Alright, it took forever but I've got a new update out. Only the lite pack and the addon downloads are updated.
Biggest changes and additions are to the Warcraft pack. As the thread name now indicates, I've added plenty of castes to the vast majority of civilized races - this includes some of the addon ones. These include castes representing many of the WC3 hero and caster units, or ones that were feasible anyway, as well as notable WoW npcs/bosses - i.e High Elf Priests and Sorceresses, Blood Mages for Blood Elves, alongside Spellbreakers, Blood Knights, Priests and Sorceresses, Night Elf Demon Hunters/Huntresses, Wardens, Druids of the Claw/Talon/Moon/Wild and Archdruids, Orc Shamans, Forest Trolls have Eagle/Bear/Lynx/Dragonhawk Avatars representing the Amani bosses in Zul'aman, etc. etc. Almost every single race has additional castes now - way too many to list in this post, so I recommend looking through the help files instead. Most of the casters are smaller on average and generally lack physical attribute bonuses, but have magic spells to compensate - some hero exceptions are different warrior/paladin equivalents. Iron Guardians were renamed to Titan-forged, and now also have different Titanic Keepers as castes (similar to the ones held by the Titanic Watcher megabeast - said megabeast is now called the Corrupted Watcher, but is otherwise the same - the abilities of both the Titan-forged and Corrupted Watcher versions are somewhat different).
This doesn't only include civilized races however - wild races like the Makrura have caster variants, and some wild animals also have alternate castes (i.e Fel Hounds now have regular Fel Hounds as a baseline caste, and Fel Ravagers using their Reforged model as a stronger variant, or as another example, Arachnatids are split up into melee-only Warriors, ranged Barbed Arachnatids and large, Overlord leaders). The races from the Warcraft addons also have similar additional castes, i.e Stormwindian Paladins with similar abilities to the WC3 Paladin hero, Stromic Crusaders, Hill Dwarf Shamans or the Lightforged now having Clerics and Vindicators.
As a result, however, I removed the Demon Hunter and different Druid spell knowledge types.
A new race has been added, the Mountain Dwarves - basically Ironforge Dwarves. They're mostly there to be a basic playable fort mode race, without much in the way of gimmicks - that way I don't have to mess with vanilla game dwarves as much. Their unique caste are Mountain Dwarf Warriors - Mountain King stand-ins.
There's only a single new megabeast, the Fallen Avatar (Avatar of Sargeras stand-in). There are two potential dark pits rulers, however - the Fallen Titan (Sargeras stand-in) and the Helqueen (Helya stand-in). They're both about as tough as you'd expect (though the Fallen Titan obviously isn't up-to-scale).
I retired the Additional Entities addon - the civs from it have either been moved to the derivatives addon (i.e Kvaldir, Felborne, Void Elves or the Chromatic/Twilight/Nether Draconians) or to the base pack (Pygmies, Mur'gul and Magnataur). The derivatives pack itself has gained two races - Polar Furbolgs (more aggressive, hostile furbolgs that live in arctic areas) and Stone Troggs (they were decoupled from the regular Troggs). Several new creatures as well - Revenants of the Seas, Arcane Mutants (Dalaran Mutant creep, using the Reforged model), Spirit Beasts (unused felhound-like unit from WC3, using the Reforged models for them as a base), or the Reject Slime (Dalaran Reject creep).
The Dragon's Dogma pack got some updates - I've added the basic Dragon's Dogma undead (so regular zombies with a stout undead caste) as an invading civ type - also DD-style skeletons (with regular, fighter, mage and skeleton lord variants). Death also now roams the caverns as a rare encounter. Pawns with several variants can also be gained as companions, provided you roll well at a shrine - they have different abilities and skill learning rates depending on their caste.
Not much changes with the mythological pack - added a Tarasque megabeast - more of the classical "six-legged part-dragon part-turtle part-lion with a scorpion tail" type, rather than the DND one.
Lastly I added several new weapons, some you might have seen in the For Honor addon I released for the assorted pack. Mostly Japanese and Chinese weapons.
Crashes should stop happening now, as I've removed the no_eat/drink tokens from all intelligent creatures. This unfortunately results in races/creatures that really shouldn't be eating now doing so (i.e wraiths, different Elementals, skeletal undead), but eh, it might be easier to get them to gain buffs from some plant types or alcohol now.
Make sure to remove the creature_wc_unique_playable_allies_zm5.txt file, the creatures from it have all been moved to the derivatives pack.
That should be it, hope you guys enjoy the update.