Additions: Introduced about 1/3 of ZM5's "lurks below" cavern mod to fill the gap in cavern 3, filling an unfinished gap in Highfantasy and adding another significant challenge. Lurks Below adds a bunch of eldrazi annihilator fleshy horrors to layer 3, some fungal creatures to layer 1 (bosses on 2), some circus vermin, and a few less exotic creatures across the caverns. One of these, the crystal goat, is particularly notable because its dairy products provide temporary resistance to the dementia magics of layer 3. Progression!
-standardized the naming conventions of the cavern-3 eldritch horrors to both group them together and explain what they do.
https://imgur.com/a/7OXMa The boss creatures are the hollow, the amalgate, and the assemblage.
The predators have dual names with "-er". Flesh harvester, flesh herder, nightmare weaver, sight distorter, resolution breaker, form defacer, dark dweller (peaceful).
The minions have singular names related to their spawner. Thoughtless from Nightmare Weavers, Sightless from Sight Distorters, fleshspawn and fleshworms from flesh herders/harvesters
In every case, I tried to keep the names as reminiscient as possible of ZM5's, hence not changing many of them much or at all.
-added toggle for the entire Lurks Below suite in cv_highfantasy to control cavern biome spawning or eliminate the creatures
-added milk ferment/class, venom sacs, hides, dried guts as appropriate. Plus, there are other cross-mod interactions given the name "dementia."
-the new humanoid creatures are now local_pops_ctr but not _heroes; civs won't accept them (except Dark Dwellers)
-cavern screechers are an additional option to fill the basic layer_linked civ
-hell nymphs are [DEMON]s
-crystalline chargers are simplified to crystal chargers
-fungi monsters are pet exotic not pet, except for the nonhostile Scavenger flower and hostile vine serpent. Moldspawn aren't pets at all.
-eldritch creatures have a pet class given to (debug civs) but are otherwise either pet_exotic or not pet.
-gave elves, angels ZM5_DEATHBLOOM as "always pet", has no pet token by default but has petvalue.
-goblins are the only civ messy enough to tame the new moldspawn and moldslaves - surprisingly fitting since moldslaves are disease spreaders.
Additions: added a super hyper gameending eldritch megabeast. it has no population trigger, only massive wealth and trade triggers.
Additions: Included voliol's various vivants 3.1 for some more mundane animals. I'm pretty shocked we didn't have hornets, lemmings, and vampire bats already.
-added milks, venom sacs, dried guts, zooanimal class as appropriate.
-added standardized animal person armor sizes for Voliol VVV animals
-onager horse renamed to common onager (lest confusion with seige); wallaby, & mountain zebra milk ferment
-gave 2 baleen reactions to pretty much all civs. Would have been cool to limit, but it's so niche already
-adjusted voliol's animalman cv to capture all our mod changes and styles
-did not add "leather to hide" to the animalpeople, because Warlord never did this to vanilla animal people
-salamander men are one more addition to the list of "popular" (more available, more playable) animal men
Additions: Conducted a major pass over the Magic system (see Reactions below); all foci have alternate aquisition methods
Files: Rewrote the readme section on Spellcrafts to be much more descriptive, including on acquisition of foci
Files: Added an alternate Highfantasy Caverns cv file in the optionals, which restores the vanilla layout of the caverns (1-2-3 vs 1-3-& in highfantasy)
Creatures: doubled spawn frequency of great drakes (vanilla dragons), which were tending to die out over time
Creatures: restricted loes to aboveground (was 0:2) to reduce their numbers
Creatures: lizal, wyverns, and anything with a green dragon head are no longer [CREATURE_CLASS:GENERAL_POISON], meaning they are immune to lesser venoms and most syndromes.
Creatures: underground vermin - rats, moles, mole rats, bats, and friends - are now properly populating caves and caverns. Worms too, but they are -unnumbered- so don't show up in Sites file
Creatures: rat men spawn underground along with bat men, worm men, etc
Creatures: added standardized animal person armor sizes for SPL/vanilla expanded. Changed Sponge Men armor size to match VVV Starfish Men.
Creatures: SPL (plains) zebras can now properly create fermented milk.
Creatures: SPL venom sacs and spinnerets for orbweaver, harvest spider
Creatures: ADV poison can now be extracted correctly from bark scorpion, recluse spider, giant cave spider
Creatures: eliminated two ubiqitous spawning biomes (glacier, lake) from aetherials. Also, they're no longer a POWER. Just another interesting species.
Creatures: troodon (hf) - renamed to troodontid and reduce spawn freq. Note that elves really love adopting these guys and using them as surrogate chickens, which is adorable and reasonable.
Names/Descriptions: diseased giant bats are now brackish giant bats
Names/Descriptions: renamed vanilla flesh balls to fleshballs to fit our Lurks Below conventions, as if they are a preview or early scout of the horrors to come. They and 3 other vanilla cavern creatures are now also internally defined as eldrich.
Names/Descriptions: renamed lesser/normal hell hounds to flare and inferno hounds, respectively, because hell is kindof an IP-based name
Names/Descriptions: renamed "brock" (former badgerwolf) to "brockh" because the name brock was irritating, also reverted mammole to mole-beast. We grew up with these names, durnit.
Names/Descriptions: all mole-creatures have been united by a dash, except for the molemarian. vmeste, mui silniy!
Materials: See changes to acquisition of Foci below.
Reactions: Reviewed and improved all reactions related to foci in the Magic system, adding alternate paths without simplifying, to standardize and reduce grind.
+a grimoire is consistantly called that, not Book of Magic or Inscribed Slate
+ingame names of Studying reactions updated to use Highfantasy's templateing (pyromancy not hyazith, etc)
+the planar book and bestiary, which are two different items, were completely split in function.
The planar book is used for summons/conjures, and the bestiary for polymorphs. Added/updated tool descriptions to suggest this.
+all creature summons and item conjures require both a grimoire and planar tome, in addition to aether salt and (in fort mode) the workshop. Alchemy reactions do NOT require the Planar Tome.
the nice part about this is it means the planar book is useful for all civs in conjuring; before, was only useful for angels' summoning.
+every single reaction which can create Foci now has a description stating so, and giving the (low) percent success.
+provided an alternate acquisition method for every focus, to standardize the schools as horizontal progression at the end of a vertical system.
The Aether Focus is created 1% when studying general magic (DF and ADV). Alternatively, kill an Aetherial.
The Pyromancy Fc is created 1% while making fireball basin (DF and ADV). Alternatively, kill a Chaos Witch.
The Miracle Focs is created 2-3% while using altar (DF) or shrine (ADV). Alternatively, kill an Empyrean.
The Hexing Focus is created 1% when summoning demons* (DF and ADV). Alternatively, kill a Hollow from the new Lurks Below content.
The Bestiary is created 1% when elves summon pets* (DF and ADV). Alternatively, kill a Chimera or a Hybrid.
*Requires a planar tome. The Planar Tome is created 1% while making aether residue (DF and ADV).
+added the Sorcery Potion reaction, which was missing, and gave it to entities. As a reminder, a sorcerer is just a naturally-gifted aetherial-school wizard.
+relevant to the above, the remaining magical entities all gained the holy altar and its 3 reactions. An aether salt cost was added to the "free" offering - there's no such thing as free lunch.
+As a reminder, Highfantasy's Secrets are supplemental to the wizard study schools, not redundant, and they map to the schools. They are: Pyromancy, Druidism (Animals or Trees), Miracles, Birth and Silence
Code Cleanup: Various code cleanup related to the spellcrafts foci and templating.
Bugs: Fixed that scaled drakes were spawning in cavern layer 3 instead of aboveground, which is pretty significant, since they are one of the only 2-3 non-mundane creatures allowed to spawn in mundane surroundings
Bugs: Fixed chaos witches not spawning (only effected 1.0.3, prior versions were fine)
Bugs: Removed the tags [Pet] and [Common_domestic] from the optional Uppercase Dinos, and replaced with [Pet_Exotic], to make them more HFS-y
Bugs: Made sure that water-based Uppercase Dinos, if you use them, will spawn in water. This applies to creature_ADP_water_DEP, creature_ocean_DEP, creature_rivermonsters_DEP, and creature_watervermin_DEP.
Note that if you plan to use the uppercase dinos AND the eldritch creatures, it is recommended to make some spawning changes which are detailed in c_variation_highfantasy, or else these dinos will spawn over the others.