Decided to set aside a few days to work on this, add what is missing, bring it to where I want it to be, fix everything, etc.
If you have a suggestion,
any suggestion, post it. Even if it is impossible to do in DF, it may still end up giving me an idea anyway.
One of the main things I am doing right now is a complete rework of magic. It'll be moved to roses' class system, and instead of rolling for spells you instead can teach the wizards spells when they reach specific levels. The lore attributes will actually be passive effects (for lores without attributes, I'll just make one up). Easily-accessible fire spells will be nerfed by using a fake fire material (with the high level ones being actual DF fire).
R16 ("Hammertime")
Added a whole bunch of creatures. Mod a bit more gamey as a result.
Removed ye olde hauler. Dorfs get the great goat for the same role.
Various bears are now exotic mounts.
Wolves can be trained and were added to the empire pet list.
Added playable kislev, tilea, estalia, border princes, albion, araby, southlanders, ind, fimir, cathay, amazons, sartosa, vampire coast, necrach vampires, blood dragon vampires, lahmian vampires, norse dwarfs, chaos dwarfs, tomb kings, high elves, dark elves, and lizardmen.
Regular Vampire Counts changed to Sylvanians. Lost some reactions and thralls, gained living peasants.
Added priests to most deities of the old world, that can be trained by the appropriate entities. Nippon deities were taken from warmaster.
Added new lores of magic, mostly from warmaster.
Added regional interactions to both good and evil regions, plus a few for specific biomes, like sandstorms in sand deserts.
Renamed hobgoblin big bosses to khans.
Split the effects from lores of magic and other skills so that antimagic will work on all magical effects, but not on the rest.
Added more caravans to strigany.
Added dark emissary semimegabeast.
Removed templar chapterhouse and moved templars to the imperial wayshrine.
Removed meanderer from a bunch of intelligent creatures.
Added stat and/or personality requirements to joining any class.
Moved stuff like flagellants and fanatics to the class system.
Added cultists of khaine (human aspect).
Corrected slayer progression names, thus avenging a grudge. New progression is slayer -> troll -> giant -> dragon -> daemon
Fixed enity_woodelf file header (was entity_empire).
Added experience quantities to all creatures.
Tweaked experience needed to level in classes
Completely remade the magic system.
Swapped some chosen names around too. New progression is zealot -> chosen -> aspiring champion -> champion -> hero -> exalted hero -> daemon prince/everchosen -> (undivided only) lord of the End Times
Chosen of Tzeentch learn spells of the Lore of Tzeentch, but in a limited fashion.
Changed how some classes work.
Sorcerers of Tzeentch, Nurgle, and Slaanesh may eventually ascend to daemonhood if powerful enough.
Added new temple desecration curses.
Gave attributes and personalities to more creatures.
Ghouls get some creatures (main attraction is the varghulf).
Gave more workshops and reactions to nearly everyone. Some share these new ones, some don't.
More artifacts.
Renamed beastwomen to does.
Expanded the manual with more detailed information.
Implemented a hatred system.
Fixed a bunch of stuff, mostly related to DFHack.
Added standards to ghouls and daemons.
Skaven heavy weapons now slow down the user.
Some changes to the skaven creature.
Added a few optional modules.