A small progress post because I like to explain my design decisions:
First, I am pretty close to a release. There's still some to go but I
could (emphasis on 'could') even do a release today. It will be a bigger release than the previous two, so it's why I want to talk about it.
Something I'd very much like to point out is that Azers being playable in fort mode was actually not intended. I even briefly removed [SITE_CONTROLLABLE] from them but then, thinking about it, made them playable again. So in the future all dwarves and dwarf-analogues
whose entities are simply biome-shifted (sometimes not even that) clones of the vanilla DF dwarf will be playable. In the vein of talk about civilzations, this next release will be a bit civilization-heavy compared to the meagre two (Azer + Bugbear) so far. That's because I've:
-Made civilized versions of both Aarakocras and Bulliwugs. (The wild versions remain in the mod, so don't worry about that!)
-Am in the process of creating a Tanar'ri (aka Demons) civ who should act as a dangerous invading force.
-Will also add
all Player's Handbook (5e) races as civs.
The third point is, I think, worthy of an explanation because it does mean there'll be Vanilla DF dwarves and Monstrous Manual Dwarves. The same also applying to Humans and Elves. The reason is thus: it lets me do a few changes I want to do to those races without breaking compatibility and also because
I will be adding new weapons based on those available in D&D. This means that these civs will play a big role in disseminating those weapons in generated worlds.
Finally, more wild creatures for you to encounter and interact with are of course added, many fixes and tweaks were made and there's now not only a new metal, but two megabeasts and one semimegabeast in the pack.
Added Carrion Crawler creature.
Added Dire Carrion Crawler creature.
Fixed Behirs not having legendary climbing skill.
Beholders can now very rarely appear in cold surface biomes.
Chuuls can now also appear on saltwater wetlands.
Added Centaur creature.
Added Chimera creature.
Added Cockatrice creature.
Regular Angels are now benign
Reduced Healing Touch healing and cooldown.
Added Couatl creature.
Added Cyclops creature.
Added Darkmantle creature.
Death Tyrants can no longer be butchered.
Innate discipline has been given to various intelligent creatures to prevent problems.
Added Death Knight creature.
Added a civilized version of the Aarakocras.
"Wild" Aarakocras can't be played as an outsider anymore (this was shifted to the civilized version)
Added a civilized version of Bullywugs.
"Wild" Bullywugs can't be played as an outsider anymore for the same reasons as Aarakocras.
Based on finding on the forums, the severities of various interaction-caused syndromes have been boosted.
Gave Death Tyrants an "inner skull" body part that acts like a brain.
Fixed many, MANY broken material emission interactions in creatures. Whoops.
Added Demilich megabeast.
Fixed the two bugs pointed out in the thread.
All undead now take extra damage from silver.
Added Cold Iron mineral and metal.
Added a verbal requirement to many interactions.
Added Balor megabeast.
Added Barlgura creature.
Couatls can now appear in good deserts and tropical grasslands.
Cyclops can now appear underground, but rarely.
Basilisks can now appear in mountains.
Behirs can now appear underground.
Added Chasme creature.
Added Dretch creature.
Cambions now have black blood.
Added Glabrezu creature.
Added Goristro semimegabeast.