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I've updated the mod to DF 0.44.02, since Taffer seemed a bit occupied with other things.
All the new tags and tokens were added, and scout tag was removed from kobolds as per file changes.
Thank you kindly! Please let me know what suggestions you have: I'll be seeing what I can cut from the mod and I have a list of small things I want to do after the description update: most notable might be an armor simplification inspired by Grimlocke's mod (no "leg armor", armor protects necks, lower body, and legs by default).
I noticed your combined version, DoomOnion, and appreciated the indirect feedback: I hadn't thought about fruit seeds causing clutter in Fortress mode. I'll probably go the opposite way and delete any new seeds that I've added, and if there are any useless seeds in vanilla I'll add edible to those ones.
Some rambling about the next version, because I don't want anybody to think I've abandoned the mod. I don't ever want the mod to feel bloated with features, but I also won't hesitate to add features if they match my vision. There's a reason I stopped maintaining my modest mod fork and moved my work over to Revised.
I similarly have some FPS tweaks here and there: less clothing for goblins and elves (idea borrowed from Accelerated, to reduce FPS drops from invasions. Also fun lore, IMO). Replace ETHIC:KILL_NEUTRAL:REQUIRED with ETHIC:KILL_NEUTRAL:ACCEPTABLE for underground creatures, goblins, and kobolds: this seems to only apply when the player is nearby, which is both inconsistent and causes FPS drops in adventure mode. Also makes more sense from a lore perspetive, IMO: I don't care how cartoonishly evil you are, feeling the NEED to kill everything neutral is just silly. Max age for goblins to keep site populations lower and encourage them to spread out a little more, that kind of thing.
I'm also thinking of reintegrating Wanderer's tiered and simplified leather: I already did the work for that some time ago, and it's less material in the lists to scroll through and a solid gameplay improvement.
You can follow general progress in the
repository. The description update never seems to have an end, but I'm working better at it now and have set up the repos on my phone: this alone has helped speed things up. Items on my list will fall like dominoes pretty damn quickly once the description work is done (ha!).
I'm far too much of a perfectionist to get this done quickly, but the result is (imo) much better writing, and a dramatic improvement to Dwarf Fortress's atmosphere.