Re-added the rest of ZM5's misc creatures and Enemy Post's Primal that now includes creatures removed from my Animalia mod (formerly Animal diversification project). Now whatever evil abominations prefer giraffes as their mounts have a choice between basic bitch giraffes, Sivatheres, Brahmatheres, Shansitheres and Giraffokeryxes.
On the matter of completely new stuff, I've updated all the creatures I made originally for LCM 2 (save for T'lethians, but there's still some stuff to be done with them). The lists:
These were supposed to be halfling pets before I settled on three playable races
-Pony
-Giant angora rabbit - ridable and shearable bunnies
-Cashmere goat - shearable; not very different from sheep
-Pot-bellied pig - significantly smaller than regular pigs, but have larger litters and grow to full size in just a year
-Silver fox - vermin hunter; pelts are five times more valuable than standard leather
-Fancy pigeon - lays a lot of eggs; tiny
-Fancy Velociraptor - brightly colored raptors; vermin hunter
Hito themselves are not updated, and it looks like I'll have to do it myself...
-Shiba inu - yellow dog. Wow.
-Kabutomushi - a giant rhinoceros beetle; wagon puller and mount, building destroyer
-Kuwagata - a giant stag beetle; war trainable
-Rokubi - a six-tailed fox; trainable for hunting; debilitates prey with foxfire
-Shisa - a lion-dog; trainable; able to smite evil, causing extreme pain to creatures with [CREATURE_CLASS:EVIL]
-Koi dragon - exactly what it says on the tin. Comes in many colors. Trainable.
-Bound oni - a humanoid servant race; likes violence and quickly learns how to fight with maces.
-Yatagacho - a three-legged goose.
-Kujara - a giant fluffy chick appropriated from Tomba!2. Sheared for feather-wool.
Raccoon dogs moved to Animalia.
Drows and their standard pets not updated.
-Dimple cow - a quadrupedal fungus. Flesh and milk can be turned into dye.
-Zee bat - a large bat that hunts vermin. Stolen from Fallen London/Sunless Sea
-Beak terrier - a comically tiny beak dog; hunts vermin
-Elk goose - a small relative of elk birds; good egg source
-Speleoraptor - a large white-feathered raptor that can be used as a mount or ar beast. A cooler alternative to riding lizards.
-Moonwing moth - a giant moth that sprays web, lays silk eggs, and produces silkmilk. Was supposed to replace hairy spiders and monstrous spiders in LCM 2 where drows were split between good and evil civs.
Pig tail hosts were moved to Cavern Fauna, my WIP mod.
-Yatagarasu - a three-legged crow living in good temperate forests, mountain and tundras
-Jian - a bird with one leg and one wing. I could theoretically make two of them merge into a jianjian with some creatively used interactions, but it would take some serious effort.
Wood grouse, quail, sparrowhawk and rhea were removed because when I come back to Animalia, I'll eventually add them there.
Orcish pets - domesticated dinosaurs - aren't needed anymore and, frankly, there was nothing special to them. They're gone too.
For T'lethians, I'll have to modify lobsterman chitin and tasoth scales so they don't act as metal; add deep ones, tentaculats, hallucinoids, xarquids, bio-drones, calcinoids and triscenes; add melee weapons; assemble the entity. Not a high priority job, but I'd rather not leave them half-finished.
My next move? I've got my eyes on Expanded Good/Evil Regions by than402, which should be a quick and relatively pleasant job.
Eric Blank's Spellcrafts mod is also glaring at me, though the thought of working on that is giving me anxiety.
Rhenaya's Drow should be a priority, but everything would require some tinkering: creature and entity need personality and values modified to reflect societal changes after Dungeonevened; faerie fire asks for a nerf, especially making it impossible to stack the syndrome to nuke the target's speed.
DBDB and DDD would inflate the count of dwarven pets, which would be great right now as all they have now is tunnel tarantula.
EDIT:
Expanded Good and Evil Regions is a neat mod that does what it's supposed to, even if there are some problems - the errorlog suddenly started informing me that the game would use Australodelphis cheese without informing me what for. I narrowed the suspects to interactions, then noticed that one of good weather types was using milk template. After replacing it with slime template stuff started to work.
This mod also contains ironwood that can be made into weapons and armor in the wonderworker workshop. Once I finalize dwarven, drow and hito entities, I'll have to make reactions for all weapons used by these civs again. Can't wait.
Also added some creatures and plants from squamous's Long Night total conversion. These mods are more fun to work with now that I know what I'm doing. Can't wait to re-add abrians and serve them with mussels in my next fort.
Another edit:
Spellcrafts added. This mod has a menacing aura, it's gotta be said. Vermin-based magic is an interesting alternative to old smoke-based kind, though I haven't seen it in action yet.
There is one interaction that creates an aetheric weapon; I made it create the Sword of the Creator I made for fun once. I've also changed conjuring reactions so that they create pegasus mats instead of harpy mats. I'm just not sure if dwarves would even use harpy leather.
Rhenaya's Drow semi-added; just have to replace drow weapons and clothing with vanilla and ZM5's ones. No reason to have multiple instances of rhe exactly same item.
I've made some changes to the drows rhemselves:
-no narural skills - drows by default have crossbow and sneaking skills, and because of that they always come packing heat. It's annoying. Now they only have modified learning rates - men learn mechanics, alchemy, sword and spear faster, while women learn medical skills, mace and hammer.
-changed sizes - by default female drows are larger than males, and albinos are even larger. I made them all 60k.
-no longer evil - this is for story reason. Dungeonevened became the new capital, Murknightmare fell along with old elites.
-petting - drows, driders and quaggoths can now pet animals.
-personality changes - drows are now friendlier and less hateful, though they still aren't the nicest ones around.
Panties and scarves, the staple of drow fashion, are back.
New (default) drow pets include deep rothe, cavvekans, hairy spiders, monstrous spiders, blade spiders, pack lizards, riding lizards, spitting lizards and quaggoths. No trolls this time.
Faerie fire got nerfed hard. Already affected creatures can't be targettes, the effects are less severe, and there's a small chance it won't cause dizziness or nausea or whatever the syndrome does.
Also added some stuff I had lying around:
-deep juniper - a plant. Berries are brewable into drow gin
-scorrow - a drider but scorpion. Effect of a curse.