creature_amphibians:
-much needed change to toad men
creature_birds:
-decreased frequency of several types of birds
creature_birds_new:
-decreased frequency of several types of birds
creature_mountain_new:
-added mountain dragons; similar to cave dragons, but they can fly, and will also drink your booze!
creature_next_underground:
-decreased frequency of weak cavern creatures and increased the frequency of large one, also giving some trapavoid.
creature_standard:
-Dwarven personalities changed to be more vulnerable to stress and more dwarf-like
-Dwarven skill learning rates lowered, especially combat skills. Armor and crossbow learning rates contrarily increased, to account for the rarity of metal and slow rate of learning for marksdwarfship respectively.
-Dwarven females given beards, as it should be.
-Elven personalities changed to be more elf-like
-Elves given natural skill in student, discipline, archery, dodging, tactics, climbing, riding, ambushing, and bow
-Elves given three spells: a curse that weakens the target to wooden weapons, a spell that increases the size of friendly animals, and a spell that inflicts terror and queasiness in its target. Spells courtesy of
http://www.bay12forums.com/smf/index.php?topic=146882.msg5900903#msg5900903-Goblins made mortal (albeit quite long-lived), to enable them to make necromancer towers
-Goblins given trances and now feel no pain, can pick locked doors, and are trapavoid
-Goblins given demoralize interaction, which inflicts uneasiness on your citizens at infinite range and through walls, in order to punish players who lock sieges out.
-All former megabeasts demoted to semimegabeasts and given trapavoid. All can now breed (except the bronze colossus, of course!)
-Semimegabeasts removed due to their relative weakness against even a mildly prepared fort.
-Three new megabeasts added, each a metal variant of one of the former megabeasts: the steel colossus, the dragon engine (stolen taken from Masterwork), and thlden Roc. The golden roc alone can breed, of these three.
creature_subterranean:
-weak creature frequencies decreased, dangerous creature frequencies increased, especially giant cave spiders.
entity_default:
-dwarven weapons changed: dwarves gain daggers, bluntswords, greataxes, mauls, and axehammers, and lose short swords
-Dwarven civ max size heavily restricted
-Squad leaders now need rooms. In addition, your first squad can have 16 dwarves where all others can only have 8. (include instructions for change?)
-elves now have access to longswords and are given much larger individual site pop cap
-human weapons slightly revamped; they can no longer forge some smaller weapons that have better, larger variants that humans can effectively use.
-goblins given panthenon religion, to enable necromancers.
-goblin weaponry made more goblin-esque; they now use whips, spears, maces, pikes, halberds, mauls, scourges, flails, morningstars, bows, and scimtars.
-goblins given reaction to make titanium.
inorganic_metal:
-color of some metals changed to make things more visually appealing
-added mithril metal, currently unused; is second only to adamantine
-added titanium, a slightly-better-than-steel metal
inorganic_stone_mineral:
-All METAL_ORE frequencies are changed; smelting ore gives less bars. Limonite is the richest ore of iron and magnetite the least rich. Native ores have reduced drop chances, but are still more likely to produce bars than other ores. The less useful ores have also been kept with slightly more likely drop chances, but are likewise still nerfed.
-Coal is much less common.
interaction_standard:
-Demoralize interaction; causes uneasiness, targets only dwarves, and rarely incites fistfights.
-Wood weakness curse; makes the inflicted target 10x more susceptible to being hurt by wooden weapons.
-Animal growth spell; temporarily makes an animal much larger and stronger.
-Terror spell; inflicts terror, numbness, pain, dizziness, and nausea.
item_armor:
-mail shirts and breastplates now cost more
item_gloves:
-gauntlets now cost more
item_helm:
-helms now cost more
item_pants:
-leggings and greaves now cost more
item_shield:
-shields now cost more
item_shoes:
-high boots now cost more
item_trapcomp:
-trap components now cost more
item_weapon:
-most weapons now cost more
-added bluntswords, a shorter, heavier sword.
-added axehammers, courtesy of stal's armory.
plant_standard:
-increased grow time of standard underground crops a modest amount
reaction_smelter:
-reduced output of ore alloying and coal smelting