Oh. Oh, well, let me think...
First of all I'd like to say that, playing Revised from the days when it was overwhelmingly bugfixes with just a bunch of modular quality-of-life reactions, I don't mind a more frugal approach to the changes. Even though some do enhance gameplay, imo, it is understandable that it's just not the core idea of this mod.
I've probably been too miserly. I'll make bugfixing and propping up bad gameplay more of a focus. I'll take my time with the next version. I'm still on the fence about combat: I'll probably need to roll up my sleeves and just start testing. I'm not sure how well your material changes fare when they're removed from your armor and weapons, and I'm not sure how much testing Coherent Weapons had.
However, some features that might appear as excessive oftentimes serve as crutches for various things that are broken or shaky in the vanilla game, and those I'll always speak in favor of.
I love criticism: I'm definitely not perfect. Please keep it up and feel free to disagree with me (applies to everyone reading this).
• Goblins and subterranean creatures now have KILL_NEUTRAL:REQUIRED again, like vanilla. I think it's stupid, but I'll defer to the next version.
Think it's better to keep it until the actual game update comes out. It prevents a ton of adventure mode lag and loyalty troubles, and it's hard to say yet how long until the next DF release.
Good point. I'll wait on this one.
I'd say you can't go wrong with keeping the force transfer related changes at least
Without them the mechanic is really absurd.
I'll keep (at least) those. Thanks!
I'll be reverting all changes to PET, PET_EXOTIC, and mount changes (with the exception of the removal of amphibious mounts and possibly the change below).
I don't precisely recall what changes these are, could you elaborate?
Other than the water buffalo one, which is not great, as it causes horse-like overpopulation in non-player sites. While we are at it, I'd also like to propose making horses not COMMON_DOMESTIC for this very reason.
Things like taking bears, worms, and other creatures with inappropriate PET tags and giving them PET_EXOTIC instead. Also it adds a few mounts (like reindeer). From memory the only mounts I've removed are amphibious, slow, or curl up when threatened.
Like most of the things I revert, I just haven't had anyone say they like or appreciate this and I don't personally care enough to keep it. If you like the changes I don't mind keeping them, I'll just document them better. I can post a complete list of changes if desired.
I'll do some reading about horses and COMMON_DOMESTIC.
• Elves don't use greatarrows anymore, only regular arrows. They still wield wooden maces and wooden mauls instead of wooden swords. I might revert that too. Wooden blunt weapons make more sense than wooden edged weapons, but wooden swords have a "rule of cool" sort of feel to them.
This is a different take, as it is very subjective, of course, but I would advice to pick a direction with elves that is one way or the other: true to vanilla or boosted to be actually effective in combat. The main problem with elven wood equipment isn't just its poor hitting power - mainly it's the fact that it breaks from few strikes, both ways. To boost the elves they'd need not only better weapons, but a material template change for wood to accompany that: and it would only be a safe boost if you go with edged weapons and properties, because stronger impact properties on wood would lead to unbreakable wooden shields.
The current weapon change doesn't really do much for elves, unless the goal is more about flavor (e.g. more sensible wooden weapons).
The more I read about elves the more of a headache fixing this becomes. I don't really like leaving them weak.
* I can't buff their skills without making Adventure mode inconsistent.
* I can't buff wood without buffing training weapons.
* I can have an elf-only wood like spellwood or ironwood. From what I'm reading it sounds like it might require quite a few raw entries, though. I'm not even sure how well it would propagate and be used, if it was just a reaction.
* I can give up and bring back elf-only weapons. To be honest maybe this is the best option after all. Tridents, anyone?
My vision of Today's elves is to emphasize their savage, cannibalizing side. I think my current mod does a poor job at that. The changes to give them wooden clubs and mauls was in keeping with that vision, but it probably doesn't come across well. I'll be sure to change their description a little while I'm at it.
It'll require some thinking.