Tweaked vampires and bandits. I got ticked off with them being out in the open, so they now live in caves. That'll show 'em.
Most main entities have a cap of one civilization. At first this was to lessen load times (they are now almost acceptable, thought not quite), but now it's to make things a bit more interesting. I'll be adding numerous new entities to fill the gaps, and each one will have a cap of a single civilization.
This means that the adventure mode race selection will also look a bit more interesting, since instead of
Human from .......
Human from .......
Human from .......
Human from .......
Human from .......
Dwarf from .......
Dwarf from .......
Dwarf from .......
Etc.
It will be
Human from .......
Dwarf from .......
Satyr from .......
Centaur from .......
Jötun from .......
Etc.
Which, at least to me, seems a bit prettier. And a person can never have too many pretty things.
Satyr, Ents, and Centaurs will be added as forest civs to replace Elves. Satyrs trade in exotic animals (as well as exotic animal meat, interestingly enough), and get angry if you try to sell them blood-coated or animal-related items. They've got no problem with wood items, however.
Ents will trade in exotic woods (hopefully), but will try to enforce a tree-cutting cap and will get mightily annoyed if you sell them dead trees or any products thereof. Instead of sending an archer squad, however, ents will siege your fort with all their woodly might. They don't carry weapons or armor, but they're big, made of wood, and can rip a man to pieces. These are not the best neighbours of the three, obviously.
Centaurs are essentially human-mimics. They don't mind trading in dead animals or wood, but they don't offer any exotics either. Piss them off, and you'll have a party of armored centaurs at your door, including their very proficient bowmen. They're generally easy-going however, so unless you insist on having a centaur diplomat in your zoo, you don't have to worry about something as trivial as wood or animal items incurring the wrath of a nation.
I should mention that both satyrs and centaurs use metal weapons and armor. Keep that in mind when deciding what to do with them.
Gnomes will be added at some point or another. Although smaller even than dwarves, they pack powerful weapons and interesting (but useless) gizmos with really long and utterly befuddling names. Mountain gnomes will be renamed to feral gnomes.
Natives will be added to jungles, and will be just about the only source of blowguns/darts you'll come across. They'll try to steal stuff from you, like bandits. River monsters and savage pygmy-creatures will be added as well.
I've also got a few things lined up for evil forests, as they've now become my favorite biome. Expect wandering woodspiders (no webbing, thankfully) and packs of vicious black wolves to pass by, as well as darker creatures of the woods...
Right now it's 11:04 PM, which is a tad late. I'll continue working on this fabulously doomed mod tomorrow when I get some time/ideas.
Cheers as always,
--Kagus