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Macuahuitls will replace swords for the Aztec/Mayan/Incan civs, so yeah they'll be in there, along with atlatl to replace crossbows.
And I like your idea on goblins being Night Creatures... I'll look into that
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Largely the different civs will all be from the same basic template, but I will use separate creature files as I want Vikings to be taller and stronger than say, the Japanese, but maybe not as dextrous. But also as I want say Vikings to have unruly beards and nordic features, while having the japanese have uniformly black hair and more neat and styled facial hair.
All the creatures will have a separate creature file for ease of editing etc.
That is an interesting idea for the elves, goblins etc though. I'll probably get the current list done, then do an extra plugin for the elves, goblins etc - I'd have to do a bit more research to make them as detailed as I plan to have the historical civs i'm adding though...
I plan on adding more to Adv mode crafting, and eventually, I hope to add cultural myths and magic so that each cultural civ has a unique magic set too. Although, this will probably happen once I've worked each of the civs into a give-or-take unique Fort mode compatible entity.
I'm also planning on adding lots of wandering ''weapon master'' and bandit beasts, so that you might have to hunt down a deadly swordmaster etc, or get ambushed by brigands, (Kind of depends on the new additions this coming release)
As for roleplaying etc, I'm going to try and get more entity positions to be present in legends and the world as you explore - so you might find a taxman, or a general, or that civs champion etc. I want people to be able to roleplay more and feel immersed in their adventure. As far as you can with the limits of DF that is.
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Angels won't be in the mod, although I appreciate people like the fantasy aspect, so I might add angels in when I get around to the cultural myths and magic stuff; they kind of fit with Christian Europe's myth.
You make a good point about the upcoming versions non-lethal combat - I may have to wait and see before outright removing those attacks for new ones.
On crossbows and bows: I'll be re-balancing them so that they remain deadly, but not as the railcannons they are at the moment, but Toady might rebalance them this release anyway...