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Author Topic: Chitin should have a use  (Read 9351 times)

Niddhoger

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Re: Chitin should have a use
« Reply #30 on: May 09, 2015, 03:28:02 pm »

Yes... but the other 4 dyes are farmable.  These bug dyes would need a massive increase in value to make up for their scarcity.  Either that, or we get massive amounts of it for killing those few "giant golden thrips" that wandered too close to our base. 

Now, Toady wants a specific technology cutoff for DF.  We can speculate all we want about what medieval and classical peoples could have done if they had access to giant thirp men and such, but they didn't.  Personally, I'd just be happy to see chitin be used like shell is now.  As has been mentioned, if it can be used for armor it won't be used for food source.  The crickets ground into that flour didn't exactly have tough shells- and if you made them the size of elephants they'd HAVE to have massive armour upgrades just to support their newly gigantic bug-butts.  Chitin-fibers need strong acids under controlled situations (to not overly damage the chitin) and then another process to properly spin them.  This also assumes that you are using pure chitin, and not something closer to crab shells. 

So yeah, unless we are talking about eating vermin corpses, anything large enough to be properly butchered should probably be too tough to yield edible chitin.  Chitin-thread is also beyond the current scope of the game (chemistry) as well as the tech level required for said chemistry. 
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Alfrodo

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Re: Chitin should have a use
« Reply #31 on: May 09, 2015, 03:58:45 pm »

Yes... but the other 4 dyes are farmable.  These bug dyes would need a massive increase in value to make up for their scarcity.  Either that, or we get massive amounts of it for killing those few "giant golden thrips" that wandered too close to our base. 

Now, Toady wants a specific technology cutoff for DF.  We can speculate all we want about what medieval and classical peoples could have done if they had access to giant thirp men and such, but they didn't.  Personally, I'd just be happy to see chitin be used like shell is now.  As has been mentioned, if it can be used for armor it won't be used for food source.  The crickets ground into that flour didn't exactly have tough shells- and if you made them the size of elephants they'd HAVE to have massive armour upgrades just to support their newly gigantic bug-butts.  Chitin-fibers need strong acids under controlled situations (to not overly damage the chitin) and then another process to properly spin them.  This also assumes that you are using pure chitin, and not something closer to crab shells. 

So yeah, unless we are talking about eating vermin corpses, anything large enough to be properly butchered should probably be too tough to yield edible chitin.  Chitin-thread is also beyond the current scope of the game (chemistry) as well as the tech level required for said chemistry.

Maybe getting 30 units of dye from a single giant thrips chitin.  But because it's just ground bug, it shouldn't be too expensive.

The value wouldn't be in dorfbuck, but in the fact that you have nice golden clothes.
« Last Edit: May 09, 2015, 04:18:06 pm by Alfrodo »
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Vattic

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Re: Chitin should have a use
« Reply #32 on: May 09, 2015, 04:49:49 pm »

Yes... but the other 4 dyes are farmable.  These bug dyes would need a massive increase in value to make up for their scarcity.  Either that, or we get massive amounts of it for killing those few "giant golden thrips" that wandered too close to our base. 
That or capture, domesticate, and farm them I guess.
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Alfrodo

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Re: Chitin should have a use
« Reply #33 on: May 09, 2015, 06:11:05 pm »

Yes... but the other 4 dyes are farmable.  These bug dyes would need a massive increase in value to make up for their scarcity.  Either that, or we get massive amounts of it for killing those few "giant golden thrips" that wandered too close to our base. 
That or capture, domesticate, and farm them I guess.

I don't think they can breed yet. They don't lay eggs or anything.

...should though, and that's not a hard modding task.
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NW_Kohaku

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Re: Chitin should have a use
« Reply #34 on: May 09, 2015, 06:32:03 pm »

it's impossible to support more mass than an elephant terrestrially unless it were made of materials with a better structural support-to-weight ratio than bone.
I thought there were heavier dinosaurs.

There were many land-walking dinosaurs larger and heavier than elephants. So yes, NW_Kohaku is quite incorrect there.

Elephants are quite small in comparison to some creatures that once walked the earth.

The point I'm making isn't that it's impossible to be a larger creature than an elephant, but rather that it becomes increasingly inefficient to do so, as the nutritional requirements become more drastic.  (That is, requiring they stock up on relatively rare minerals by presumably going through excessive amounts of food to find the relatively trace amounts of stronger metals within the food source.)  That or, they need to be animals that are largely aquatic or significantly less dense than other creatures.  (And most of those giant dinosaurs on that chart have at different times been argued to be partly or mostly amphibious - in the same sense as a hippo - to help support their bulk...)

After all, if being big is an advantage - and in terms of keeping predators at bay, or for that matter, any sort of creature that competes for mates based upon strength, it certainly is - why haven't any such giants evolved back into existence? 

The environment was different back during the Mesozoic, including a higher oxygen content that produced a greater abundance of plantlife to support an ecosystem of larger animals.  It meant that waste of producer-level food was more acceptable to be able to get to be a larger animal that could shrug off the giant predators.

Real-life giant creatures already tend to be eating almost constantly to support themselves, and usually have to be herbivores when on land, because of the energy inefficiency in each jump up the trophic levels.  The largest whales, meanwhile, are constantly straining out plankton which are either producers or zooplankton that are only one trophic level higher. 

(I mean, even in DF, elephants are already large enough that when grazing was put in, they basically always starved to death just because they can't eat fast enough to stay alive!  It's a pretty crude model that can be arbitrarily tweaked, but even one as simple as that shows the problems with "just making it bigger". Since Toady is going towards trying to make all creatures eventually eat, maintaining animals will become a more tricky balancing act, although we're supposed to also have the capacity to feed them farmed crops eventually, as well.)

Conversely, islands tend to have smaller versions of very similar creatures to what exists on full continents, since a smaller ecosystem tends to encounter more food shocks. It's not that being large doesn't still help island animals, it's just that it's impossible to waste that much food looking for additional nutrients to support that structural rigidity.

Of course, if we're talking DF, then there's the fact that domesticated crops apparently not only grow wild, but make up something crazy like 20% of all plant matter in the game, which means that we have perhaps an abundance of food for large herbavores or omnivores...  (Not that deserts are currently lacking in magafauna, either...)

In any event, this is getting off-topic...

More relevantly -
The main reason humans don't mill chitin into flower and make Exoskeleton Bread is that there aren't a ton of good sources of Chitin. Most arthropods have highly nutricious protein anyway, so typically we just eat that and throw the shell away instead of spending the effort to collect and store the potentially hundreds of exoskeletons needed to get enough chitin to make it worth our while, develop a process for turning that into a more palatable food and refining out undesirable elements, and then talk people into eating it. It's not about impossibility, it's about effort. As an athropology student, I should point out that only in marginally habitable environments is every possible calorie processed and consumed. We're an inherently lazy species; most hunter-gatherer groups have a capacity to create a surplus and don't because it's too much work. Just because we don't do it doesn't mean it's impossible.

I've seen plenty of mods which turn the current waste materials (feathers, chitin, scales) into crafting goods, but incorporating it into the base game is something I'd support. Each fort I've played has only used a small fraction of the available industries anyway, so more options really only makes the UI marginally more cluttered. It'd be worth it to give players options.

There are a variety of factors at play in the real world that this game really doesn't model.  I mean, dwarves will happily eat a full barrel of dragonfly brains just as readily as a (cow) beef.  In fact, thanks to the blind randomness of preferences, they're statistically more likely to prefer eating some random vermin like rat intestines or fly wings than steak.  (Or for that matter, preferring a creature's meat that doesn't exist in the generated region, like giant red panda meat in a world without a savage temperate forest...)

If players can gather them, dwarves will eat them.  Fish are already vermin that are ready for eating without terribly much work.  If you made it so cricket farms existed in some manner similar to beehives, dwarves would have no qualms of making +cricket biscuits+ or just reaching down into an anthill with a stick and licking the ants off the stick, for that matter. 

In the long term, however, dwarves need to have some sort of capacity to recognize quality or form saner preferences. 

People in real life do evolutionarily insane things when it comes to food, since it is driven more by social custom and preference than cold mechanical efficiency in any case but staring down starvation.

There was a much-hyped documentary on just a few months ago about how much food is wasted in the United States. 40% total, and 25% of it in peoples' homes "because it went bad".  Farms just plain won't pick many of their fruits from their orchards because they don't quite look like people think a peach should look, so they leave them on the tree.  If people won't eat an apple that looks funny, do you really think you can sell them on eating powdered cricket because it's more efficient?

I remember a story (link to a source) about how Imperial Japan before World War 2 had a problem feeding its soldiers properly. Specifically, for a very long time, simple plain white rice was a luxury most peasants could only dream of, since it took the extremely labor-intensive act of manually polishing the grains of rice to remove the outer layer of the grain, which naturally made it too expensive for anyone but the elites to eat it.  When machines that could do this automatically were first introduced, the military got them first.  When farm boys were given a chance to eat all the white rice they wanted, they wound up giving themselves things like scurvy or beriberi just eating rice and not eating their vegetable side dishes because Oh God, it's WHITE RICE!  Nowadays, most people can't stand something as "boring" as white rice without coating it in sauce, and things like multi-grain brown rice is something wealthier people eat because it's more nutritional, but also slightly more expensive...
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Alfrodo

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Re: Chitin should have a use
« Reply #35 on: May 09, 2015, 07:07:28 pm »

In the long term, however, dwarves need to have some sort of capacity to recognize quality or form saner preferences. 
Dwarves are things that colonize hell for fun, go on break the moment invaders show up. and yet you think that them liking to eat foreign creatures or brains is insane?

Have you ever tasted salmon?
If you live where I do, that's not a "sane" option. It's absurdly expensive since it needs to be hauled 800 km from the nearest ocean. But I still love it when it's spiced and -prepared- with maple syrup and royal jelly.

Keep in mind worlds are like 250 kilometers wide too, if my house was the center of such a region, salmon would not be sanely accessible.

Although, you're right in that dwarves should have preferences that make sense, or they've actually tasted.

In DF, there's no objective "quality" for a meat or anything, other than money.  So I don't see why a dwarf should have any preference other than their own preference to eat koalas or something.
« Last Edit: May 09, 2015, 07:13:18 pm by Alfrodo »
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NW_Kohaku

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Re: Chitin should have a use
« Reply #36 on: May 09, 2015, 10:07:59 pm »

Dwarves are things that colonize hell for fun, go on break the moment invaders show up. and yet you think that them liking to eat foreign creatures or brains is insane?

Have you ever tasted salmon?
If you live where I do, that's not a "sane" option. It's absurdly expensive since it needs to be hauled 800 km from the nearest ocean. But I still love it when it's spiced and -prepared- with maple syrup and royal jelly.

Keep in mind worlds are like 250 kilometers wide too, if my house was the center of such a region, salmon would not be sanely accessible.

Although, you're right in that dwarves should have preferences that make sense, or they've actually tasted.

In DF, there's no objective "quality" for a meat or anything, other than money.  So I don't see why a dwarf should have any preference other than their own preference to eat koalas or something.

Technically, dwarves don't colonize HFS for fun.  Players colonize HFS for fun.  Dwarves never do so of their own volition, and in fact never touch the spoilers either, for that matter. Only players are that reckless and exploitative of the physics of their world. (And players, incidentally, are callously throwing away the lives of at least a few of their dwarven charges when they order such missions.)

Actually, I eat salmon once or twice a week.  It goes on special on weekends, so it's cheaper than any form of steak (but not hamburger) where I live.  (Num num num...) Not that, in the modern age of fish delivered from Chile by air to where you live distance is necessarily the primary limiting factor...

Anyway, we, as humans tend to key into a few certain things that make specific types of foods more attractive to us than other types of foods.  Some of this is evolutionary, such as preferring fatty, salty, or sugary foods, or why we are slowly poisoning ourselves with french fries.  Others are based upon social perceptions and traditions that overwhelm any good sense. 

Dwarves, meanwhile, are simply born liking certain things completely regardless of them not even knowing it exists.  (Such as nobles having mandates for slade when no dwarf has ever seen such a material, or prefering the meat of an animal that never existed...)

While it is certainly possible that some dwarf might, say, really like giant capybara meat if they ever got to taste it, there's a bit of a question why that favoring of giant capybaras doesn't translate over into regular capybara meat, or why a dwarf is just as likely to like acorn fly brains as plump helmets. 

Socially, we're trained to like certain things.  China right now is going through an economic boom, and because of that, they are eating a tremendous amount of pork.  Poorer rural farm-working Chinese for centuries had eating a heavily grain-and-vegetable-based diet supplemented with some fish and eggs.  As soon as they gain enough money to do so, however, what they really want is pork! Pork was the meal of the wealthy, and as such, it gained a nearly mythical status as a type of luxury food, the way that many Americans tend to treat a (cow) steak.  They generally don't buy beef, at least, not in the same numbers, as it's not as ingrained as a luxury item to them as pork.  (Plus it is also, paradoxically, still more expensive, anyway...)

Hence, it would make more sense to have certain things be preferred more frequently for social reasons than just blindly randomly picking an animal.  (Honestly, we could do with having more than one preferred meat, plant, and drink, anyway.  We have so friggin' many meals to choose from, anyway, that it'd be nice if maybe sometimes my dwarves prefer something I can actually give them.) Let's say, for example, that quarry bush leaves, turkey eggs, and turkey meat are common as gabbro boulders in your local fortress, but dwarven syrup is somewhat uncommon and dwarven sugar is a rare treat.  It's only affordable to the nobles who try to horde their expensive dwarven cookies/*dwarven sugar roast* [63]s to themselves.  A lot of dwarves emmigrating from that fortress then have a deep-seated desire for dwarven sugar, while a few of them pick up a liking for +turkey egg biscuit+[92]s just like mama used to get out of a barrel at Food Stockpile #16.  It's only the relatively gastronomically adventurous that have a taste for exotic foods.  (Or else, they have one "known local" food favorite, and one "exotic"/blind random, if we're talking about making dwarves have double the food preferences.)
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Alfrodo

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Re: Chitin should have a use
« Reply #37 on: May 09, 2015, 10:35:37 pm »

The taste of giant capybara meat probably differs heavily from regular capybara meat. Due to the fact one

and again, I agree with you in that dwarves should like things that they have or logically should have been able to eat.  Meaning "He got a taste of imported giant capybara meat in his days as a mercenary and decided that that's the best thing ever."

But keep this in mind.

Programming wise, I don't think a dorf's food eating is individually tracked in worldgen/offscreen. So getting a dorf's preferences by his actual experience would take 100x longer than doing it randomly and senselessly.

I think the best option here would be to have a dorf have his preferences picked from a material/food/thing his civilization(s) has access to.  So he could like giant capybara meat because he had access to it back in "StopSign the Sign of Stopping" but, say gutter cruor, is something foreign and unknown to him. As there was no dorfs insane enough to build a mountainhome where it rains blood and there are dead keas flying everywhere stealing your wheelbarrows.

This would take far less time than the actual experience, but a bit more time than the random and senseless method. And would still not make sense for dorfs made on site.
« Last Edit: May 09, 2015, 10:39:48 pm by Alfrodo »
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NW_Kohaku

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Re: Chitin should have a use
« Reply #38 on: May 09, 2015, 11:00:05 pm »

The taste of giant capybara meat probably differs heavily from regular capybara meat. Due to the fact one

and again,

... You seem to have an unfinished thought.  :P

But in general, a giant animal is literally just a normal animal that's 8 times as big. 

For that matter, a great many exotic animals tend to, well, taste like tetropod to the point that an untrained observer wouldn't tell the difference between duck, raven, or giant peach-faced lovebird, anyway, much less the different-sized versions of the same animal.

Programming wise, I don't think a dorf's food eating is individually tracked in worldgen/offscreen. So getting a dorf's preferences by his actual experience would take 100x longer than doing it randomly and senselessly.

I wasn't proposing a brute-force tracking for every dwarf.  (Not every dwarf is even tracked, anyway...) But, similar to what you said, it's easily extrapolated what sorts of foods were common to a given dwarf of a given community.

Currently, the game already keeps a running tally of the population of every fortress and hill dwarf population down to the individual guineahen.  (Of which there are 107 in the hillocks of Gomathsil.) The game already knows what crops are produced in those towns and cities because it has to keep track of whether a city is starving or not.  Since game meat may well be a supplement, especially for hunters, you can just look at the local populations of animals, which are incidentally also already tracked as part of what animals a given civilization are familiar with, and with fluctuating population records for every single biome to tell when extinctions occur.

You already have the game keeping track of what foods are available within a given community to eat, and their relative availability or scarcity.  You just need to extrapolate from there which ones were "commoner" food, and which were "food of the elites". 

Hence, you can easily have the game calculate that some-such food was the Food of Kings, and everyone wants a taste of, say, giant rat meat, since there are only 8 of them in the fortress, while peahen eggs are a silver coin a [120] stack.
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Alfrodo

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Re: Chitin should have a use
« Reply #39 on: May 09, 2015, 11:24:59 pm »

Wait. I actually like where this is going.

So, a "king food" might be something more difficult to acquire (example being the white rice in Japanese Navy thing) hence, would generally consist of things like game (European kings having hunting grounds and such.) imported anything (even if that's just elven and untasty finger limes) or expensive anything (Dragon eggs, dangit!)

While a "commoner food" might be something that is sustenance farmed, like nearby apples, plump helmets, and peahen eggs.

What implications that might have, like the queen's humiliation of being degraded to eating plump helmets, or the pleasure of a commoner at having the opportunity to eat giant capybara meat. (Recall IT'S WHITE RICE!)
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NW_Kohaku

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Re: Chitin should have a use
« Reply #40 on: May 10, 2015, 12:00:41 am »

Yeah, that's the basic gist of it.

In Medieval Europe, what you ate was a major part of what it meant to be a part of a given social class.  This was largely due to the fact that food was frequently scarce in medieval times, and so having food was a certain sign of high status.  Therefore, socially, nobles had to feast extravagently at all times, even when the peasants starved, just to keep up appearances and keep the peasants from forgetting just who was in charge.

For example, the willingness to even considering eating an onion was considered sure proof of being of common birth, as it was a lowly vegetable that could be grown on marginal lands. Worse, it grew in the dirt like some sort of filthy commoner!

Nobles tended to eat a diet as heavily meat-based as possible for a human to survive upon, if not more so, and had strange dietary concepts developed for them that stated, for example, that their food needed to be soft and mushy and kept as close to body-temperature as possible for it to be easier for them to digest.  Hence, the diet of the nobility tended to be meat slurry pate like they were eating modern cat food.  To backfill reasoning for this, they started claiming that it was because nobles simply had more noble and sensitive stomachs that simply couldn't digest the coarse barley grains that commoner bread was made from. 

Because of this, they tended to suffer from diseases like gout or diseases from lack of eating vegetables because they were too lowly and common a food for them.

Conversely, the typical peasant ate a diet of whole grain bread, a fruit or two from their personal orchard if it was in season, some vegetables or wild edible plants they could find, eggs, cheese, and only the occasional meat if they managed to trap a rabbit or something.  Ironically, while higher in calories due to heavy bread consumption, it's not far from what most nutritionists would consider an ideal diet, today. (And Medieval peasants expended far more calories in their daily routines, so they weren't in as much danger of obesity as our desk-based workers are, today.)

At the end of the Middle Ages/start of the Age of Exploration, when the common-born could actually rise up into the new middle classes or have enough wealth to actually start buying a diet similar to the ones practiced by the nobility, they actually passed Sumptuary Laws to stop the common-born from being able to eat like a noble.  (Duke passes mandate: Ban on eating giant capybara fat.) The notion of how important specific foods were to the social order was so strong that, even when the reasoning behind those social structures fell apart, they tried vainly to artificially keep those tiers in place.  (And the commoners, naturally, tried to eat "the best" food they could afford, since that was proof that they'd become successful, even when it was food that was actually bad for them.  Again, Japanese soldiers would eat all-white rice diets even AFTER the military figured out that eating mixed grains would prevent beriberi, just because they refused to "go back to peasant food".)
« Last Edit: May 10, 2015, 12:08:17 am by NW_Kohaku »
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Alfrodo

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Re: Chitin should have a use
« Reply #41 on: May 10, 2015, 12:11:49 am »

Wait
with this, I came up with a brilliant way to arrange unfortunate accidents.

If there's a food overhaul, which we appear to be getting at, nutrition will probably be included...

make sure the least healthy foods are "Scarce" and "Kings food" so that all of the nobles will die from scurvy or something very quickly.

Deliberately overproducing oranges, and deliberately keeping game meat rare...


« Last Edit: May 10, 2015, 12:37:45 am by Alfrodo »
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Alfrodo

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Re: Chitin should have a use
« Reply #42 on: May 10, 2015, 12:36:33 pm »

In a little experiment, I added the tags [BONE] [ITEM_HARD] and [ITEM_ARMOR] to the chitin material.

then I made giant desert scorpions common domestic animals, embarked with one in a random tundra, and ordered a bone helmet to be made.

https://www.dropbox.com/s/k3mnmmrx1gotcov/Screenshot%202015-05-11%2012.32.20.png?dl=0

However, I'd like breastplates to be possible. (Falmer armor, again) So perhaps I should make it [Is_Metal] instead. or both.

But that brings the question, would chitin be beaten into shape, or carved?
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AceSV

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Re: Chitin should have a use
« Reply #43 on: May 10, 2015, 06:24:29 pm »

I think if it [IS_METAL], then you'll have to bring it to the forge and may permit them to make coins out of it as well.  Although chitinous coinage actually sounds pretty cool. 

A custom reaction would probably be better than switching tokens. 
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Alfrodo

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Re: Chitin should have a use
« Reply #44 on: May 10, 2015, 06:29:44 pm »

What would I turn it into?
If I use [Is_Metal] and assign it normal crafting capabilities, It comes with some the side effect as chitin, well, being FORGED INTO SHAPE. Or use [Bone] and let it function as bone in crafts and such (At the side effect of both yielding many chitins from one bug and not being able to make that falmer armor I keep bringing up)

But what kind of reaction are we talking here? I don't have alot of modding experience aside from changing some values to make the game more !!FUN!!

(Kobolds far more dangerous, Humans able to wear dwarf stuff, New weapons, Cats a sovereign nation etc.)
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