Orcfort revision 1 for MDF 6.0
http://dffd.wimbli.com/file.php?id=6732testing state: clean errorlog on embark
features
* rollback to an older magic system that worked more reliably
* various balance, continuity, unneccesary-complexity-reducing, & community suggested tweaks
* small boosts to underused buildings like human labor cell, heavy weapons armory, & tavern
* expanded gnomish Outlander tech. Pillage diodes or run your own semiconductor sweatshop to unlock high tech crossbows, guns, and turret guns at Steamfoundry and heavy weapons lab
* some stuff to do with warpstone here and there
V6.0.OF1
* Orcs grow to full size when they reach MDF adulthood (5)
* Mumakil have tougher skin and are more pain resistant (like Ologs)
* Bugfix: stickbomb usage hint (Attack)
* Remove NO_AGING (which doesn't exist?) from orcish magics
* Balance (nerf): ITEM_SHIELD_SHIELD replaces ITEM_SHIELD_KITE domestic, nethermill
*! Factory can still make both
* Continuity: remove kobold bola thrower from tribal crafter
*- Add domestic atlatl
*- Remove S&S atlatl
*- Expand S&S javelin options
*- Falcon society is now spear and atlatl ("peltast") - mod item and reac
* Balance (buff): Dawnstar & Evenstar enchants req only dreamtali, not soulgem
* Warclaws striker skill rather than dagger
* Damasc mithril battle & great axes; reax & entity
* Balance (buff) Bazaars require less furnature, added gold and silver bars, only Shadowbroker still requires human captive
*! Should be able to build on average, at least one bazaar per successful merchant shipping raid (more if you melt coins)
* Arcane forge uses weaponsmithing for "forge" reax. "weave" reax are still runesmithing
* Continuity: cavebear society use dwarven axe
* Remove redundant "corsair arms" weapon item
*- Revert freelancer sales to pistol
*- Allow freelancers to add dagger to pistol to create ITEM_WEAPON_AIRGUN_BAY
* Balance (buff) increase rare loots for high-end gambling at tavern
*! Silver loot (gems) added additionally to gold stakes table
*! Silver and Gold loot (maps, longboats) added additionally to platinum stakes table (prisoners, raidgear)
* Dwarf Laborer can additionally mine for coal; reac and entity
* Human Laborer can additionally fence counterfeit tin, zinc, or lead coins for real shillings
* Simplify all foreign toolkits to a single type ITEM_TOOL_KIT_OUTLAND
*! Affects a number of reaction reagents; products of raids, bazaars, etc.
* fix: tribal crafter and soulgems should accept blood in pots, not just barrels
* Change to [DEFAULT_SITE_TYPE:CITY][LIKES_SITE:CAVE_DETAILED][TOLERATES_SITE:DARK_FORTRESS]
* rename the magic weapons along the following principles
*- adjective describes the spell enabled rather than a caste (since all mage castes can use each weapon anyway)
*- noun is "magestaff" for both that use missles ~~ "sigilblade" for both that use shards
* simplify dreamers' ammo, subbing out reax that involve ivy tendrils (redundant with missiles, both SPELLDRUID) and doomshards (redundant with bladeshards, both SPELLWRAITH)
* add Gnomish Labor Cell building
*- Gnome captive item; add to raid loot
*- Gnome labor makes diode from galena, pyrite, or copper-acid
*- Gnome labor makes outland toolkit from (diode, pulley, abacus, & hourglass)
* add CRAFT_PUMP_SET_ORC steamfoundry, entity permit
* remove outdated Prototype Golem reax steamfoundry, entity
* add DIODE and pulleys to loot table for gnome raid; removed automata parts from rare loot; increased odds of mech xbow
* alternate path to animate automata with bloodmagic or gnome-tech (soulgems or diodes) steamfoundry,
* Forge turrets using automata, brass, iron, ammo, outland tools; steamfoundry
* forge ratchet crossbow at Heavy Weapons Armory with gnomish device (previously the most unloved barbarian tech building?)
* upgrade musket to blaster with gnomish devices @ Heavy Weapons Armory
*- ITEM_WEAPON_MUSKET_BLASTER is a musket and uses gunner skill, but fires magic missles instead of bullets
*- several reax to make blaster ammo (magic missles) from steel and diodes + etc.
* Add HWA blueprint chance to Gnome raid loot (rare)
* TOBACCO_RAT_WEED_ORC at goblin muckraker - note i removed the dimension:150 from dwarf version - need test
* SMOKE_WATERPIPE_ORC at rogue tavern or meadhall
* Warpstone -> acid @ blacksmoke
* Synthetic kaolin @ blacksmoke
* add stage 0,1,2 graphics to boneforge
* add fuel requirement to ironbone/bloodsteel bar creation
* blood, bonemeal to fertilizer(6) @ boneforge
* TRAIN_SURGERY2 on skeletons -> bonemeal @ anatomical theatre
* Debug error log typos etc. induced by above
Experimental changes to fix/roll back to fully functional magic
* Fix: Revert dreamwalker specialization and spell learn reax to MDF3.x version - actually drop boulders, don't rely on "Rebalance project" lua thing
* Fix: item_shield: Remove dreamcatcher materials and replace with stormcrystal, necromantic, and medicine dc items
*- inorganic_z_orcfort: add to the ITEMSYNDROME material
*- reaction_orcfort: switch all dc craft, loot, and trade reax
*- remove lunacy dc from entity (phasing out spell - is meh compared to the other options)