Feedback from players requested...?* Common orcs and snaga are less strong than in Old Masterwork, and tremendously strong Uruks are more rare. But Uruks and Ologs are more common. Good, bad, etc?
* More ideas to fill out existing, or new, foreign Labor Cells and auxilla Outposts?
* Goblin/kobold raids: We could consider rebalancing them to be "proper" raids in the future if the simple round-ups are considered too easy or not interesting enough.
Suggestions* Modify in a conquered site noble
* Modify all your localised militia groups & commanders to 'law enforcement' so that they enact their slavery routines and round up tresspassers when site fighting resolutions and patrols are finished. Incarcerated people will be added to the prisons and soon re-emerge as citizens to work the lands.
* Sacrificing captives for bloodsteel or magic mats. (Probably if/when the Altar of Storms or Sun & Stars temple come back)
* Dwarf labor cell extracts adamantine?
* More animals (Glyptodonts?) Balancing cost for existing animals (Aurochs too cheap?)
* Increase value on metal-glasses
* Add some kind of pike to the entity so that embarkers can take points in the skill?
* Something to do with Pipeweed. Milk and/or blood fermented drinks?
* More stuff for blacksmoke furnace (Explode ammo? Acid ammo?)
* Corsair training
* Axes at tribal crafter
* Use Meph's muckraker fix
* Fix cobalt (powder) at glassblower. Consider Magma glassblower.
2016v1.01 OF0.2
Changes relative to Meph's v1.03beta with Tiny Orc Changes
* Changes to onLoad animals
* Put back in change [T_WORD:ONE:ash] (we know the word for One from the Ring...)
* Put back in metallurgist
* Debugged the creature skin color variation errorlog
* Weapons
* balance changes (nerfs) to match vanilla rather than Old Masterwork combat balance
* flavor/balance changes re speed
* polehammer, katana(s), macuahuitls, jagged spear
* others will need balance pass in the future
* Entity bug: replace ITEM_WEAPON_TOMAHAWKS with ITEM_WEAPON_TOMAHAWKS_ORC
* Changed reagent in ashglass from moonstone to orthoclase (more common, chemically equivalent)
* Removed most native skills from castes. In some cases (mostly non-combat), further boosted skill gain to compensate.
OF0.3
* Require blueprint for ancient foundry
* Change OUTSIDE_ONLY_ORC_RAIDERS to ORC_RAIDERS
* Re-enabled macuahuitl5 reaction in entity (adamantine studded)
* Baseline Outpost content
* Quick way to make (normal) glass blocks at Ashland
* Smelter can process Anthracite
* Burn corpses etc. (dismemberment theatre)
* Bugfix: Bone trap component reactions wrong building name
* Bonemold uses bonemeal.
* Added a small number of descriptions to reactions
OF0.4
Changes relative to v1.03 Release
* Permitted RAID_GOBLIN_ORC and RAID_KOBOLD_ORC
* Un-permitted RAID_DARKTOWER_ORC
* Added ITEM_TOOL_BLUEPRINT_ANCIENTFOUNDRY (25%) to Mountainhome and Ruins loot tables
* Removed iron bars from molten pit "slag" products. Added more rocks and small chance for low-grade quartz gems and iron ores to some slags.
* Added REACTION_CLASS:IS_BLOOD to MATERIAL_TEMPLATE:BLOOD_TEMPLATE (This is outside "my" files -- Meph please confirm)
* Used REACTION_CLASS:IS_BLOOD in Bloodsteel and bloodmeal reax
* More civ-level nobles are restricted to Orcish race (high warlord, warlord, high clanspeaker, clan liason)
* Allow local clan leader and warchief to have modest room requirements
* Huscarl REQUIRES_POPULATION:60
* Weapon balance pass
-- claws nerfed "merciless" attack
-- polehammer is PIKE
-- lifeguard society arms is PIKE
-- makeshifts, redo many stats. Slow prepare for "wind up & crush" attacks
-- redo from scratch: Jaguar, Blademaster, Cavebear. Greatly nerfed "Old Masterwork" ultimate attacks
-- slow attack and recover on powered weapon ultimates, but left them overpowered (items not currently in production)
-- redo from scratch: Dragon, Falcon, Assassin, Lifeguard, Spear Auxilla, Hammer Legion. Removed ultimates. Now melees just like their component melee item.