Edit: Just thought of a question. Are any of these changes going to have an effect on the world gen combat? Perhaps even let megabeasts not suck during world gen?
Eventually, but the Combat Arc is more likely for that.
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
*Looks and notices no reply to his quote...was this an error?
Ah, yeah, I missed it among the many blocks, even though or perhaps because it was first. My general attitude... there are a couple things I guess. Once sieges are up for improvement in the army arc, I'm probably going to tackle things like siege towers, which are multi-tile, multi-level constructions that can move across the map while containing critters and items (much like boats would be), and that also opens up some more thought along the lines of improved traps and all that. There's also a dev item on generalized workshops, which I haven't fleshed out really, about allowing more types of jobs to take place at say, a table with some tools, and then allow specialization with more equipment, perhaps homogenizing this with the notion of rooms and stockpiles and activity zones and so on under one sensible umbrella. Nothing finalized though.
If there a possibility of a release once the wounds are updated? Because that's honestly one of my big points of annoyance right now.
Nope. The outlining process involved gutting everything, and I'm not going to be in a position to release until I'm done.
As long as combat in general is being improved, are the munitional application of coins, water and vomit going to be decreased?
That's more of a combat arc thing, though something will change just by virtue of how much has been overhauled. For better or for worse, I won't know until I get it up and running and get a chance to tweak everything. The hope is to always nudge it toward better.