Still working on the update!
I had a big think about the civs in the sequel, and I've already decided on some stuff:
-No civilized dinosaur people, owlbear people or minotaurs. The Empire-aligned monstrous race will be devils - human-like demons with goat hooves and a pair of small horns sticking out of their foreheads. They will be human-sized, but with natural combat and social skills, and access only to a unique metal, nevercold brass, so they don't come sieging with copper swords. Probably won't give them outright demonic pets.
-Eldritch monsters will be deep ones. I may or may not give them aqua-plastics and zrbite metals. To keep with the theme, their pets will be lobster men, gillmen, grells and T.rexes. (seriously, somebody should make an X-Com mod)
-The demonic monster-aligned civ will be Terror Demons.
I haven't updated the modpack yet, but I can already announce a few changes:
-Coral, kelp, sea cucumbers etc. will only grow in savage biomes, mostly in wetlands.
-Water berries will grow near water in forests, not literally everywhere.
-Removed extra entries for coral. They were still tagged as crystal (Squamous reused raws from The Lunar Realms), so there was no duplication.
-Enchanted wood will require more wood, and probably won't be made in the craftsdwarf's workshop. Same with enchanted brass, enchanted bone and pure jade.