Slightly large update this time - I've finished up the help files for this mod, so they'll be included in a folder with the downloads.
Main part of this update are the new innate pets for Pirates, Zombies, Skeletons and Circus Freaks. Pirates get cursed parrots and chimps as war animals, as well as mini-krakens as mounts - Skeletons get bone horses as mounts, as well as bone hounds and bone beasts (conglomerate of different animal bones, has both horns and tusks) as war animals - Zombies get zombulls and undead hounds as war pets and undead horses as mounts - and the Circus Freaks get Clown Cars, which have horrible spider legs coming out of the wheels and can emit a distorted honk to stress out dwarves - they're mounts, obviously, and smaller than dwarves.
Those (aside from Clown Cars) can be found in the wild and tamed - I've also added a tree octopus creature to the hoax/urban legend/cryptid side, and invisible men/women as rare, nocturnal wild creatures. Some existing creatures got changes too, i.e you can now butcher most of the mechanical creatures (i.e Killer Robots, Annihilators, Sentry Drones or Flying Saucers) to get bars of otherworldly metal, or butcher the man-eating tree for logs. A few weapons had their values changed too, and the regal staves and electro-staves both got additional slow, but also really powerful edged attacks (electric shocks with the electro-staff, and magic beam smites with the regal staff). Some of the creatures that used vanilla game fireball attacks also now just shoot blockable explosive flame bolts instead to be less asshole-y - can still cause heat damage, though.
Pumpkinhead skeletons also got renamed to Jack-o'-Bones - since I'll be using "pumpkinhead" for a creature in an addon to the assorted creatures pack, and I figure in that addon's case it'd be more fitting.
I also did some additional stuff for the Splatterhouse and Doom side of things - added in creatures that I didn't do on my first pass (i.e the Evil Cross, the female skull-dropping ghosts or the hanging corpses from the first game, the cloaked demon enemy from the third game or the crawling hands/claws that flip you off from the first and second game). For Doom, I added in 2 of the Doom Mobile RPG enemies that I didn't do before - the Sawcubus was one of them, but now I've also added the Brier as a cavern creature and the Pinkinator as a megabeast.
Once I get a help file done, I'll also be releasing an update to the Infected pack - added a new caste to the Infected based on cut concept art, and also a new wild creature thats also based on cut concept art.
Sometime later down the line I was also considering making addons for Dead Space Necromorphs and the Malefactors from the Suffering - will take a while before I even get to that, though (and probably even longer to actually get it executed, atleast in the Necromorph case since I'll be doing both ostensibly human/dwarf/elf/goblin-based necromorphs that are the ones actually seen in the games, and alien necromorphs that, aside from the few DS3 alien ones, will primarily be based on early concept art).