I haven't reread the whole thread, but have a few comments or actually a lot.
- 'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Supposedly thoughts are categorized now, is there any positive weather thought? Sun and rain are bad, never seen a snow related thougth... mist? Can mist counteract rain by occupying that slot? Edit: or mist+miasma as their own thing?
- It is possible to have a Dwarf with 'doesn't really care about anything anymore' without being completely insane, though often stress for that Dwarf is still quite high.
Still mostly a military thing, probably linked to discipline. Edit: my no carers are generally unstressed
- Lack of decent meals now means not eating/drinking favorite items, and you're unlikely to be able to satisfy more than a small percentage of the population given the complete randomness of their favorites. Cooking quality doesn't have any practical use any more (apart from buying out caravans).
There is
important SCIENCE hidden in the utilities forum. Cooking seems to be the difference between a pretty decent and a legendary meal, and booze cooking lets your dwarf get a happy food thought from eating something he likes to drink. Helps a lot since drink preferences are not quite as vast as foodstuffs.
> As a important note, managers & nobles with [MEET_WORKERS] DO work to conduct meetings and de-stress dwarves a bit from red (yelled at) and yellow arrows (crying on) needs but all dwarves without migrated & embark assigned social skills (or newly born children) will not develop enough to replace experts posessing CONSOLER & PACIFIER skills.
I go trough mayors at an alarming pace in unhappy forts, getting yelled at is an unhappy thought for a newbie consoler, maybe a good one would be satisfied that they could help?
Children are categorically the lonliest having no recognisation of even other children, but Toady can't test this because of how long they take to grow up (given that many of his tests are on the starting 7 with already developed skills), many users i've read about have lonely children because the problems are fortress home-grown.
But playing seems to provide both needs reduction and happiness that can counteract all but the strongest problems. Until a parent dies or they grow up.
Also tattered clothing, get rid of loinclothes or arrange to have enough delivered. And then there's the small problem of dorfs not changing their x-accumulatin stuff in a timely manner despite complaining.
I think there are two seperate issues in general, most of the post deals with unfulfilled needs. I can't remember ever seeing a personality change from those. And you get ample warning in the needs section before something makes it up to thoughts. Micromanagment hell but possible.
The others are immediate experiences like seeing corpses, weather, conflicts, tattered clothing, family additions. These lead to personality changes so I think they are generally stronger, or maybe simply a different type of thought.
As a general impression I don't like how strong the changes are, the differences in personality between dwarves who haven't met the player yet are so tiny compared to the extreme opinions of long term residents. Would much prefer a gentler nudge from these changes, maybe more than one to the same trait over time, if another change-worthy experience happens. But thats just me griping about dwarves constantly turning their supposed career paths upside down.