Is that mean I can have my warlock chilling at his 15th floor penhouse while the pylon at the ground floor doing the control?
Will there be some in game warning sign that show us which skel is out of range, like some blinking "?"
Yes, you can have a warlock with a pylon in sight in your penthouse, and a pylon at the bottom. If its within 30 tiles of penthouse-pylon, it will power the pylon downstairs.
The blinking signs: I'd love to. But yet again DF has a silly hurdle: You can only add them. Not remove them. I can make them blink
for a short time, as soon as they get unpowered. But if I make them blink when they get unpowered, they will not stop blinking if they get powered. Display name is the same. I wanted to do "pylon (powered)" and "pylon (unpowered)", but I can only add those, not remove them. And they dont overwrite each other, so once it has a display name, thats it. No changes possible. Its maddening.
shadowclasper: Ghouls and Warlocks and Skeletons work, because they all have natural skills. Ghouls have 6 points in wrestling and butchery. both rather pointless. Warlocks have 6 points in Praying and Pike (you have no pikes). So again, both rather useless. Skeletons have 6 points in mining, and I didnt give them a combat skill yet. But they will get 6 points in a weapon skill. Probably blowgun/crossbow, because you cant make those. This is seriously OP already. For each caste I add, I have to do the same. If I add igors, deep ones, gremlins and minions, that another 48 skill points for free.
I have to use 6 points in civilian and soldier professions, to overwrite the max 5 points you can give at embark.