Not sure if I should write too much buildings and reactions for this... I dont think that many people will play the ultra-hardcoded single-unit fortress mode.
I added female sheeps, cows and chickens, for those that want them. But not their male partner, so its really only for wool, milk and eggs. That makes 6 pets, dog, cat, hawk, sheep, cow, chicken.
I finished the three magic altars.
Conjurers can summon succubus pets from raw materials and souls. Nahashes, Orthi, Devilkin and more.
Necromancers do not age and are friendly to undeads, great for evil regions. They raise any dead around them, and can build black monoliths, which also raise dead. They can turn souls into soul wisps, which act like suicide units that paralyze invaders.
Mages automatically learn a free ranged attack, the magic missile. They can learn one spell of each element. Wind Gust blinds the enemy, Icicle adds a second ranged attack, Petrify takes out one invader instantly and Incinerate kills the unit, but might destroy its equipment and/or start fires.
I added the gnomish excavation site, your hermit can "sense" the rock around him, so you know where to dig. Its a 1 tile workshop with a free reaction, and if there is something near it, it will say "there is gem X south of here" and "there is a gold vein north east of here". I thought a lone hermit miner would have to do way too much work to find stuff otherwise.
I added the imaginary friend and the interactions, but it works a bit differently now: If your hermit dies, bob tries to resurrect him, but instead the hermits spirit disappears and Bob becomes real. They have a last talk, and Bob has to bury the body of the hermit, and becomes the new hermit.
That way you still have your second chance, but get punished. The hermit has all those high natural skills and might have learned magic... Bob cant do that.
I am uploading a test version