Current progress for the next mod update:
I removed the "mutilated corpse" itemcorpses, added souls to all creatures, fixed bonestacks (kinda), added a new building, the Oracle of Armok, 3 tiers of Priests, made hidden threats more interesting, and Religion is largely build around sacrificing souls to Armok now.
- Evil grass now results in temporary madness in grazers.
- Dwarves can butcher sapients.
- Removed "mutilated corpse" items from sapient beings.
- Automatons directly drop clockwork parts upon death.
- Frost Giants directly drop Bifrost upon death.
- Kobolds drop bags of loot when being butchered.
- All sapients leave a "creature soul" when being butchered.
- All other creatures leave a "soul" when being butchered.
- Souls will wither away within 1 month, so use them quickly.
- Biology System now uses souls to research weaknesses, instead of itemcorpses.
- You can now sacrifice souls to Armok for rewards.
- Added new workshop: Volcanic Oracle of Armok.
- Blessings of Armok now hit every dwarf at the same time and last 1 month.
- The Golem forge no longer needs a "Golem Heart".
- Orichalcum is no longer needed for reactions in the temple. Instead souls are being used.
- Apostles are now sterile. (Oath of Celibacy)
- Apostles can be upgraded to Priests and High Priests.
- Priests can detect hidden threats inside the fort.
- High Priests can detect hidden threats and the cult inside the fort.
- High Priests can block most cult attacks and give all nearby dwarves NOFEAR.
- Apostles/Priests can no longer join guilds or military groups.
- Hidden threats no longer have the hint. (Dwarf paints pentagram, etc)
- Hidden threats give 1 hint, which is found by a random dwarf. This way you know that a threat exists, but you dont know which dwarf it is. This means you need Priests to find them, and/or Wards of Armok to find and cure them.
- Fixed some minor bugs.
- Fixed some typos.
- Bones. All creatures now leave several bone stacks. This is important to fix the bone stack bug, in which 1 stack equals 1 item. Now you get up to 20 stacks from a butchered creature, so you can use them 20 times.
- Removed "bone (separate)" item and all reactions, cleaning up a lot of space.
- Side effect of the bone-fix: Bones have creature names again. Cat bone bolts anyone? Dragon bone armor?
I think tomorrow I will work on Vampire Covens. A secret vampire coven master will arrive in the fort and start converting dwarves into vampires. Works like the Cult of the Carp God, another secret enemy. A shade infiltrator, who wants to open a portal to the shade-realm and spawn an army would be next after that. Both would be identified by the High Priest, and maybe cured/combatted by religious reactions.