I like the idea of this mod, but there's a few things I don't quite 'get':
1) What are the undead for, besides just theme I mean? On my first experimental fort, and have about 100 "Restless Walker" Zombies and 100 animated random parts: 'Undead Mandrill Heads' and so on. And none of them do anything. The only thing the Zombies have done so far is attack my Old Corpses and Pylons occasionally. They entirely ignore Wild Animals and Invaders. I even dropped a handful of Elven ambushers into a pit full of zombies, some of the zombies getting wounded by the falling elves, and still they just ignore each other. What am I doing wrong?
I tried making an acid disperser to see if Voodoo Acid would make 'hostile' undead, but neither the voodoo nor rotting acid seemed to have any effect on the targets. Also, are these plants only farmable in evil biomes? Making them from glumprongs is a little... awkward.
2) What are ghouls for? I get the magical warlocks and the cheap, disposable skeletons; but the ghouls are what? They're fast, and good at butchery, but I can just make more skeletons and butcher shops and have them do it in parallel instead. Early on my 3 ghouls all simultaneously came down with some flesh rotting disease that has them laid up in my hospital while my warlocks experiment on them for the past few years, and I didn't miss them. Moreover, even with my skeleton militia slaying the wild animals my zombies are ignoring, I'm having a hard time gathering enough meat to keep them fed. For how much they eat, it seems like it would be 'better' to just let them stave and focus on making more skeletons instead.
As an aside, I'm fine with the distant skeletons going feral rather than becoming slow an useless as was being discussed recently, I was just hoping they would do something, rather than just standing around idle as in #1.
3) A minor quibble, but why can hourglasses only be made from rocks, when glass would seem the more logical choice?
Misc bugs:
- Under the workshops menu, the hotkey lowercase-d is on both Dyer's Shop and Stonecrafter's Shop.
- I ground limestone boulders(3) to look for base materials, and ended up with limestone blocks(1)?
- Slag Pit has "Make molten slag throne" listed twice.
- Sawblades are called "Sawblades" in some places and "Saw Blades" in others; both in the manual, and in game.
- One of the options under Demonic Attorney is "Buy 25 zombie flower for 2 souls", without a 'seeds'.
- Skeletons have a 1% exp rate on everything Warlocks don't; except Bone Carving, which is -1% for all the castes. Intentional?
I'm playing MasterworkDF V4h with no changes except to set Warlocks as the only playable civ, and the tileset to ASCII. As an aside, some of your new workshops look a little wierd, but it's entirely playable. My biggest gripe would be that warlocks look like, well, necromancers; while the useless zombies look like dwarfs. This makes sense if you're playing a dwarf civ, but less so for warlocks. As a possible feature for Masterwork; if you select only one playable civ, could the characters get shuffled around to use the standard 'civ member' character for that race?
Overall though, thanks for making this; it was an interesting diversion.