development branch for Orc Fort, compatible (as far as I know in a couple casual playtest forts) with MDF6.1 is here
If anyone gives Orc Fort feedback either here or in the Orc thread, please note if you can whether you're using "native" MDF6.x or the OF dev patch. I haven't had as much time for detailed testing as I used to, so odds are kinda high there's some bugs lingering.
V6.0.OF1
* Orcs grow to full size when they reach MDF adulthood (5)
* Mumakil have tougher skin and are more pain resistant (like Ologs)
* Bugfix: stickbomb usage hint (Attack)
* Remove NO_AGING (which doesn't exist?) from orcish magics
* Balance (nerf): ITEM_SHIELD_SHIELD replaces ITEM_SHIELD_KITE domestic, nethermill
*! Factory can still make both
* Continuity: remove kobold bola thrower from tribal crafter
*- Add domestic atlatl
*- Remove S&S atlatl
*- Expand S&S javelin options
*- Falcon society is now spear and atlatl ("peltast") - mod item and reac
* Balance (buff): Dawnstar & Evenstar enchants req only dreamtali, not soulgem
* Warclaws striker skill rather than dagger
* Damasc mithril battle & great axes; reax & entity
* Balance (buff) Bazaars require less furnature, added gold and silver bars, only Shadowbroker still requires human captive
*! Should be able to build on average, at least one bazaar per successful merchant shipping raid (more if you melt coins)
* Arcane forge uses weaponsmithing for "forge" reax. "weave" reax are still runesmithing
* Continuity: cavebear society use dwarven axe
* Remove redundant "corsair arms" weapon item
*- Revert freelancer sales to pistol
*- Allow freelancers to add dagger to pistol to create ITEM_WEAPON_AIRGUN_BAY
* Balance (buff) increase rare loots for high-end gambling at tavern
*! Silver loot (gems) added additionally to gold stakes table
*! Silver and Gold loot (maps, longboats) added additionally to platinum stakes table (prisoners, raidgear)
* Dwarf Laborer can additionally mine for coal; reac and entity
* Human Laborer can additionally fence counterfeit tin, zinc, or lead coins for real shillings
* Simplify all foreign toolkits to a single type ITEM_TOOL_KIT_OUTLAND
*! Affects a number of reaction reagents; products of raids, bazaars, etc.
* fix: tribal crafter and soulgems should accept blood in pots, not just barrels
* Change to [DEFAULT_SITE_TYPE:CITY][LIKES_SITE:CAVE_DETAILED][TOLERATES_SITE:DARK_FORTRESS]
* rename the magic weapons along the following principles
*- adjective describes the spell enabled rather than a caste (since all mage castes can use each weapon anyway)
*- noun is "magestaff" for both that use missles ~~ "sigilblade" for both that use shards
* simplify dreamers' ammo, subbing out reax that involve ivy tendrils (redundant with missiles, both SPELLDRUID) and doomshards (redundant with bladeshards, both SPELLWRAITH)
* add Gnomish Labor Cell building
*- Gnome captive item; add to raid loot
*- Gnome labor makes diode from galena, pyrite, or copper-acid
*- Gnome labor makes outland toolkit from (diode, pulley, abacus, & hourglass)
* add CRAFT_PUMP_SET_ORC steamfoundry, entity permit
* remove outdated Prototype Golem reax steamfoundry, entity
* add DIODE and pulleys to loot table for gnome raid; removed automata parts from rare loot; increased odds of mech xbow
* alternate path to animate automata with bloodmagic or gnome-tech (soulgems or diodes) steamfoundry,
* Forge turrets using automata, brass, iron, ammo, outland tools; steamfoundry
* forge ratchet crossbow at Heavy Weapons Armory with gnomish device (previously the most unloved barbarian tech building?)
* upgrade musket to blaster with gnomish devices @ Heavy Weapons Armory
*- ITEM_WEAPON_MUSKET_BLASTER is a musket and uses gunner skill, but fires magic missles instead of bullets
*- several reax to make blaster ammo (magic missles) from steel and diodes + etc.
* Add HWA blueprint chance to Gnome raid loot (rare)
* TOBACCO_RAT_WEED_ORC at goblin muckraker - note i removed the dimension:150 from dwarf version - need test
* SMOKE_WATERPIPE_ORC at rogue tavern or meadhall
* Warpstone -> acid @ blacksmoke
* Synthetic kaolin @ blacksmoke
* add stage 0,1,2 graphics to boneforge
* add fuel requirement to ironbone/bloodsteel bar creation
* blood, bonemeal to fertilizer(6) @ boneforge
* TRAIN_SURGERY2 on skeletons -> bonemeal @ anatomical theatre
* Debug error log typos etc. induced by above
Experimental changes to fix/roll back to fully functional magic
* Fix: Revert dreamwalker specialization and spell learn reax to MDF3.x version - actually drop boulders, don't rely on "Rebalance project" lua thing
* Fix: item_shield: Remove dreamcatcher materials and replace with stormcrystal, necromantic, and medicine dc items
*- inorganic_z_orcfort: add to the ITEMSYNDROME material
*- reaction_orcfort: switch all dc craft, loot, and trade reax
*- remove lunacy dc from entity (phasing out spell - is meh compared to the other options)
V6.0.OF2
* custom CASTE_PROFESSION_NAME:STANDARD (snaga & orc peon /uruk & olog hai /dreamwalker novice)
* enabled several dozen KOBOLD_BURN__* reactions at kiln related to greenware firing
* created corresponding shaping reax at Muckraker
*! i think that we don't need separate reax for each type of clay, trying using GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT instead
* created several leaded glaze inorganics (neutral, turquoise copper, scarlet iron, and white tin)
* reax for applying leaded glaze @ kiln to jug, statue, large pot, crafts, and any object
* reax for creating leaded glaze @ muckraker
V6.0 OF3
* Molten pit batch reax accepts any iron bearing stone, not just pure iron
*! want to include limonite and magnetite which have no way to purify
*- slightly debuffed iron bar production, increased rusty iron byproduct
* Removed SACRED_ATLATL_ORC reac permit (reac not used anymore)
* Sharkey's Firewater @meadhall improved slightly (no longer decreases agility)
* Blackdraught Mead @meadhall improved greatly (much longer effect, added [SYN_CLASS:MEDICINE_EPIDEMIC][SYN_CLASS:MEDICINE_BLOOD_PRESSURE])
* bug fix: steamfoundry reactions fixed (brass mechanisms don't exist at forge - use brass bar plus any mechanism instead)
To do:
? Make industrial orc buildings require power (steamfurnace, factory, etc.)
* fix muckraker graphic - has gnome in it or something
Known bugs:
* probably messed up the TwbT graphic overrides when I added the ITEM_WEAPON_MUSKET_BLASTER