Bones being able to be specified will be amazing for adventurer mode crafting, for the record. Right now I just dummy in a "cleaned bone" item and have a reaction use one item from the corpse, x cleaned bones, x hides if appropriate, dagger, and needle. I did have them using different tools from the dagger but it seemed dumb to not give the little copper thing a use.
Hmmm, regarding army movement/army controllers/refugee behavior. I seem to recall those groups lacking an army_controller when Putnam and I were poking around trying to force sieges/teleport on the travel map. The former worked occasionally, the latter works fine. Is adding a default controller that leads a unit to a relative or nearby site or even just keeps them from sleeping eternally possible? I've followed refugees immediately after sacking a site and walked across the entire map with them, they just kinda stayed pointed at a given location until they hit an arbitrary location, bounced around a bit, and then when I let them travel freely again and caught up they just walked back to the campsites outside the sacked site and dozed off eternally.
The kids thing is kinda sad but gives me a new goal: will children remain unwilling to trade in any way, even little things like giving them toys or food later when they have to eat in adventurer mode? If I make some toys and "accidentally" leave them lying around, will they play with them?