As you implement magical mechanics, how do you think you will do with mundane engineered equivalents? Will they come along later with the functional reworks to their overarching systems, done before, or as we go along?
For a couple of examples, based on what I've heard is going to come when mythgen has come to pass (That is to say: mythgen is something I've heard that is likely already planned to do what I'm listing, I'm just listing the mundane counterparts we don't have yet):
-Magic that immobilizes and moves the targets vs mundane restraints and dragging units, which would likely come with the justice rework.
-Magic that treats and cures ailments vs functional mundane apothecaries and knowledge-system implemented medicine.
-Magic that bends the mind vs functional coercion, interrogation and mechanical feedback on social situations from the character's social skills.
And so forth. I'm not suggesting these particular mechanics get implemented, just asking where they sit in relation to release priority their likely-magical-counterparts that'll come during the mythgen releases.
That aside though, thanks for the new update, Toady! It's been a world of fun keeping up with the dramatic new changes you're doing! That makes me think of one more question.
How does it feel now that the sphere of influence of the player's fortresses are now really starting to stick their fingers to the local world? I understand that the "bringing the world alive" updates were both more ambitious, and basically necessary before these new changes came to exist, but seeing those foundations come together in really cool player-usable mechanics must be pretty exciting, yeah?
My favorite part is how functional yet flavor-fully we can put unwanted or unnecessary dwarves and their families "out to pasture" without having to kill them, as well as being able to draw on a pool of local dwarves in the world more selectively. This extra allocation of resources will provide a good deal of player-strategic thinking potential, as well as increasing the potential stretch room for more difficult scenarios and gameplay. It does sort of pull on the "You have what you get" experience though, for folks trying to achieve that, but I imagine that when embark-scenarios are realized, that would be a problem solved rather neatly.