hmm, i wonder if the giant list of "furniture summon" at the ethereal gate is needed?
wouldnt it be possible to shrink it down to just summon colored blocks there, as that special stonecrafter workshop can create everything else then out of 2 summoned rock blocks.
i mean, you get tons of blocks out of nowhere... no need to also get furniture out of nowhere if you can make it from all the blocks or? also would give skeletons and co a little bit more crafting to do.
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if a warlock (was a migrant) has the scribe skill as highest one he is displayed the "crafts profession" icon... and that is a skeleton
well that one doesnt really matter at all though, just a little "oddity" i noticed.
oh speaking of sprites... why is the children sprite a little skeleton? (maybe its a white warlock haha)
well again it doesnt matter what it is... but i guess warlocks can get children (? edit: actually i think they cant, so i guess the children sprite doesnt matter)... and there is no way (i hope?) to get skeleton children as they are just created.
maybe some tiny robed child would work better? (well that might be hard to draw though.. so i guess the skeleton is fine anyways.)
i guess there is no way to have 2 sets of job sprites? one for warlocks and one for skeletons?
i think ghouls (fishing + butcher?) and zombies (just hauling "skill"/nothing) dont really need icons... where skeletons can be trained to skills and warlocks can have some different ones too.
i guess the current mix of warlock and skeleton sprites for jobs (that causes the little skeleton scribe) is probably the "best" possible, so no problem with it.
hmm maybe the skeleton child could be used for skeletons that lost 1+ limbs? i.e. some torso without legs that crawls around? (probably not possible to change sprites based on missing limbs, i.e. ("if entity/skeleton lost 1+ arm or leg, then use gfx of skeleton child/crawling skeleton" or so).
so a changed gfx might make skeletons with lost limbs "easier" to find so you can get them to that one workshop where you can build them together again.
well just a random idea.
but yeah, the sprite gfx stuff doesnt really matter.
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and shouldnt summoned zombies/skeletons start at age 0 or 1? think the zombies i made started at age 15. (i guess its some hardcoded stuff that everything under 15 is considered a child and cant work or so?)
or maybe instead of "age" it could say "created at <fortressdate>" and technically it would give it the "date year" as "internal age" then?
so instead of saying "its a zombie age 15 or 16 or 17 etc" it sais "its a zombie created in summer 63" or "spring 461" or winter "1263".
but i guess then they shouldnt age... or else the creation date would "age" and increase...
well i guess all this would just be too complicated and maybe not even possible atm with df and hardcoded stuff etc... not like the age matters much in anyway.
actually after quickly double checking ingame, it does show when its "born"... but its the "wrong date". all 4 of my zombies (created one after the other over some time) are 15 years old and all born on the same day 1st granite year 88. i guess it just picks a default day/month 15 years ago when the zombie is created and not i.e. the day/month the zombie was created and the year-15.
i guess it would make most sense if it would be the day/month/year of the ingame date as "birth".
but ya again just little details i noticed that dont really matter.
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oh one more little thing:
where do you actually make leather Whip/Flail/Scourge? at least the manual lists them as available a leather, but i still cant find where to craft them. i guess they would be very very early ghoul weapons made out of leather... *shrugs* maybe i just overlook the craft entry in some workshop.
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will keep an eye out if skeletons will go opposed to live at some point when i create some.
but that zombies are civ members now is pretty good (after placing brackets around the intelligent tag)... they dont murder themself in your own traps like before with all the other random raised undeads.