What new .40.xx creature tokens should I be aware of when updating a custom creature from 34.11? I'm aware of the ODOR tags, along with the new GAIT movement changes, but is there anything else noteworthy? I also heard that some old 34.11 tags were phased out for .40, would anyone happen to know what those tags were?
SPEED was removed entirely, and LIKES_FIGHTING rendered meaningless (reputedly it already pretty much was since it was only used for one thought.) The important new tokens are the attack tokens below, and you may want to replace [GRAZER:x] with [STANDARD_GRAZER]. Most usable new tokens are in the following spoiler:
Simple tokens:
CANNOT_JUMP
CANNOT_CLIMB (only needed for creatures with hands that shouldn't climb)
LOW_LIGHT_VISION (takes a number, 0 probably being normal and 10000 being perfect)
MULTIPART_FULL_VISION (creature has 360 degree vision if it has multiple heads, probably)
NO_VEGETATION_PERTURB (probably means it leaves no tracks in vegetation)
ODOR_LEVEL (how smelly the creature is - 50 default, 0 odorless)
ODOR_STRING (how the smell is described; omitting it means that it smells of the creature)
SMELL_TRIGGER (how good the creature's sense of smell is. Lower is better. 50 is default, 90 is human sense of smell, 10000 means no sense of smell)
STANCE_CLIMBER (can climb using its stance parts, normally requires grasp parts)
STANDARD_GRAZER (sets the grazer value according to a (generous) hard-coded formula; GRAZER is still a valid token)
VISION_ARC (takes two numbers - the first is the binocular vision arc, the second is the non-binocular vision arc)
There is also the ORIENTATION tag, which takes a gender (not caste) and three numbers and governs sexual attraction for that gender. The numbers are weights for not interested, lover possible, and marriage possible.
Next, there is the SENSE_CREATURE_CLASS tag, which takes a creature class (like GENERAL_POISON), a tile, and a color - when the senser cannot see a nearby creature with that class, the creature is displayed with the given tile.
Finally, there are the attack tokens:
ATTACK_PREPARE_AND_RECOVER takes two numbers - how many ticks it takes to make the strike, and how many to recover from it. Mostly the numbers are 3:3, for kicks they are 4:4.
ATTACK_FLAG_BAD_MULTIATTACK means that the attack isn't effective for use in multi-attacks, and has the counterpart ATTACK_FLAG_INDEPENDENT_MULTIATTACK.