You know if you export the worlds info you shouod be able to regenerate it with the updated files. Its not a ginormous update anyway, mostly a bunch of fixes.
Before i disappear again i want to give a heads up about the next update for anyone who cares;
The plan right now is to introduce a couple remaining schools, ive already written up the spells for the dementia school (which will be learned from the conjuring circle, and involves all that is evil and corrupt.)
I also want to introduce enchanted materials and items.
The process there ended up being needlessly complex, just because handing them over to the civs ends up with billions of them everywhere you look, which overshadows regular, mundane equipment too much. The materials are more like role specific things, a material that is best for blunt weapons, one thats superior for edged weapons, one that makes the best non-adamantine armor etc. And of course the ones magical creatures will have weaknesses to.
The actual weapons have significant bonuses to certain attacks, or overall attack speed bonuses. Ranged weapons just get extra shoot force and velocity and only a few armor pieces didnt already have the best possible coverage and armor level, so the options for enchanted armor are limited at best, but they should be valuable in themselves.
They might show up as artifacts on occasion, but im trying to keep the numbers you find lying around down, so only a player fort where you intentionally make a bunch will have many of them.
I also wanted to do some more "alchemy" which will involve making "potions" that offer various short term effects or transformations. If you look now, i forgot to mention in the update i added a way to make llamas into spider-llamas again (they can be shorn for more valuable silk instead of wool, but not bred) and turn any other pet into an immobile "enchanted basin" which you can pasture anywhere that cleans any dwarf that comes near it and also gives a disease resistance boost. I intend to do more of these, including basins that shoot fireballs at intruders and stuff like that, and even golems you can "build" from pets.
The next thing on the list is splitting the mod into separate components. There will be the basic build, what we have now, and the build-your-own pieces. Ive already mapped out the "essential" files and a couple other categories that work on those, independent of everything else, but thats all going to take a while. I cant cater to every possible playstyle, however, and im not really going to try. If someone needs help setting up something specific, i would be happy to lend some advice here, at the least.
With the build-your-own piecemeal set, i was going to include a couple options for entities that can exist in the world. Things from high-fantasy games like WoW or DnD and also a random hodgepodge of stuff if you swing that way, as well as an as-close-to-vanilla-as-possible option. These entities might not be all that fleshed out for a while, however.
Theres also the deal with integrating this mod better with vanilla df beyond civ/entity changes. Some vanilla megabeasts and creatures make good candidates for having magical powers. This is something i wouldnt normally do, because it interferes so much with other mods that need to use those files, but im definitely considering at least hijacking creature_standard.txt. This will almost certainly be part of the piecemeal, custom files, but also i hope something you can just slap ontop of the most basic version if you feel like it.
I might post bits and pieces of this stuff as i work on it, but it probably wont all be posted before the next version of df.