I'm in the middle of one of my busiest work periods of the year, so I'm going from memory on all this.
Does the r4 version work completely now?
It appears that the core masterwork functionality is working, including autosyndromes (eg: guilds, stables, etc), itemsyndromes, the library system, and the like. Given how many times I've see reports of r3 guild transformations failing, I think r4 may even be more reliable on core functionality.
I don't have stonesense and rendermax compiles for r4. So they don't work at all. But for typical masterwork players who don't live in the DFHack console, everything should be working.
Some supplemental scripts, such as showunitsyndromes, are not yet working. Usually this is because of API changes in DFHack. So DFHack power-users may still hit the occasional bug. Unfortunately I've got almost full-time insanity for at least another week, so I won't have a chance to go bugfixing as much as I would like.
R4 does give us a *much* nicer autosyndrome, and much improved functionality in general. It didn't take me long at all to implement code to allow chance autosyndrome events (eg, an autosydrome command of `random 25 force megabeast`to have a 25% risk of megabeast attack). However I haven't fully checked out all the things which r4 gives us.
Most importantly, we've managed to work through all the major teething problems, which you definitely don't want in an official release of Masterwork.
I'm hoping to start a R4 Orc Fortress game on the boards for everyone to follow along with (in a similar vein to Cursecoppers), but I need to get past my work insanity first.
~ T