Hey GM-X.
Just started playing this mod in adventure mode yesterday, noticed a few things that could use fixing.
- The reactions for wooden helves and stone axes are broken and create random products. Looking at the raws, I think this is because they aren't defined in items_tools, but I'm not great at coding so it's just my best guess. (and I'm not sure how to fix it.)
- The alchemy reactions only seem to work with hearts of the new monsters, standard megabeasts (like hydras, for example) won't work. Looking at the raws, I think this is because standard megabeasts don't have reaction_class megaheart or semimegaheart. Again, I'm not great at coding, so this is just my best guess. (I'm also not sure how to fix this properly.)
- Guns don't penetrate armor like they should, and will often just cause bruises and send enemies flying.
- Dark Elves create hamlets instead of forest retreats (unsure if this is a bug or intentional or if this is even something that can be changed)
- Several of the "race/class" archetypes (elf ranger, paladin, human fighter, etc.) aren't the same size as their parent race, for example Elf Rangers can't wear small items. In addition, they are only able to spawn in Dwarf Fortresses, unless Outsider is selected.
- Every piece of armor or clothing I've found in mead halls is small-sized, even in those mead halls owned by humans.
- Kobold civilizations act strangely; kobolds don't respond when spoken to and seem to have no system of government and very few warriors. This may be an issue with my specific worldgen? But I went through a kobold town and found nothing but civilians and like 3 warriors in the castle, no ruler in sight.
- The vampire's lesser curse is misspelled "cruse" in about 5 places in interaction_vampire and interaction_mastervampire
Finally, this isn't a bug or anything, but it would be cool if you could make it possible to lower the number of legendary dwarves that spawn during worldgen. I've noticed that every world I've made winds up with a much larger population of legendary dwarves than regular dwarves because they're much more robust, which, although sensical, seems kind of backwards flavor-wise.
EDIT: After some testing with guns in arena mode, it seems that the material properties of lead as defined in the standard Dwarf Fortress raws are behind guns' weird behavior. Unfortunately, the only thing I can think of to fix the issue (other than editing the Lead material, which would impact the rest of the game) is to switch to steel bullets, so I added them to adventure mode. To me, this is an imperfect solution, since realistically, lead makes a better bullet - I guess we'll have to wait until Toady models projectiles fragmenting on impact or something before lead bullets can be made as effective as they should be.