IMPORTANT EDIT: Just in case anyone grabbed the first version of this file, it had an accidental duplicate reaction, which obviously created some serious bugs. It's fixed now, so feel free to grab the file and enjoy.
Okay guys, I've done it again. Most of the credit goes to Wimopy - his work was remarkably future-proofed, I barely had to touch creatures.
I did anyway! Some big changes in this version, and big is the right word!
-Almost every creature has had sizes adjusted to be more accurate to the games, with the exception of most small monsters - in the case of most creatures, this means they now get much, muuuch bigger (Rathalos and Rathian, for example, get ten times bigger, nearly the size of a dragon!) over the course of anywhere from 60 to 1000 years, depending on the monster. Megabeast monsters should more consistently survive worldgen, and all monsters should be a lot more deadly!
-Felynes are now smaller, but grow up quick and have unique, small weapons they can use, styled after the various Palico equipment. Felyne equipment is labeled 'catcraft', and despite being small, it can be quite deadly! Felynes are no longer fort-playable (but are still adventure playable) because I've got some big plans for overhauling how they work to make Felyne mode a more unique experience!
-Weapons have also been overhauled! Almost all weapons are bigger now, which renders them quite heavy - carting around most MonHun weapons will slow a weak dwarf down. They're also quite deadly - every weapon gets a handful of unique attacks, with stats based on motion values from the actual games. Hopefully, they feel a bit more true to the games! They're very deadly, and the sheer weight of them means a strong enough dwarf can do a lot of damage even to armored opponents - perfect for dealing with the new, more lethal monsters, along with pesky goblins. Minimum size values have been increased, but dwarves can still use every MonHun weapon, though they'll have to two-hand most of them. Along with that, I've added new weapons - the Charge Blade can be crafted as a sword and shield or axe, and then converted from one to the other at either a Hunter's Workshop or Forge. Adventurers can also swap between the two. The hunting glaive is a spear-skill weapon with a quick, slashing blade, modeled on the insect glaive. Most MonHun weapons are labeled as a 'hunting X', to make sure you can tell them apart from normal DF weapons.
-Speaking of the insect glaive, pet Kinsects! This feature is still a work in progress, but a few variants of Kinsect are now in as an exotic, egg-laying pet you can import from trade partners, including one new race. Kinsects are small, but deadly, can be trained for war and hunting, and won't run from a fight. Each variety of kinsect also has a special essence it can release that boosts the stats of friendly dwarves, humans, or the MonHun races (with instructions on making your own creatures eligible for friendly kinsect buffs)
-One new race: Wyverians! Wyverians are long-lived reptillian humanoids who come in two flavors. The common Wyverian grows to human size, then begins to shrink as they get older until they're smaller than a dwarf. The much rarer Great Wyverian, however, never stops growing, and eventually becomes nearly four times the size of a human. Wyverians are friendly, trade-capable, and adventurer-playable. They make all of the MonHun weapons, as well as new MonHun armor, and can bring exotic pets as well! I suppose if you managed to anger them, they'd be quite dangerous, as well... They are capable of sieging a fortress, although they're very peaceful by nature!
-Oh, yeah, new armor! The MonHun races now make armor in the style of the games. In the order of upper body, head, arms, lower body, and feet, they go: Mail/Vest, Helm/Cap, Vambrace/Guard, Faulds/Coat, and Greaves/Leggings, with the former generally being heavier and more protective! These items are labeled with a 'hunter's' preface to make sure you can tell them apart, although wyverians obviously don't make dwarf-sized equipment. Note that the armor 'pants' only cover the lower body, while hunter's greaves and hunter's leggings start at the feet and extend all the way up the legs.
-One new monster! In keeping with the 'size' theme of the overall overhaul, I've introduced Deviljho! Deviljho is a huge, brutal berserker with a deadly breath attack. It's crazed, violent, and very, very hungry! Deviljho's more than willing to eat the food right out of your stockpiles... or the dwarves, for that matter. On the plus side, Deviljho is hostile to absolutely everything and quite powerful, so if you can manage to capture one, while you can't tame it, it'll probably make a great candidate for an arena to throw hapless goblins into, or as a weapon to sic on the caverns/another megabeast/whatever. Just try not to let it back into your fortress!
Some minor fixes and changes, as well. For the time being, Shakalaka are only outsider-playable - I'm fixing their entity file. Rajang is now functional and will appear in the testing arena and in the world at large.
Please report any bugs or errors you run into - a lot of things have changed and it's always possible I missed something.
Get it here:
MHU New, for 43.05!