Ah good, an update
I like the introductory part about life thriving and using the environment, including magic contamination, to it's advantage.
> Increased variety of wildlife.
Hm, looking for tameables...
Balefire Phoenix: Falcons on steroids
Nightstalker: Wolves with stealth and poisonous bite.
Gecko, Golden Gecko: Better than canines.
Molerat: Bigger, but less skilled than canines.
Well, there's nothing overpowered here, but cage traps and taming can still be worthwhile.
> Hydroponics Farm: Cultivates [...] 1-2 plants per seed, or 3-6 if potash is used.
This is fitting, but I would have to see the reaction duration and compare it to normal farming. Regardless, it makes no water no soil embarks more viable.
It may be faster than farming, but either produces small stacks or consumes potash. I guess I prefer normal farms, but this could be viable with burning plants to ash.
> Chemistry Lab: [...] Synthetic silk can be produced.
Good. This can help with early moods.
Wow, it needs 5 biofuel to make 1 silk. This is definitely not for mass production, but will work for moods.
> Grass no longer catches on fire from flamethrowers and rockets, giving these weapons greater flexibility in surface combat.
Great.
> Polished gems may now be recovered at the arcane gemcrafting stations, opening caravans as a possible source of rough gems for arcane research.
Good, I haven't fully tested this, but I don't think I saw Rough Gems at the caravan or outpost liaison.
Looking at the RAWs, making lenses and hologems no longer has a chance to produce polished gems and the reaction to convert polished to rough gems has 60% efficiency. There are no exploits here, such as using jeweller to polish gems, then roughing them to train gemcutting.
> Hostile ponies only have two graspers. Steel Rangers have no graspers.
> Non-unicorn ghouls no longer have graspers.
Wait what? Why? How does that even work?
So now we get to keep the Shield Wall and the enemies don't? In 0.88 even my rather inept military was able to stand its own against green ghouls and slavers. Once the security skilled up, those enemies weren't a threat at all.
I found prolonged duels with Unicorns or just overwhelming sompeony's shield wall with the volume of the attack to be funny.
> Mr. Hooves has a 5-tile range cleaning interaction for friendlies.
I use "Dwarven Bathtubs", but OK.
I'd also add this interaction to Nurse Redhearts. They are usually pastured in the hospital and will clean the patients and doctors that way.
> Hostile civilizations now skip at least one season between attacks.
Well, it's nice to get a breather once in a while.
> Dodging can now be trained in the VR simulator.
Good, this will greatly help combined with demonstrations.
> Civilian, MOP, and MOI crates now yield aluminum bins instead of chests.
Fine, but I used the chests to furnish my rooms and even aluminium bins are still heavy.
> Reduced the number of plywood boards needed to make plywood items.
Good. This gives us more of a reason to use plywood. I usually just forgot about it.
Oh wow, there are 10 plywood per a log of wood. 5 are needed for bed or bin and 4 per barrel. This is great! On the downside, dismantling plywood furniture now yields only 40% of the used plywood, but this is still very efficient and a must for any fort.
> Earth pony dodge learning rates increased to 130, unicorns increased to 100.
Good, EPs are better at some military skill now.
> Base armor learning rates increased to 110.
110 won't do much, but we'll take it.
> The chief medical officer position is open to earth ponies.
Good.
> Value of salvage logs reduced.
Their high value made sense, but OK, this reduces the severity of antique embark exploits. It also allows us to buy the logs cheaper from the caravans, but the prices weren't a barrier there anyway.
> Increased scrap metal yields from salvage.
Good. More scrap doesn't hurt us anyway. It just sits at the salvage yard and doesn't even clutter it, because all the reactions there are nearly instantaneous.
> Hoods can now be worn over security helmets, but not combat helmets or larger.
A reasonable compromise. Now we can wear our first uniforms over clothing (well, barding and security helmets) and once better armour is available, other things that make up uniforms are common.
Wait, what about hats?
I checked the RAWs and we still can't wear hats and helmets, so the "over clothing" issue remains. Well, you could move hats to the cover layer and increase their permit to 15, so they can be worn over security helmets as well.
> Minigun turret firing speed increased.
Okay. Better static defences.
> Bloodwing size and cluster number reduced.
Those things weren't even that hard to kill. Just dangerous to civilians.
> Removed leather from small creatures such as chickens.
I don't care much about mottled leather anyway. I get tough leather and tough chitin from the caravans.
> Fixed bug where rock grinding filled other containers instead of just bags.
Lol.
> The biofuel refinery will now take alcohol from all containers.
Good. I never have enough wood and prefer rock pots to rock barrels. Pots are lighter.
> Posters, frayed wiring, depleted spark batteries, and junk have a value of 10.
That's a bit on the high side for what's basically junk to anypony except stables, Steer Rangers and the like.
EDIT: The following items still have value 0, which should be at least 1.
inorganic_descriptor.txt: PARTY_DEPLETED, PAPER, NOTE, SCROLL_BLANK,
inorganic_misc.txt: COAL_BONFIRE, FIREWOOD
There's also creature parts, plasma and arcane vapours that have value 0, tut that's OK.
> Dwarf Therapist updated.
Ah yes, there is a v20 now, but I didn't get to try it out yet.
> In other news, got my entire military wiped by a Mr Macintosh. Were they supposed to be able to take on six professional combat-armored soldiers simultaneously?
> So, basically, right now it's a Bronze Colossus with buzzsaws and lasers.
It reminds me of this picture: (Of an Ork titan from WH40k)