Working on a little tweak pack for the workshop.
Turkeys lay less eggs, not only due to game balance reasons but also for the fact that they lay less eggs than other domesticated fowl in real life. Pet values for the yak and water buffalo have been increased in proportion to their meat yield.
Giant animals will be getting unique descriptions rather than the more formulaic ones in vanilla. For instance:
Giant Leech:
A repulsive monster in the form of a gigantic leech. It feeds by overpowering prey and boring into them to consume blood and viscera.
Giant Snail:
A great snail the size of an ox. It lives to eat and seems only dimly aware of its surroundings.
Giant Crab:
A great beastly crab with a terrible temperament. It will violently displace competing scavengers when feeding on beached whales.
Giant insects are my first focus and will be getting creature variations that allow for them to have a child(nymph) stage, longer lifespans and the ability to lay eggs. The amount of eggs laid is roughly equivalent to domestic poultry so it won't be a case of "Well technically mosquitos lay a thousand eggs so let's send it". This first wave of bug-specific changes are what I'm working on like, this moment, because gigantic bug monsters are about as cool as you can get conceptually but are currently pretty half baked.
Up next on the docket will be sussing out what giant creatures are missing what attacks and anatomy. Giant animals modeled after vermin sometimes lack some basic attacks. Giant arthropods will have the ability to batter and grapple enemies with their limbs. Any lizard large enough to engage in combat will get a tail attack, seeing as that's not at all unheard of in nature.
Animals that should reasonably excel in certain combat skills will do so innately to make up for any blind spots in combat modeling. Dogs being better biters than average, giant crabs being legendary wrestlers, cougars and big cats being innately stealthy, so on and so forth. Livestock being innately talented kickers makes sense and would be funny so I'll do that. The town drunk getting his teeth rearranged by an ornery mule is good training for your surgeon, if anything.
Every animal that could reasonably be trained for hunting or war purposes will gain that ability. Badgers may not be up to snuff for regimented warfare, but make perfect sense as a hunting companion. Likewise, giant badgers are a natural fit for either duty.
Animal people are the result of a lot of c_variation trickery and it's gonna take me a little while to untangle and fine tune some stuff, but I have some alternate flavor text drafted out to at least give their descriptions some personality. For example:
Polar bear man:
A tremendous white humanoid bear. It thrives where the bitter cold would kill from exposure.
Brown recluse man:
A small and gracile arachnid person with six spindly arms and the fanged face of a spider. Its drab appearance belies a destructive venom.
Anaconda man:
A large and stout snake person, cryptically colored as to blend in to the underbrush.