assign RELIGION_SPHERE rather than sphere alignment
* prefer SPIKES item improvement type
* Rename some buildings (magma source -> fluid source; remove "orcish" where redundant)
* Limit some of ways to process boreal plants, so there is more variety
* Vodka is the only Orcish drink usable for cooking (can still cook with extracts of others)
* Tubers not edible raw (still dye or vodka)
* Bloodberries not brewable (still dye or extract jelly or eat raw)
* Train Shield weight set reactions use bucklers; Bucklers added to domestic goods
* Train Armor2 reac allows training with makeshift mail
* Batch bucklers and msmail cheap at factory
* Normal mail armor batch a little more expensive at factory
* Get chance for several bonemeals per corpse at Anatomical theatre
* Slightly reduced craft requirements for Spellcaster codeces
* Fix products material on a couple of the Arcane forge crystal glass items
* Closing up some loose ends in industry chains
* Hand inlay titanium and chrome crafts at Damasc shop
* SKULL_BLOOD_PRAYER and EARTH_SKY_PRAYER provides use for Candles; alt path for magic users without Raiders
* MILL_CARMINE reac added to mill
* Altar of Storms a bit easier to build.
* Graphic tiles for new nobles
1.02
-----------
* Remove crate of muskets from Human loot tables (too powerful; also removes them from Orc homeland traders)
* Add bars of brass and lead to Human loot table
* Remove crate of cannon from Human traders reaction
* Increased material value of boreal seeds to match the value of plants/drinks/etc.
* Bug fix in products for farmer's market Boreal and Poisoner plants
* Tinkerer ammo uses [REACTION_CLASS:GYPSUM] instead of specifically gypsum
* Monarch positions limited to Tiaga Orcs (no more babysnatched Drowen monarchs...)
* add loot bag reactions to Kobold Tracker, so you don't need the E=MC2 building which looks out of place a bit
* STRIP_WOOD_STALKS_ORC to Kobold Textile
* STALK_WOOD to plant_orcfort
* balance: equip Kobold Tracker thief reaction quite more expensive
* name inorganic files with "z" to push to end of list
* name creature_a_pet_orcfort with "a" to push to top of list
* YESTAIGA metatag on pets file
* All advanced foreign tech buildings are Furnaces so they group together
* standardized build cost more or less for adv frgn tech blds
* Workshop build menu labels, [NAME:=====BARBARIAN=TECH=====] and etc.
* Human labor cell cheap crafts changed from SLATE to GRANITE for robustness agains MDF stone settings
* Removed the YESSOAP reactions from orc entity
* Balance: recover a bit more scrap from "destroy in the melt"
* Balance: a bit less cost to upgrade BP to plate
* Colored the Orc warriors' uniforms/shields depending on their weapon profession
1.03/1.10BETA
-----------
* Balance: Dwarven labor cell is more likely to produce rock, but less likely to produce metal ore
* Dwarven labor cell gains small chance to strike Hematite.
* bugfix: SHIELD token on ruins loot (fixes "deep bronze shirt")
* added [ITEMS_AMMO] to special ammo (shrapnel, e.g.) so that it appears on the Ammunition select screen(?)
* changed AOE special ammo to STONE_TEMPLATE (from METAL_), only effect should be removing ITEM_HARD and ITEM_QUERN(?)
* fix spelling "sergeant" in graphics and entity nobles
* fix verb conj of Bloodcurse text
* Balance: increase the cooldown period of Bloodcurse
* Balance: Petrify ivyrune "paralysis" effect changed to unconciousness (non-fatal)
* Balance: nerf somewhat the physical force of spell ammo
* note with new itemsyndrome the magical spell ammo attacks will be more reliable
* physical force is still pretty good
* new magic weapons, Magestaff (hammer, shares ammo with ivywhip) and Oracles Kris (dagger, shares ammo with wraithblade)
* new magic shield, Dreamcatcher (will be made of itemsyndrome to impart powerful spell abilities)
* new Dreamwalker specialties: Frostskald and Oracle
* double the pop_ratio of all other castes so spellcasters are still <1% of native population
* define Frostskald and Oracle transform syndromes
* add Frostskald and Oracle to allowed castes for a la carte spells
* remove Orc access to make obsidian at crucible
* MDF compatability: Polymorph creates muskox or sheep? instead of aurochs
* autosyndromed the existing magic transform spells
* check Druid unique spells: incl update clay to use new materials MUDBOLT_ORC globs
* check Sorc unique spells:
* reduce cooldown of Pain/Decay, but limit range to 10
* add CDI:BONEARMOR_ORC and new interaction BONEARMOR_ORC
* remove Bloodcurse (will be added to the new Kris mage weapon)
* check Skald unique spells; move the ones that will become other spells
* check Oracle unique spells
* define SOLARFLARE_ORC
* define DOOM_PROPHESY_ORC
* define many materials for spell effects (fire, ice, acid, wasps, etc.)
* define all other dreamwalkers spells
* No more Temporary spell learning, only Permanent (powerful spells will need cost balancing)
* Dangerous etc. spells will be tied to EQUIPMENT so you can unequip as needed
* create fletcher's enchanted materials
* create runic ammos' enchanted materials
* define itemsyndrome magic weapons
* define enchanted materials for Warrior Society Masks
* Arcane forge is domestic, no blueprint needed (workshop)
* Temples are now "furnace" menu
* New: Icecrystal Sanctum
* New: Sun and Stars Orrery
* define autosyndrome learning stones for learnable spells
* fletcher use new materials for enchant arrows
* many new reactions for all Temples and Arcane forge
* Mojos are now single use, but the spells are more powerful (and learning is autosyndromed)
* Runic ammo are now first made of ironbone, and then spells are added
* Define the Flamethrower and Satchel
* Flamethrower and Sappers' Satchel reactions at HWA
* Warrior's enchanted masks at the Warrior Society
1.11/1.20 BETA
* Bugfix: Sapper satchel missing CE_CAN_DO_INTERACTION
* Barbarian Treesinger's Pagoda reax require elven lyre reagent.
* GROW (trees) and REGRASS to Treesinger
* [PERMITTED_REACTION:RAINDANCE_ORC], SNOWDANCE_ORC, CLEARDANCE_ORC at Stone Circle, Ice Sanctum, Sun Orrery
- note these will all need ORC_TAIGA on the MDF autosyndrome stones to work
* Arcane forge is more orichalcum colored and less magenta colored
* Fluidcaster blueprint craftable @ Arcane Forge from Blood of Armok rough gem
* Fluidcaster blueprint also drops rarely from Dwarf and Ruins raids
* Ashland Glassblower building defined
* Ashland Glass material (light ~mithril grade weapons)
* Ebonglass material (heavy ~mithril grade weapons)
* Ruby glass material (fairly expensive deco glass made with gold powder)
* Cobalt glass material (mid range deco glass made with cobalt)
* Many, many, reactions for glass stuffs ^^
* Underdark Nethermill building defined
* cut nether, strip crystal
* nether leather and armor set
* crystal weapons (incl. blademaster's arms) and devilthorn hammer
* Legion Auxilla Outpost building defined
* Crafts dwarf-style weapons (spear and warhammer, crossbow and javelin)
* Compliments orcish armory which is heavily leaning towards slashing weapons otherwise
* Some fancy ammo caster to complete loadouts with hammer, broad, pierce ammo
* Auxilla (spear/xbow) dual kits, any orc can use with shield
* Legion (hammer/jav) dual kits, big orcs can use shield (77500), very powerful kit, only lacks the "whirl and crush" critical hits that dwarf weapons normally have
* Bucanneer Tavern building defined
* Gamble for coin, games for every price point! Lose money in the long run, but maybe you'll get lucky! Or win the other guys jewels, weapons, ship... or more if you play at the Shadowbroker's somnium table.
* Play some music on some foriegn instruments, or play any instrument for tips
- note these will all need ORC_TAIGA on the MDF autosyndrome stones to work
- MUSIC_LUCK MUSIC_NOSLEEP MUSIC_NOFOOD MUSIC_CLEAN MUSIC_SPEED
* Obsidian Spire Library building defined
* Drow raid now drops ITEM_TOOL_BLUEPRINT_ARCANELIBRARY (rare)
* research spells here at will - Temple rituals and raids will only provide (mojo) spells at random
* Runesmith Building copied from Dwarf mode
* Dwarf raid now drops ITEM_TOOL_BLUEPRINT_RUNESMITH (rare)
* Defined runic weapon reactions for (Ir, Ag, Au, Mith, Meteor, Co)
* option for Brig raid ship, only 4 wood! (uses cannon)
* female arctic condors are "hens" to tell them apart on pasture screen
* Boreal tubers will grow in glacier
* Selling blood/booze to Freelancer does now depend on amount, so probably more value
* Meadhall now brews:
* Black Draught (honey & blood; healing) and
* Firewater (honey & boreal pear & boreal tuber; ++str/tough/end, -agi/foc/mem/spa)
* Add a more profitable "gem heist" to Kobald Tracker, req a kob migrant
* The new mid tech ally Outlander tech building blueprints are available for trade (suggested) and at caravanserai (kinda a ripoff)
* The high-tech Barbarian blueprints still restricted
1.21 BETA
* Crates, trade reaction, opening reaction, entity
[PERMITTED_REACTION:CRATE_MOONSTONE] - rare reagent for Ashland glass
[PERMITTED_REACTION:CRATE_ARCANII] - dark magic spell mojos, chance for dreamcatcher
[PERMITTED_REACTION:CRATE_SPELLSWORD] - alteration spells, chance for dreamcatcher
[PERMITTED_REACTION:CRATE_DESTRUCTION] - direct damage spells, chance for dreamcatcher
[PERMITTED_REACTION:CRATE_HEALING] - buff and rejuv spells, chance for dreamcatcher
* EVIL DROW ENTITY (in MDF/entity_drow_evil)
* Convert their stuff into the similar OF counterparts to reduce item clutter
* Converted weapons EVIL1, EVIL3, and EVIL5 into WHIP_CHAIN, CLAWS, KATANA
* Added ITEM_WEAPON_BLADEMASTER_ARMS
* Swap BULLETSPIKES for CROSSBOW and BOLTS
* Added [PERMITTED_BUILDING:NETHERMILL] etc.
* remove ITEM_TOOL_BLUEPRINT_GOLEM
* edited positions to update to the MDF name of creature [ALLOWED_CREATURE:DROW_EVIL] from :RHENAYAS_DROW, previously many of the positions were probably not having valid creatures available to fill them
* EVIL DROW TRADE REACTION (in OF/reaction_orcfort)
* Remove FUNGI and BULLETSPIKE crates
* Add BLUEPRINT_NETHERMILL
* CREATURE
* cleared out some strange natural skill tokens that were really high, and getting overwritten at caste anyway
* I used Rhenaya's code for albino caste and for a darkness material rather than trying to reinvent. Just tweaked the stats and popratios a bit to be in line with other masterwork entities, implemented a mage caste and a spell using her material
* A medium-sized and evil creature, living in matriarchistic underground cities. Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force. Deep drow traders occassionally venture to the surface world to barter mysterious goods from the underdark.
* (2%) The rare albino drow are quite capable of passing for a common elf. As such they are trained from birth to become masterful assassins.
* (2%) Drow shadowblades are feared warriors. They use magical darkness to disorient their victims in the last moments before a kill.
* EVIL HUMAN ENTITY (in MDF/entity_human_evil)
* Make them Pirates rather than Paladins
* Remove longsword, maul, tier-1 and -2 xbow and jav upgrades, paladin armor and tower shields
* Added SCIMITAR, CAT_O_NINE_TAILS, BANDANA, BUCKLER and regular armor
* Remove permitted building armory, weaponry etc
* Added [PERMITTED_BUILDING:ROGUE_TAVERN] etc
* pirate/thiefs type position names
* EVIL HUMAN TRADE REACTION (in OF/reaction_orcfort)
* Remove CANNON and STEEL_ARMOR crate
* Add BLUEPRINT_TAVERN
* CREATURE
* A medium-sized creature prone to great ambition. The folk of men is a great one, building mighty cities and roads. Having an intrepid mind they invented firearms and trade muskets or pistols. Human bandit outsiders form free townships, pirate coves, and rebel fortresses, thriving outside the reach of the law.
* (10%) Buccaneers are natural masters of swashbuckling combat.
* EVIL ELF ENTITY (in MDF/entity_elf_evil)
* Make them Ashlanders (sort of chimer/dunmery) rather than Silvans
* Add [PERMITTED_BUILDING:ASHLAND_GLASS] and the glass material reactions
* Remove generic bow (they have many better options!)
* Remove butterfly knives
* Add ITEM_WEAPON_MACUAHUITL and ITEM_WEAPON_ASSASSIN_ARMS
* Ashland noble position titles
* EVIL ELF TRADE REACTION (in OF/reaction_orcfort)
* Remove MITHRIL bars
* Add IRONBONE, ASHLAND_GLASS, ASHLAND_EBONY
* Remove GREATBOW crates and SINGING_ARROW crates (sorry, kinda OP, still order indiv stacks if you want)
* Add BLUEPRINT_GLASS
* Removed Silk clothing crate (moved to Drow)
* CREATURE
* A medium-sized creature dedicated to the ruthless protection of their traditions. Ashlander elves live a semi-nomadic lifestyle and follow an unusual religion of ancestor spirit worship. Ashlanders are distrustful of outsiders and repay even the least of slights with bloodfeud. Their glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.
* (5%) Spellswords are an elite caste of ashland wardancers who balance their mastery of the blade with an inate aptitude for magic.
* (3%) Incarnate elves are born with a rare degree of grace in combat. In the ashland religion they are believed to bear the mark of an ancestor spirit.
* EVIL DWARF ENTITY (in MDF/entity_dwarf_evil)
* Legion style combined arms wargear, plus dark magic
* Remove a number (not all) swords, thrown, and 2H weapons
* Added ITEM_WEAPON_AUXILLA_KIT and ITEM_WEAPON_LEGION_KIT
* Added [PERMITTED_BUILDING:LEGION_OUTPOST] and etc.
* imperial type position names
* EVIL DWARF TRADE REACTION (in OF/reaction_orcfort)
* Add BLUEPRINT_LEGION
* CREATURE
* legion type profession names and caste descriptions
* delete tons and tons of duplicate tokens
* delete the good-dwarves mage castes
* DESCRIPTION:A stocky humanoid fond of drink, industry and destruction. The Chaos Legion are bound by strange and terrible oaths to a dark aspect of the blood god Armok.
* (3%) Arcanii are naturally attuned to black magic and often rise quickly through the ranks of the imperial cult.
* (10%) Patricians are dwarves of immense wealth and power. They expand their lifespans and physical prowess through expensive and unnatural treatments at the Fleshsculptor's studio.
* (3%) Gladiators who survive a great tournament are awarded citizenship, pending exposure to a raw warpstone node. Myrmadons are a caste of survivors twisted into a grotesque form with great strength and multiple arms.
* (3%) ... Equites are a caste of survivors twisted into a grotesque form with great agility and the lower body of a warhorse.
* debug new castes, especially the Myrmadon and Equite ^^
1.22
* Tinkerer can [PERMITTED_REACTION:MINERAL_OIL_ORC]
* Sapper's weapons can use any oil, not just mineral oil
* bugfix, Boreal plants grow in TUNDRA (autumn and winter), not GLACIER
* hotfix for buildings damaged by magic - remove wood and bone buildmats from all bldgs with magic/music/knowledge
* totem pole = ironbone
* stone circle = firesafe blocks, no wood
* icecrystal sanctum = silver and iron, no blocks
* anatomical theatre = firesafe everything
* bloodbowl pitch = firesafe blocks, no wood
* weight set = firesafe bucket and blocks
* buccaneer's tavern = firesafe blocks; no barrels
* treesinger's pagoda = firesafe blocks, 1 mithril statue; no seeds etc.
1.23
* bugfix: molten pit helm missing reagent
* removed knowledge stone drops from training-weapon practice sessions (quickfix for damage to wood items)
* all glassblower reacs now uses raw green glass rather than sand as reagent
* cobalt glass, ebonglass and ashland (weapon) glass no longer requires pearlash
1.24
* bugfix: remove [BUILDMAT] on bucket reagent of weight set
* removed knowledge stone drops from all training reactions(?) (quickfix for damage to leather/cloth/etc. items)
* bugfix: c/p error prevented music reactions at the Rogue's Tavern
1.25/1.26
* bugfix: typo fluidcaster blueprint @ arcane forge should be 100% product, not 10
* Updates to manual w.r.t. version 1.2x changes
1.27
* Damasc crafts properly uses METALCRAFT skill
* Damasc 2nd wolfram option FORGE_MORNSTAR_ORC (morningstar)
* Removed orc access to Padded gear (mostly redundant, some of it layers oddly)
* Olog are a caste of thick-skinned brutes from the deepest mountains, slow to learn most tasks. They are deadly with blunt weapons, and surprisingly fond of working quietly with stone or jewels.
* Spelled "Taiga" correctly about 60 or 70 more times than before (this might have broken MDF's copy of the "warband" embark profile w.r.t. the t<ia>ga sabrecat)
* Vibroblade requires a large gem rather than barbedwire
* Balance: Domestic Society weapon codices require only *one* large gem
1.28
* Fire_build_safe token doesn't work on buckets, traction bench, table; replace with inorganic
* define MAGMA_ORC_FACTORY building and reax
* bugfix: entity was missing the damasc adamant katana recipes
* sort of bugfix: wolfram damasc recipes require copper not silver, to bring in line with MDF recipes
* remove damasc wolfram armor (just realized while wikiing that it's terrible against shear, like, tin level)
* swap damasc wolfram Morningstar to Warhammer (same reason)
* swap ancient foundry orichalcum replica products to daikatana and greataxe (instead of dwarf flavor weapons)
1.30 BETA
* Copy Meph's version of files with some small changes relating to MDF3 update
* added YESSIMPLEWOOD to REACTION:WOOD_PLANKS_ORC... reaction_orcfort.txt(5004)
* remove [ITEMS_] tokens from the enchanted bloodsteel itemsyndrome materials (clean up forge / manager)
* check cooldown on all enchanted bloodsteel items and arcane weapons increased from 200 to 500 ticks
* Typo, ruby glass pipe section reaction name
* [STATE_ADJ:ALL_SOLID:ashland glass] instead of "glass" to minimize confusion
* bugfix: check that curses which invoke material emissions properly use target:C
* bugfix: sapper satchel correctly get material from reagent
* remove orcs' tails
* Chaos dwarf mutant castes not quite SO chaotic, tested in arena, looks fine
* balance - replace ineffective Frostskald "liquid spatter" spells (flash freeze)
** gains Arctic gale and Waterbolt as core spells
** Stormcrystal dreamcatcher spell (was blizzard) is replaced with a chromatic burst, or as Oblivion players might call it "Enemies Explode"
* greatly decrease the trade value of goblin/kobold migrants (from 1000 to 100)
* greatly increase the trade value of human/etc. captives (from 20 to 200)
* balance - rebalanced loot in Merchant shipping raids; less cannons, more variety
** caravanserai and captive rates unchanged
* balance - rechecked mats requirements for Damasc and Ancient Foundry items, some are now cheaper
* balance - with new high-toughness wolfram, re-enable damasc morningstar (and towershield w/ human toolkit only)
* ancient foundry orichalcum greataxe is now "superior" type, to make it a nice upgrade over domestic forge
* Professions for MDF3 compatability
** Noble position is now "master scribe" (scribe is profession)
** Noble position is now "clanspeaker" (speaker is profession)
** Arcane Forge is build and run by runesmith
** Dwarven looted runesmith is built by runesmith
** Tinkerer mineral oil = lye_making (chemistry)
** Damasc build by weaponsmith
** Totem pole and tavern music reactions = glazing (music)
** Tavern build by glazing
** Places of Power build by alchemy (spellcasting)
** buying and selling are done by [SKILL:POTTERY] (scribe)
** Caravanserai and Freelancers built by Pottery (scribe)
** Drydock built by SIEGECRAFT
** Labor cells run and build by Tanner (speaker)
** Obsidian spire library build and run by presser (thinka)
** tailor hut = clothesmaker; tracker hut = hunt; ancient foundry = smelt
** fluidcaster build and mostly run by = POTASH_MAKING (alchemist)
* Profession graphic tiles for MDF3 compatability
** new tiles for several new professions, and scribe and speaker nobles
* Orcs have thier own version of the 6 runesmith coatings that they can do
** Orcs immune to blood and doom runes, remove Dwarf immunities
* implement a work around to limit evil allies blueprints from domestic purchase
** Buildings use a blueprint TOOL, not bar
** Caravanserai sells TOOLs; Evil entities can craft the TOOLs
** Blueprint bars removed from trade reactions; blueprint creatures deleted
* Balance: Orc body size
** Orcs, Corsairs, and Artisans reduced to 75000 (humans = 75000, masterwork dwarves = 70000)
** Still have major physical advantages +++STR and ++AGI, but no longer single wield greatweapons
** Uruks and Ronin reduced to 90000
1.31 BETA
* Corsairs gain natural skill to POTTERY (scribe -- i.e. buying and selling)
* reac name "stormcrystal" dreamcatcher
* c/p error: Snow and Clear dances should be at Ice & Sun temples (not stone circle)
* new totempole reax to make specific instruments MAKE_DRUM_ORC, MAKE_HORN_ORC, MAKE_PIPES_ORC
** Previously Tambourine were difficult (impossible?) to make because they lack [HARD_MAT]
* Some stuff just to play around with sprites and toolkits, and buff Tracker hut.
** Tinkerer can activate golems, make basic fragmines, and/or strap guns & ammo to an existing golem.
** GOLEM_ACTIVATE_ORC, GOLEM_UPGRADE_DAKKA_ORC, GOLEM_REPAIR_ORC, RECYCLE_GOLEM_ORC, LANDMINE_FRAG_ORC
** Kobold Tracker hut renamed "Trickster"
** CRAFT_SCARECROW_ORC, SCARECROW_ORC, CRAFT_DECOY_ORC, DECOY_ORC
* Each of the "Free Peoples" barbarian tech requires a race specific material statue, as the Treesinger did previously.
** (forge it, or get by ransom at Shadowbroker)
1.32 BETA
* MDF3 tileset compatability
** Changed all building "house" tiles from 145 (candelabra) to 232 (traction bench)
** Longboat and Laden Longboat items from 145 to 152 (minecart)
** Changed blueprints from 145 to 10 (sign)
* balance/variety - more loot variety in raids
** blueprint, codex, and captive rates unchanged
1.321
* greatly reduced grog->coins rate (x0.2) at freelancer
1.33
* find and replace [SYN_CLASS:/ with [SYN_CLASS:\ in orc's inorganic definitions (thanks drayath!)
* fix silly typo error gave lupine mask reac name "Obsidian Spire Library" at ancient foundry
* fix buy FUNGI_WOOD_CRATE product (thanks Nav!)
* fix damasc SHIELD:ITEM_SHIELD_TOWER product (thanks cloaknsmoke!)
* allowed the MAGMA_ORC_FACTORY
* allowed cobalt; welded cobalt at crucible; metallurgist
* removed unused STARCLOAK_STONE_ORC
* "Practice suturing": [NOT_WEB] tag.
* spelling typo in: [NAME:magic missle:magic missles]
* drydock uses the new [REACTION_CLASS:METAL] to restrict weapon kits
* added silver and bronze
* remove block_boulder_orc reaction, causing undiagnosed autosyndrome crash
* added orc access to the new MDF dyes (ph, sb, r_m)
* fix add SLAG_CHARCOAL_BURNING to entity
* fix material of bark leather set at Nethermill; add Robe to fireproof set
* MDF compatability: find ITEM_AMMO_ARROWS_JAGGED replace ITEM_AMMO_ARROWS_BODKIN
* entity and reaction
* MDF compatability: remove PISTOL_AMMO_ORC and BUY_PISTOLAMMO_ORC, reax and entity
* MUSKET ammo a bit easier/cheaper
* remove pistol ammo from raids
* remove pistol ammo from Evil Humans entity
1.331
* Seawolf Society Arms switched to BULLET_L
################
1.40
* Fix c/p error ITEM_WEAPON_BLADEMASTER_ARMS for Deep Drow related to intermittent crash bug
* ITEM_WEAPON_ATLATL, a rudimentary javelin (thrown skill). domestic.
* ITEM_WEAPON_DAKKADAKKA_GUN, a high end rapidfire dart gun
* ITEM_SHIELD_SAPPER_STICKBOMBS, itemsyndrome fireball with very long cooldown
* ITEM_TOOL_BOTTLE_OKTANE; oktane juice flasks -- from oil shale / plants, for firey weapons / industry
* ITEM_TOOL_BOTTLE_WARP; refined warpstone flasks -- from stable warpstone, for
* ITEM_TOOL_VIAL_ACID; acid arrows, remove rust, etc.
* ITEM_TOOL_DREAM_SOULGEM; for lich transform, golems or other high end magics
* FORCE_MIGRANT_ORC stone, reac, entity (at common bazaar)
* FORCE_CARAVAN_TAIGA_ORC stone, reac, entity
* FORCE_CARAVAN_FRN_ORC stone, reac, entity
* Fix c/p error preventing a couple spells at Altar and Circle (thanks RickRollYou2)
* Balance: added a 40% chance (resistable) to impair breathing to Crushing grip
* Add acid arrow material
* Add sapper stickbombs itemsyndrome
* Rename 'item_z_orcfort_weapon.txt' to match Meph's filename, prevent duping
* Rename 'item_z_orcfort.txt' to match Meph's filename
* Ulfzerker, Opaque, and Clanguard masks are now items
** removed the old materials
** created item syndromes
** mod reactions to create these items, from regular bloodsteel
* Orcs remove access to Dwarven Crucible, incl. cold hammering, and some other metallurgy reax
* Orcs gain access to [ORC_BLACKSMOKE][MAGMA_ORC_BLACKSMOKE]
** [MINERAL_OIL_ORC][MINERAL_OIL_COKE_ORC]
** [VITRIOL_ACID_ORC][AQUAFORTIS_ACID_ORC][MURIATIC_ACID_ORC]
** [ARROW_FIRE_ORC]
** [ARROW_ACID_ORC]
** [FORGE_SAPPERCANNON_ORC] (flamethrower)
** [FORGE_SAPPERSATCHEL_ORC] (suicide dragonfire)
** [FORGE_STICKBOMBS_ORC] (long cooldown fireball)
** [REMOVE_RUST_ORC][REMOVE_RUST_STEEL_ORC]
** [SYNTHSILK_ORC]
** Chemical extraction of ornamental metals Co, Cr, Ti, Al (not Mith or Wolf, and not alloys)
* Orcs remove access to Dwarven Trap engineer
* Orcs gain access to ORC_STEAMFOUNDRY, MAGMA_ORC_STEAMFOUNDRY
* Pulley and level 1 trap upgrades now at Goblin Tinkerer Shanty
** MAKE_BRASS_GIZMO_ORC, MAKE_CHROME_GIZMO_ORC: make automaton parts, req. soulgem & fancy mechanism
** Level 2 trap upgrades (require Dwarven toolkit) and Golem/mines now require Steamworks
** VIBROBLADE, CHAINAXE, STEAMHAMMER, DAKKADAKKA_GUN now @ steamworks; now require automaton parts and fuel
** SYNTHSHELL_AL_ORC, SYNTHSHELL_TI_ORC: make reinforced shell-like armor mats from silk & light metal plates
* Totem pole: craft soulgems (large gem, blood, totem, dreamtalisman)
* Sun & Stars Orrery, New reactions for temple guard (non dreamwalker) warriors
* electrum blunt weapons,
** [SACRED_STAR_ORC][SACRED_ATLATL_ORC][SACRED_HAMJAV_ORC]
** [EVENSTAR_RUNES_ORC][DAWNSTAR_RUNES_ORC] blessings for morningstar weapons, req soulstone
* Icecrystal sanctum, Ice arrows from silver plus either nether or rockcrystal
* Altar of Storms, STEPPE_MINOTAUR converts steppe auroch bull (req. soulstone)
** inorganic transform stone
* Balance: decreased yield of "bonus" items (weapons, e.g.) at temple rituals
* Added variation to reagents and outputs of rituals
* un-delete unused spell learn stone STARCLOAK, causes errors since kobolds might use it?
# 1.41
* bug: [NEEDS_MAGMA] magma factory
* added Kobold WITCH and WITCHER to allowed castes for spell mojos and Arcane weapons. Have fun little guys!!
# 1.42(beta)
* added gauntlet reactions to ancient foundry, nethermill, human loot crate, tribal wargear (thanks Navatar!)
* MDF compatable: replaced some tile:177 in workshops to tile:178
* MDF compatable: remove moon/crescent arrow types from Deep Drow
* MDF compatable: remove IS_STONE from turbo, pain resist, and courage voodoo effects
* Icecrystal sanctum enchancts ice darts & arrows. recipe tweaked (now can use ice boulders, but not rockcrystal)
* Icecrystal sanctum: carve ice sculpture (statues) and animate them into Taiga Gargoyles (needs machine spirit and soulgem)
** relative to regular gargoyles: less wrestling, more icy death bite
* bugfix: remove homeotherm/fixtemp 10000 from Oracles
* Stone Circle gains HEAL_PET_ORC
* Factory is now a "Furnace" -- see if it helps with the Magma version
** Factory BATCH_SAWTRAP_ORC, BATCH_AXETRAP_ORC, BATCH_RAMTRAP_ORC
** Factory MAKE_PYKRETE_BATCH_ORC (batch blocks from ice and wood)
* Nethermill NETHER_CREEPER_ACID, NETHER_VINE_WICKER
# 1.43
* Reax at Buccaneer Tavern to attempt bribe Caravan guards, using Kurik Amudnil's script
* Tweaks to glacial gargoyle (restrict biome, name, tweak attacks, itemcorpse)
* Icicle dagger buffed, but now requires Dream tali
* c/p error fix: Pet healing reac
* Stone Circle: some more extra punch for atlatl: craft wasp hive javelins (honeycomb, ironbone, dream tali)
* remove "is stone" from Icebolt (avoid stockpiling confusion with real "ice")
* replace sorcerer Bone Armor (combat log spam..) with Deathcoil (medium range syndrome laden bolt attack)
* typo "bonemolded runerobe and mail" -- thanks cloaknsmoke