Version 10 is progressing well. It's not going to feature much for the No Civs download though, because most of the work in this one is for civilization.
This is because I believe I have found a much better way of handling "half-breed" races such as half-elves, half-orcs and such. The way being: as castes for other civilizations. And to also reduce the overload of friendly civilizations making siegeing enemies rarer, the various Player Races have been merged. What does that mean in practice?
Half-Elves, Half-Orcs and friendly Tieflings are now castes of the Human creature and civilization.
Half-Elves are also a caste of the Elf creature/civ, which also includes both High and Wood elves as castes.
Dwarves, Gnomes and Halflings have also been consolidated into only three civilizations (one for each) with the subraces reduced to castes.
There are also a few new civilizations included:
-A new "Goblinoid" civilization that has Goblins, Hobgoblins and Bugbears as castes (and thus Bugbears as independent entities no longer exist)
-An Orc civilization (that also has a Half-Orc caste)
-A Gnoll civilization
New non-civilization creatures are limited to the Troll and Worg.
Other changes include:
-A new subrace for humans (thus, a new caste): the Half-Dragons. They are rare, but include variants for all base chromatic and metallic dragons.
-Hostile Tieflings still exist, but are now snatcher instead of thieves.
-Tieflings and Cambions can also appear as minions for fiendish civilizations, much like vanilla trolls and goblins.
-Cyclopes are no longer a civilization.
-Humans are playable in fort mode. They have no non-vanilla mechanics outside of their castes.