So a small update on progress. I meant to get changes pushed through by now but as usual I am fairly delayed. But fear not! Progress does continue, so here we go, green is done, yellow is in the testing stage, and red is in the planning stage;
1. modtools/action-trigger: A new script has been written to handle the "magical" items mentioned from a previous post. The reason I created this new script is because, while it was working fine before, it was limited to only work with my entire framework. This new script, which I will be submitting for inclusion in dfhack, does not rely on anything from my other scripts and systems. Of course my Enhanced Items and Enhanced Materials systems will add more functionality to the script and automate the components, any modder should now be able to set up action triggers in the same vein as item-trigger and interaction-trigger.
2. modtools/building-trigger: Following the same reasoning as above, this script essentially takes the current modtools/outside-only script and adds additional checks. For now you can check for a certain amount of height available, water and magma being available within 1 square of the buildings perimeter, other buildings already being built (as both a requirement and forbidden), and the outside/inside checks from the modtools/outside-only script. My Enhanced Buildings system will allow for much more (as outlined in the previous post), but splitting this script off into it's own thing allows other modders to benefit without the need for everything else.
3. modtools/reaction-trigger: This is more of a rewrite/rework of the existing modtools/reaction-trigger and modtools/reaction-product-trigger. This script combines the two together and allows for some more advanced options. It will probably need a new name because I'm not entirely sure it should replace the existing modtools/reaction-trigger, but for now I'll keep it what it is. The main reason for the creation of this script is to tie it into my Enhanced Reaction system, which needs more control than the current scripts have. Whether or not this should be included in default dfhack will be a decision for another time.
4. Civilization System - Diplomacy SubSystem: With mifki creating a script that can reliably force a siege, and the new DF features of sending out parties and such I figured it was time to actually make the Diplomacy SubSystem useful. Your standing with other civilizations will influence many different factors including, but not limited to, sieges, merchants, prices, immigration, and sending units to help you against other sieges.
5. Civilization System - Soldiers SubSystem: In conjunction with the Diplomacy SubSystem changes I am adding more configurable options for specifying a civilizations armies. Currently the Civilization System allows you to specify what materials and items are available to them (and Classes if using the Class System), but this leads to relatively random equipment of their units. The Soldiers SubSystem will allow you to set uniforms and other features. For instance, if you want to have a civilization that only ever sends its best soldiers you could set the Soldiers SubSystem to give all (or a percentage of all) units in a siege steel plate armor with steel weapons and enhanced skills and attributes, then when units from the civilization enter your map their inventories, skills, and attributes (and Classes if using the Class System) will be changed, Or another civilization might send lots and lots of poorly armed weak units and just a handful of extremely strong units, this will change the necessary things to achieve the preset stats of the armies. You will also be able to specify "Hero" units with a chance to show up on occasion.
6. Expedition System: This has been on my back burner for a long time now, with a lot of uncertainty about how I would even do it, but with the newest DF version and the ability to send out units I feel like now is a great time to take what is there and build on it. Originally this system was planned out to allow users to send units to raid, explore, quest, trade, steal, hunt, and more. I still need to figure out what features this system will have with respect to the new DF version and also which of those features are even remotely possible.
Once the reaction-trigger and Enhanced Reaction system is fully tested I will push a new release for the previous DF version. Once that is done I will migrate all of my scripts to the new DF version (shouldn't be too bad, especially since I spent an inordinate amount of time creating testing scripts), and then continue the work on expanding the Civilization System.
EDIT: reaction-trigger is coming along nicely. I just figured out how to increase the length of reactions to an arbitrary length so I am pretty pumped about that, it was the last major change I wanted to make to the script so after a little more testing it should be ready to go.