I'm aware of that, I just thought that glaciers generally had at least one soil layer beneath the ice. I forgot that Nist Akath was built on a tundra and not a glacier.
Still, if you can find some way of making a rock layer muddy, you could farm on it, provided you'd made a sort of greenhouse so the water wouldn't freeze instantly. Frostling plants don't grow underground.
Speaking of water, I seem to be a bit confused as to how one goes about melting ice chunks. I've had ice rocks sitting in a stone layer that stated it was "inside", "subterranean", and "dark". Does it need a rock ceiling above it or something? Or can you just not melt ice on glacier maps without magma?
More random tweaks are required. Rock moss is too damned common, I don't need that much of it from plant gathering... Also, job-assigned weaponry seems to go completely ignored. Pity. The weapons are going to be removed from the entity files, but I think I'll leave the weapon code in for now, in case I decide to add it in again later. Nothing quite like setting out in adventure mode as a Dwarven tailor.
Obsidian and flint are being recolored to look black instead of gray. Progress hasn't been that great, however, as I don't want an entirely black rock tile, and the foreground/background combinations so far have been kinda ugly.
I'm going to be giving the [CAN_STONE] tag to other weapons, because I feel like it. So there. Spears, axes, long and two-handed swords, bolts and arrows. This, combined with the addition of sharp flint, will open up far more cheap weapon possibilities to certain areas. Steel no longer holds as much of a monopoly on effective weapons.
I might give the tag to hammers as well, as the thought of smacking something about with an *obsidian war hammer* strikes me as entertaining. I'll start with the sharp weapons, though. Rock hammers will have to be added by popular demand when this thing gets released.
*sigh*... Testing this thing is getting to be a real pain. Worldgen sucks up every ounce of memory this machine has and asks for seconds. At least it's back down to 20-30 minutes, instead of an hour.
As for a sieging race, is it possible to make them act like goblins without adding the [BABYSNATCHER] tag? I read somewhere before that that was linked to sieges, but that was for a previous version. If it's possible, I think a race of Norse mythology-inspired Jötun would be quite fun as a sieging race. Fur-clad giants with massive axes bearing down on a fortress sounds entertaining to me, but ratmen might actually be more appropriate for practical purposes. Or, I'll add both and you can take your pick with fort placement.
I still need something to compete with humans... Some relatively similar race that dwells in (and thus likes and tolerates) city-type settlements, but is hostile towards humans.
Hmm... On second thought, that might conflict with fort sieger races. I'll need some more info on the matter.
Stone knights are pissing me off. Testing them is a serious pain in the arse, so I've made a couple fixes (a [SEVERONBREAKS] creature that has humanoid joints is not a good thing...) and left further testing to adventurers who find the blighters. I might also try to end their incessant sock-grabbing by removing their left hand (the one not holding the sword). They currently drop a masterfully crafted granite longsword on death, but that might be a bit silly if you manage to remove the sword-holding arm before their death. Even the iron man statues make more sense than that. Maybe I'll test to see if the game crashes if it's a suit of stone armor instead...
Devil hat mushrooms have been added (a while back, I'm not listing everything I've stuck in) to evil forests, and I'm planning on making "troll finger" shrubs grow in evil swamps. Amphibious oceanic humanoids have not yet been added, and I haven't a clue how to test them when I do add them in. I'll need to make an ocean-dwelling megabeast amphibian as well, just for the heck of it.
I've been thinking of adding domestic silkworms as well, but large creatures apparently handle webbing differently than vermin, so I'll just have to see if vermin can be brought along in the embark screen (most likely be listed as an item somewhere... probably won't appear at all).
Might make another milkable vermin creature at some point. An aboveground creature, so anyone in the right biome will have access to their own cheese factories, without needing a chasm. Provided you can get your dwarves to stop snacking on them long enough to tame one, that is.
Rock moss will grow both outside and underground, provided the outside isn't freezingly cold. It doesn't taste any better, though. I might also have to change the tile it uses, as it currently looks like you're farming vomit.