So, what do you think the next release will give to modders?
That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.
Please try not to complain if you won't even put in the minimum of effort required to do any research.
From the first devlog you'll see on the website right now:
I've been working with the old entity animal code, but the next step is to update that to allow more control over entities and their animals. For vanilla DF now, that'll be so kobolds can focus on poisonous creatures, but hopefully it'll be a bit more flexible for everybody, probably focusing on creature classes and tokens.
Thing is that doesn't give me much in the way of details. Flexibility sounds good, but there's no telling what the end results will be. One realistically expects that maybe some of these features will be civ-usable and of use to fortress mode, but you'd also need changes to reactions for a playable fortress to make any adequate use of poisonous critters.
Likewise, none of this implies anything useful for adventure mode, outside of dying horribly in kobold caves or modded-in equivalents thereof.
Creature classes and tokens is very vague and could be useful for any number of TYPES of modding, but without details it's so general a hint as to be worthless. At best it implies the possibility that poisoned weapons might be changed to an entity token instead of a hardcoded association with blowgun ammo, which is way less useful to modders than it sounds compared to being able to poison weapons at will in fortress or adventure mode.
Nevermind the fact that my complaint was about the myth and magic arc, not the updates that are soon to come. Randomly-generated playable civs are absolutely going to fuck with mods that desire a specific creature to be playable, UNLESS modders have a way to forcibly disable this feature without simply trusting players to turn the slider down.