Current developement version:
Bugfixes and Balancing
- Females can now join the Jewelers Guild. (was wrongly added to crafters guild)
- Battlecries now trigger on range 2, instead of 5. This means less hidden thieves/ambushes are prematurely noticed.
- Tanner Workshop now shows ingame that it uses Leatherworking skill for reactions.
- Changelongs, Sprites and Toolkits now cost 20 at embark, 40 from caravans (was 1 before, leftover from testing)
- Fixed gem cage reaction, was missing a building ID.
- Added flavor reaction to decorational buildings, have no function.
- Fixed "Mill plants" reaction using wrong skill. Now correctly uses milling/pressing.
- Renamed made-up Toxicist to the correct Toxicologist.
- Removed SPECIAL tag from mithril, elves are now fully geared in mithril again. (this also means its tradeable again)
- Added blackpowder reagent to cannon-ball making.
- Fixed steampunk items/gnomish artificer items not applying their syndrome correctly to all castes.
- Replaced 800 occurences of SYN_CLASS:/ with SYN_CLASS:\, which should result in all autosyndrome tags triggering correctly.
- Fixed Rock Decoy reaction, had two reagents with ID:A
- Fixed "glass cofferes", is no "glass boxes" again.
- Fixed needed books and libraries for runesmithing, writing, praying, diplomancy and archeology.
- Fixed Dagger upgrade 2, is now correctly called "legendary", not "superior"
- Added missing "Study Wax/Poison Working" to the libary.
- Removed all essay reaction from the libary. Now you only make books and notebooks.
- Fixed typo in "lignite to coke" reaction. Said it produces (4) bars, but actually makes (5).
- Fixed "english dwarves" button in UI. Was kinda backwards.
- Fixed Bifrost, now available in all forges for weapons, armor and furniture/items.
- Fixed "tan skin to tough leather" reaction, now pekyt skin is correctly tanned into "tough leather".
- Fixed rock grinding product IDs. Minor stuff.
- Added Colors_Masterwork.xml for Stonesense, done by Asva.
- Added [NATURAL_SKILL:MELEE_COMBAT:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6] to all colossi.
- Fixed musket two-handedness. Dwarves could wield them with one hand, now only with multigrasp.
- Bayonetted muskets and pistols now use the metal of the bayonet (since it is important for melee combat calculations)
- Dwarves can no longer butcher and eat sapient beings. Done for balancing reasons, one invasion = lots of food.
- Fixed weight of "bloody items of armok" from Temple. Was based on Slade, made dwarves too slow.
- Removed dragons from elven/drow traders, for balancing reasons. Too easy.
- Fixed "make set of armor" reactions in Tailor. It made pants (clothing) instead of lightwheight greaves (armor).
- Asking for help against possessions in the temple has changed.
- You need 1 Orichalcum bar and either a changeling or a sprite now. It will transform into a ward of armok permanently.
- REMINDER: Wards can detect and cure possessed dwarves, and detect and unveil the cult of the carp god. (secret fun option)
- Removed raise-dead from Warlocks, no more loyality cascading invaders this way. Former Necros can sap away strength now instead.
- Added bone-armor interaction (extra toughness) and rite of pain to all warlocks.
- Fixed "Offer meat to Armok" reaction, no longer creates too big stacks that overflow out of the barrel.
- Padded boots should no longer be accepted as clothing, but instead as armor. (since all other padded items are armor, not clothing)
- Gemcutter can now split gem-crafts into 3 smaller gems. (since high-level jewelers often make crafts/large gems instead of cut gems)
- Fixed changeling and sprite breeding. They now breed, but female castes can move. Male castes still immobile.
- Added toolkit breeding => Clockwork Toolkit Maker. Female toolkit caste that copies toolkits in batches of 3.
- Removing rust no longer creates slag. But it needs one flux boulder as reagent now.
- Removed about 30 unused materials from the raws, to clean up stockpile menus.
- Fixed missing buildmat for church of dark depths.
- Fixed shorn leather from leatherwing bats not being tanned.
- Fixed shorn scales from drakes not being tanned.
- Fixed recycling of scrapped animal armor (for example your butchere your ironclad dog). Gives back 2 iron bars now.
- Fixed "make metal anvil" reaction, it did accept any inorganic bar. Now only metals.
- Fixed "excavate stone" reaction, it did accept clay. Now only rock boulders.
- Fixed orc raiding kits being made of clay/rocks. Now only metals.
- Removed crazed-causing plague, because it can cause loyality cascades. (was a very rare occurence, but still a bug)
- Improved Chemist. Uses putnams projectileExpansion script for better effects.
- Chemist can now make burning arrows, bolts, javelins or ballista bolts with blackpowder.
- Chemist can now make exploding arrows, bolts, javelins or ballista bolts with dynamite.
- To balance the better products, the risk of making dynamite has been raised. Fires and explosions are a little more common. (~5% and ~3%)
- Fixed pet-healing and golem-repair reactions. Should work a lot better now.
- Pet healing now costs 1 splint and 1 thread, for balancing reasons, since it works better now.
- Removed noexert from golems, to avoid endless fights with no one dealing damage.
- Added gnarled roots. As rare as meteoric, a boulder that appears in the soil level. Can be cut into wood in the sawmill.
- Added some more EVIL tags to clearly evil creatures.
- Added some more GOOD tags to clearly good creatures.
- Removed can_speak and can_learn from grave cat, no longer arrives with skills (grave cat farmer)
- Added [NOT_WEB] to all thread-using reactions, to avoid webs being accepted as reagents.
- Fixed Dwarf/Orc Shell tanning reaction.
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New Features
- Megabeast all have can_speak, power and all spheres. This means any entity might be convinced that a megabeast might be a deity.
- Deities can curse people, write slabs and books, govern civs and might appear in your fortress.
- This means: You might get friendly megabeast encounters, because your dwarven civ is praying to a giant or balrog or dragon deity.
- This also means: You might get hostile megabeasts in enemy armies, acting as generals.
Warpstone Lab
- Warpstone can transform any pet into a changeling or a sprite. Has a very low fail chance, and a chance to change gender of the pet.
Kobold Camp
- Added new professions to kobolds. Only change to dwarf mode:
- Runesmiths are Painters. (Paint, Warpaint, Tattoos)
- Researchers are Tinkerers. (Tinkerers Shop)
- Kobolds no longer have access to normal pets, like cows or horses. No cats nor dogs either.
- Kobold wagons and caravans will always use giant jack rats to travel and pack gear.
- Added Fisher Gremlin. You can buy these as pets, they will run to the nearest fishing-zone and catch fish for you.
- 2 new kobold pets: Honey badger and Kea. Both can be bought at embark.
- Added gloves for all 10 leather types. Custom gauntlets ftw.
- Added gloves to all 10 leather armorsets. Takes 5 leather now instead of 4.
- Added 2 new plants: Bloomberry and Indigo Flower. Both are edible when cooked and can produce dye.
- Kobolds can now embark with Kobold Bulb, used to make slowpoke poison.
- Added rock brazier and candelabra to craftsbold and wooden ones to the woodcarver.
- Kobolds are now size 20000 (instead of 30000) to make them weaker in melee.
- Kobolds now life 5 years longer on average, age 15-25.
- Kobolds now get drunk from alcohol, -10% speed, maybe drowsiness/dizziness, and and no fear, for ~1month.
- Kobolds main attack it now biting instead of punching.
- Added 47 new buildings, which brings to total amount of custom workshops to 80.
- Slight item overhaul:
- Clothing: Instead of sandals Kobolds wear ankle-bands. (just as good)
- Armor: Instead of helms Kobolds wear caps. (little bit worse then helmets)
- Armor: Instead of gauntlets Kobolds wear wrist-guards. (just as good)
- Armor: Instead of boots Kobolds wear shin-guards. (just as good)
- Armor: Instead of greaves Kobolds wear thight-guards (just as good)
- Armor: Instead of breastplates Kobolds wear plated hides (just as good)
- Wood Processor can now break down wooden items into scrapwood logs.
- Sawmill can now cut logs into scrapwood logs(2).
- Smelter can now make charcoal from scrapwood logs.
- Kobolds can dig gems => Makes cave embarks way better, find them in the caverns.
- Kobolds can dig ores => No more meteorite tiles left in the soil layer, and you can dig out exposed veins.
- Slings and Sling Bullets are slightly better now.
- Blowdarts can now easily be poisoned, a good option for a support-ranged squad.
- Kobolds can now use scourges, flails, clubs and pikes. The minimum size requirement was too high.