The hermit script shouldn't block Titans, ambushes, thieves, snatchers or sieges... Only migrants and caravans.
I was referring to the migrants and caravans. Even the hardcoded ones didn't show, so I was stuck with whatever I could make, which really isn't a whole lot for what I need.
I understand but if you made your warlocks too light on labours the minions can't pick up the slack that well except en-masse (normally i put them to mass digging work, mass smoothing or constant combat training). Warlocks should always be core workers at the start. Try hiring migrants from the cultural exchange? (and put your death-cap potions away before someone gets killed)
Clearly I'm bad at getting my point across - there's more stuff that needs doing than
people to do it, it's not a matter of skills, it's a matter of numbers and the quickest to deploy dudes are a bit expensive for the role they're needed for (that role being just a straight digging/hauling detail so the warlocks can handle the more important stuff.)
I have 4 ghouls helping the overlord smooth and haul stuff, smooth out the living chambers, and kill the occasional olm or toad that gets too close for comfort, 4 helping the lead miner, and one making fuel, since there's no coal to be had where I embarked and I'm not digging all the way down to the magma sea with the relatively small crew I currently have; that'd be a nightmare trip in terms of hauling ores down there. Everyone else is running around trying to do everything else, and perfectly good meat going to waste because nobody has the time to butcher the carcasses tells me I don't have enough dudes.
Just as a fun little aside, I forgot I wasn't playing masterwork when I found a ton of cobaltite. When I remembered I wasn't I got very sad very quickly. Now I have a bunch of blue rocks and I have no clue what to do with them. Maybe cobaltite (and cinnabar alongside it) could be used for some specific roles or as a potion ingredient?