Released an update - some major changes, so this post will be very long.
First of all, I've added several new ores and metals. I've also revamped Dark Iron and Khorium - the former is a lighter but also sharper version of regular iron - khorium is dense and sharp; however it is now absolutely terrible for armor.
As for the new metals, a list:
Mithril - shining white, light-weight metal, rarely found in small clusters in the igneous extrusive layers - while great for edged weapons, for blunt weapons you're better off with something else - its only very slightly heavier than divine metals.
Thorium - a very rare material - found either in small clusters in all layers of stone, or extremely rarely - 1% chance! - as veins in the metamorphic layer. It combines the density of lead with the strength of steel.
Arcanite - a material made from Thorium that further improves on its best qualities - only Orcs, Tauren and Jungle Trolls will make equipment out of it; of course, they won't part with it for cheap.
Truesilver - a material rarely found in small clusters alongside native silver. It is very slightly stronger than iron, albeit with the density of silver.
Fel Iron - found in small clusters with the other ores of iron (magnetite, limonite and hematite) at a 3% chance - it is lighter but also much sharper than iron.
Eternium - a rare metal - occasionally when smelting Fel Iron or Khorium you may get Eternium as well. It is sharper than fel iron (can be sharpened to an even higher edge as well), and also heavier - however, it makes for poor armor.
Felsteel - a material only made by demonic races (Demons, Satyrs, Fel Orcs, Fel Elves, and Corrupted Humans) - heavier than both Eternium and Fel Iron, and can be sharpened to the same extent as Eternium.
Hardened Khorium - a hardened form of khorium - it can be made by dwarves (unless you use the lite or standalone Warcraft versions of the pack) and many other races who atleast have some basic knowledge of metallurgy. It can only be used to make highly protective but also heavy armor.
Saronite - a cursed metal - you may find "dormant saronite" in singular bits in all layers of stone, however dwarves don't actually know how to work it - only thing its useful for in this state is highly valuable trinkets. On the other hand, the Faceless Ones, Undead, and Nerubians know how to make bars out of it - it makes for medium-density, incredibly sharp weapons and durable armor. Nerubians are your only way of getting the material via trading - of course, they will not part with it for cheap.
Titanium - a metal rarely found in small clusters in all igneous layers. While heavy, it makes for great armor - it cannot be used for weapons at all, however.
Titansteel - a material created by races with a connection to the Titans - Iron Guardians, Frost Vrykul, Draconians, and regular Vrykul. It is as dense as titanium, however it is even more protective, and can be used for highly effective edged weapons. It is just as expensive as Arcanite.
Ghost Iron - a material found near the ores of regular iron - magnetite, hematite and limonite. It shares most properties of iron - however it is MUCH lighter - lighter than divine metals infact, which makes it a poor choice for blunt weapons. It has another property, however - incorporeal beings and ghosts - Ethereals, Banshees, Spectres and Val'kyr, take much more damage from Ghost Iron.
Elunite - a light purple material found rarely in small clusters in all stone layers. Dwarves don't know how to work it, and so can only use raw elunite for medium-value trinkets. The only race that knows how to work it are the Night Elves, who can make lightweight but sturdy armor and sharp weapons from it.
I've also revamped the tiering a bit. The current sieger tiers would look like this:
Tier 1 (20 citizens) - Wolvar, Kobolds, Murlocs, Gnolls, Hozen, Virmen, Sand Trolls.
Tier 2 (50 citizens) - Feral Goblins, Forest Trolls, Ice Trolls, Dark Trolls, Blemmyae, Ogres, Centaurs, Two-humans, Tarkatans, Beastfolk, Fel Orcs, Quilboars, Saurok, Saberon, Troggs.
Tier 3 (80 citizens) - Mogu, Mantids, Fel Elves, Oni, Qiraji, Vespirans, Malformed, Corrupted Humans, Satyrs.
Tier 4 (110 citizens) - Scourge Undead, Demons, Faceless Ones, Naga, Primal Beasts, Primals.
Yes, you've read that right - the Naga have dropped the charade and are now a hostile race, in the same "faction" as the Faceless Ones or Qiraji.
They'll send out snatchers, and unlike some other races, will not bother with minor ambushers.
A small thing to note here - some of the races also will not come unless you have a certain amount of created/exported wealth. For example, the Naga, Primals, and Faceless Ones can come to your fort once you reach 110 citizens - however, the Scourge and Demons will not invade your fort unless you have atleast 100000 created wealth and atleast 10000 exported wealth.
I've revamped the Archdruid knowledge type - instead its now split up into four different druids - Druids of the Moon, Druids of the Claw, Druids of the Talon, and Druids of the Fang.
Their transformations are the Moonkin (Moon), Guardian Bear (Claw), Storm Crow (Talon), and Feral Panther (Fang) - so same as before, only split up, with the Storm Crow being a newcomer - its a large flier that can shoot energy bolts as a projectile that causes blunt damage.
Each also use two other spells, most are borrowed from the Ancients - Moon has Barkskin and Sleep - Claw has Regrowth and Battle Roar (a 200% strength increase that you can use on yourself and your allies - also makes the affected more brave) - Talon has Cyclone and Faerie Fire - and Fang has Mark of the Wild and Swiftness (self-buff that increases agility to 400%).
Paladins got a slight change - they can see demonic, undead, and eldritch creatures in unexplored areas, similarly to how demon hunters see demons or vanilla vampires see warm-blooded creatures. Demons are light green circles, Undead are purple, and Eldritch beings are light blue. Their "Turn Undead" spell also is now called "Turn Evil" - on top of affecting undead, it affects demons and eldritch beings too, having the same effects.
Regarding the plants, since I was adding quite a few new types in recent updates I didn't mention specifically what they are and what they do (most of the ones I added got tweaks anyway), so here's a list:
Cinderblooms - found in deserts and savannas - can be brewed into "Dragon's Brew", which aside from satisfying thirst allows you to temporarily spit globs of magma.
Icethorn - found in taigas, glaciers and tundras - can be made into icy blue dye.
Lichbloom - found in glaciers, tundras and taigas - can be brewed into Lichwine, which - very importantly - makes you
completely immune to magic - this includes most of the abilitiess utilized by megabeasts - the only exceptions are physical vapors/gases or sound-based abilities (the Gronn's shout, for example). It can also be spun into soulweave thread.
Mageroyal - found in any non-freezing biome. Can be brewed into Mage's Wine, which also makes you immune to magic.
Icecap - found in tundras, taigas and glaciers - the drink brewed from it is called Frosty Ale - doesn't have any special properties.
Frostweed - found in tundras, taigas and glaciers - can be spun into Frostweave thread.
Wintersbite - found in tundras, taigas and mountains - can be spun into Iceweave thread.
Snow lily - found in savage temperate coniferous forests, tundras, taigas and glaciers. Makes azure dye.
Coldwind trees - found in tundras, taigas and glaciers - drops cones that can be brewed into a drink called Coldwind Ale.
Sungrass - found in savage sandy deserts and temperate coniferous forests. Makes golden yellow dye.
Firebloom - found in the deserts. Its leaves are edible.
Mana Tree - found in good tropical forests - appears quite distinct with white bark and light blue leaves.
Drops mana fruit that can be brewed into Arcwine - drinking it makes you
immune to petrifaction-inducing spells - it also doubles endurance and recuperation for a long duration.
Felweed - found in evil deserts and mountains - can be spun into Felweave thread.
Golden lotus - found in savannas and grasslands. Can be brewed into Pandaren Ale, which temporarily has a chance of giving you better combat rolls.
Mana Thistle - found in good forests. Can either be spun into Spellweave thread or be brewed into mana brew, which like Arcwine makes you immune to petrifaction spells - also sets endurance to 125% of its normal for a long duration.
Deadnettle - found in evil glaciers, tundras and taigas - can be spun into Ebonweave thread.
Nightmare Vine - found in evil rocky wastelands - can be spun into Netherweave thread.
Adder's Tongue - found in savage tropical forests - makes jade dye.
Sorrowmoss - found in evil tropical swamps. Can be brewed into sorrow beer - which temporarily makes the dwarves feel sadness.
Plaguebloom - found in evil temperate forests - can be brewed into Slimy Ale, which temporarily triples Disease Resistance for a duration.
Dreaming Glory - found in good mountains - can be brewed into
Victory Glorious Gin, which for a long duration triples recuperation.
Lastly, some changes to the races. I removed SLOW_LEARNER from most castes that had them - instead I fine-tuned the skill growths they had - for the Warcraft pack that only included the regular one-headed Ogres and Naga Brutes - however, the Fel Brutes of my Corrupted Humans still have that - I'll remove it for the next update.
For now though, these castes learn combat skills at higher rates than normal - however, for more delicate jobs like medical jobs, gem setting/cutting, and obviously performer and scholar jobs, they learn them at 25% the usual rate.
I've added a new caste to the ogres as well - called Primal Ogres - they are supposed to be the
Ogre Lords introduced in TBC. They are twice as large as the other ogres, and even dumber. If you get one as a migrant or citizen in your fort, don't even bother making them into doctors, scholars or poets - they learn scholarly and performer jobs at 5% of the usual rate, and medical jobs at 10%. Their combat skill rates, however, are even higher than those of the standard ogres.
Some of the castes also had their flight taken away - the Jailers and Inquisitors of the Demons, the Forsaken Banshees, as well as the Spectres, Liches, Shades, and Banshees of the Scourge can no longer fly - their "walk" gaits are renamed to "hover" instead.
As a request from a person on the subreddit, for the Lite pack I renamed the Warcraft creatures that have "common" names to distinguish them from the vanilla DF equivalents - so Rat Kobolds, Tinkerer Goblins and Gorian Ogres are the Warcraft-style ones, whereas the ones without suffixes are the regular DF ones.
Some of the races had minor changes to which biomes they spawn in - Undead, Ice Trolls, Frost Vrykul, Tuskarr, Nerubians and Faceless Ones can now spawn in the tundras, due to more plant types being available there.
Lastly, new additions - I've added some more miscellaneous Warcraft creatures - no new mythological beings or Dragon's Dogma stuff - two new races, the
Snobolds and
Sporelings - Snobolds are arctic-dwelling kobolds who live in caves and will harass you with thieves; Sporelings are friendly, but small and cowardly wetland dwellers - they make razor wood equipment similarly to Primals, and will sell it to your forts. They live in forest retreats.
In terms of predators, the new additions are the
Giant Yeti, the
smaller but more common Dire Yeti, the
Arcane Wyrm, the
Threshadons, the
Dune Worms, which are small critters, the
Axebeaks,
Dark Keepers, which are playable, as well as the
Wenidgos and
Sasquatches (Horned Sasquatches in the Lite version) - Wendigos and Sasquatches also have spellcaster variants that will buff their allies and which are capable of speech - called the Wendigo Shamans and Sasquatch Oracles. All are described more in-depth in the readme files. Also, the regular vanilla Yeti and Sasquatch are renamed to Snowhide and Dire Ape, respectively - only in the full pack, however.
I also expanded the Seven Deadly Sins pack - instead of the full megabeast versions being found in towns as a result of deity curses, lesser versions will instead be created and ran off from towns into lairs. These lesser incarnations act more like Werebeasts in that regard, and aren't quite as difficult, being "incomplete" versions of the greater incarnations - the original Seven Sins megabeasts can still take over civs, though.
That's it - hope you guys enjoy it.
EDIT: Forgot to mention, sorry - I've included the creatures I made for the
RAW travesties thread that I made a while back - I updated the Saber Shaman's spells to properly react to magic immunity spells.