v2.0.0 is
finally released. I got so bogged down in combat mods and then in general cleanups and documentation. Sincere apologies for the delays; I should probably just stop providing estimated deadlines.
With so much tedious cleaning up out of the way, I can hopefully finally work on my todo list a little and add some new features. Update to the next release. Maybe leisurely improve descriptions and comments more. (The descriptions really do still need work).
I was planning on rewriting everything with wiki articles and providing a detailed changelog: at this point, I no longer see value in that for the time I'd take. There's just so much that's changed that it would cause hours and hours more work for relatively little gain. In short:
* I rewrote
every comment. All Revised changes are now accompanied by curly braces ({, }), which only appear once in the vanilla files. If something doesn't need an actual comment, I haven't included one. The original value is usually present. {+} means the tag is added. Context is important: when I added leatherless skin, I didn't add {+} to every line, only to the opening of the section. I'm still tempted to delete the comments entirely, but I've worked on them too much and gotten too many compliments to back out now.
* I did a ton of description work. A lot. A lot, a lot. And I still have tons more to do.
* I started gendering humanoids: satyresses exist, as do male harpies (harps). If it's not an automaton then I want it mortal with two genders. Personal preference. As I'm typing this I'm too tired to remember if I got all of these creatures done, but if I've missed anything I'll fix it. I don't like creatures that don't age.
* Harpies are renamed feral harpies.
Serpent people are renamed feral naga.
* Bird animal people are renamed harpies (ie, bluejay women are now bluejay harpies, eagle men are now eagle harps).
* Snake animal people are renamed naga (ie, copperhead snake men are now copperhead nagas. Adder women are now adder nagis.
* I integrated
GoblinCookie's expanded dictionary.
* I did lots of work on descriptors. I didn't even list them all in the opening topic. Ostriches are fixed (I need to report this on the bug tracker still), falcons are now mottled. Bird beaks are described more. Lots more in here.
* Many small fixes were removed, if they were deemed unnecessary. I tried not to be draconian about this, and I still kept many of them. The most notable revert that I haven't described recently are the many, many changes to material melting points. This is something that the community insists is broken, but the bug reports are mostly closed and nobody seems willing to step up with fact, not just opinion. At the moment zombies and creatures do indeed disappear in lava. I just didn't see the need for such a long, long list of changes to the vanilla RAWs without better evidence. (Sver's mod adjusts the melting point of fat: this fix is included.) I reverted the modest bodies addon. I just thought that Toady's naming scheme was relatively consistent if a little verbose, while the new names didn't work for some creatures.
* Speaking of Sver:
Sver's DF Combat Reworked is integrated now. Hooray! The new items aren't there, but almost all of the fixes were. In a spoiler tag, I've copied and pasted the incomplete (I told you I gave up on documentation work) list of deviations from that mod, outside of missing the new items.
shields are still armorlevel:2, not armorlevel:3, and the UPSTEP is still 2, not 0. Bucklers are still UPSTEP:1, not UPSTEP:0.
minecarts use the vanilla tile, not tile 28.
wheelbarrows use the vanilla tile, not tile 29.
halberds use the axe skill, just like vanilla.
greatswords/two-handed swords use the sword skill, just like vanilla.
teeth have pain_receptors:1, not 5
the layering changes have been reverted, with a few exceptions.
* leather rework! Chitin yields leather by default. Scale can't yield leather by default, but it functionally does. Sorry, no scale leather from scaly forgotten beasts or mod-added creatures. I might revert scale leather again, just because that inconsistency bothers me. Small creatures never yield leather, so you'll
never find a dwarf that wants squirrel leather. Items made of bird leather are now "feather" (ie, giant bluejay feather pants). Items made of most humanoids are now "hide", if that's even possible in vanilla (kobold hide pants). Items made of chitin leather are called "chitin", and chitin is renamed carapace if it's on an insect. Items made of scale leather are...scale. Fancy that.
* shoulders and hipbones have been reworked as internal limbs, separating limbs from the body by a step. Necks and tails are now protected by default.
* I added some position information to face parts, like specifying that eyes should be above noses and that noses should be above mouths. Throats should be in front of the neck. Etc.
* Animal people don't meander.
* I cleaned up the secondary attacks from modest mod. in a few cases, I decided it didn't matter if an attack was primary. In a few others, the attack was made secondary everywhere.
* The new revised files have been merged into their respective vanilla files.
* I removed the hairy armed dwarves option. Vanilla dwarves now have rough, stony feeling skin (flavor only, combat not affected).
* I lessened the amount of blue in DARK_GREEN. Hopefully this doesn't break anything in dfhack land. This should fix the issue where vomit turns blue for some color schemes. This is still an insane Dwarf Fortress feature, by the way. It boggles my mind that a game that can only display 16 colors stores things internally as more specific colors: this whole feature seems designed to introduce tedious bugs into color scheme design.
* There were more changes, but I don't recall them now. The opening topic should be accurate, but there's a few small, unimportant features that I still want to mention.
Don't upgrade directly from v1.7.0, too much has changed. I don't want people's games to break. Use a fresh Dwarf Fortress installation, because the old Revised specific files have been deleted.
I've just discovered this mod and so far have found it pretty darn neat. Thanks for all the work you've put into it Taffer!
You're welcome!