so far from what I remember there's the lead up to civil bogeymen
which from what I gathered started from reading up on someone finding out a way to recruit and play as angels in fort mode and adventure mode
from there led to the knowledge of
- named trinkets letting you join or get folks to join squads.
which is the process of finding any item and naming it would count it as an artifact which get you treasure hunter rep and probably enough honor to enlist into say become or get someone to become hearthperson.
after this discovery led to the research of
- getting folks to join a player fort, and unlocking labors for certain fort members
which is pretty much using the tech from above to move them into the fort military then sending them off on one mission.
while poking around this led to seeing what happens if I go to the HFS and mess around with those folks which led to two neat hybrid play things
- the bypass of the breach wave through early retiring on the exact fort prompt
- giving up expedition leader to a fiend and retiring instantly will cause the fiend to walk out of HFS and into your player fort.
after this was discovered I pretty much spent every new update trying to see if I can pull this off again.
then some time until 47 drop I ended up routed out how to play bogeymen but had it on the backburner for seeing if I can make summoning them easier as 47 changed how bogeymen work.
which while messing around with dfhack to end up making gods exist in the physical realm through means of nemesis data manipulation creating a goth god of the night lead to learning about
- how conversations work in adventure mode and the process to control the flow of the convo by selecting dialog options that give a bit of pause before the other person answers back
which lead to
- hey you can acquire other folks pets or get your pet back from them,
-and Dark fortress masters can now join a player fort and,
- side effect to that is you can rule over about any site.
- also let one reshuffle expedition leaders around from adventure mode.
this open adventure mode up hugely since now I could just make multiple folks part of a civ by just handing out the exp leader title then talk them to give it back.
after this I think I went and decided to test if I could resurrect quantum leap into a bogeyman and get them to join a fort.
-which uhh led to a series of awkward adv deaths to resurrect them and shift control into the body of a free'd bogeyman then have said bogeyman convince the locals to letting them join the fort.
the first attempt at this taught me that bogeymen after 2 years in a fort will start talking
and after this it took a bit longer to start up experimenting with expedition leaders some more
which led to the discovery that
- yes even night trolls can become fort friendly citizens
- also ettins opening up to the idea of semi-megabeasts are on the table as well.
- expedition leaders will walk to the player site if off site
which for my understanding means you can migrate folks to other sites by appointing them noble positions.
while all this was happening I ended up learning about this mechanic which was
- telling an adventurer to wait in Adv camps while assign to a zone will cause them to start in that zone.
and this led to
- having a lord assign to a zone will make about everyone start in that zone but also you can build zones in HFS and the caverns if there's a open floor.
though this was improved tech from a previous find that was
-you can assign an adventurer to a zone several layers deep in the caverns and be able to start them in that spot after you unretire them
though the zone stuff lead to the other discovery that was
-you can build in HFS and the caverns from the surface
which here we are now with knowledge of
-stray trained fort animals can be claimed by an adventurer and be used for mounts and possibly gifting someone a ticking timebomb that could revert to an animal like state at any moment.