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.
V6.0.EF1
* Art for elf buildings, mostly by Meph
* Adapted K33N's elves to MDF professions
Experimental changes
* Fix: Revert dreamcatcher materials to MDF3.x version
* Fix: Revert dreamwalker specialization and spell learn reax to MDF3.x version
To do:
* Elf Laborer compost
* Drow Laborer poison?
* Turn dreamcatchers/masks into item itemsyndrome if previous fix was not enough - material itemsyndrome seems to be wonky these days?
? Reconsider some of Oracle's spells
? Consider boosting or changing utility of labor cells (esp. human and dwarf?)
* Add gnome barbarian tech building? labor cell?
* Something to do with warpstone (acid? fuel? transmutation? become dreamwalker?)
* Allow tobacco smoking at the outlander Tavern or orcish Meadhall?
* fix graphics of bloodforge. consider adding some more things to do there (only ~3 reactions?)
? Make industrial orc buildings require power (steamfurnace, factory, etc.)
* Actually work on Elf fortress mode