SirHoneyBadger: First of all, it's hilarious how we both have "Sir*Insert animal name here*" names
But anyways, I won't derail this topic any further, but I did want to clarify my question for Toady a bit. I'm not saying he should drop everything to optimize the game; the game runs "decently" even on my older computer. The problem is, from experience, I tend to know exactly what'll kill my FPS in a fortress...and that's the sudden and large introduction of critters. Happens during migrants, traders, goblin sieges, etc. And it makes sense, given that that's a lot of new people the engine has to keep track of, path for, etc.
Further, the way A* pathfinding works does not mesh well with large, open spaces, given it's a lot more "expensive" to calculate a path through given the sheer amounts of options it has.
So you can imagine the possible difficulties of unearthing a) a very large cave with b) a very large amount of critters in it.
And who knows, this might not even be a concern, which is really all my question was asking on the subject, as Toady would know first hand. FPS issues kind of make or break the "end game" of DF for me, so, to me at least, it's important to know so I can plan my forts a little wiser than I have been.
Phew, ok, back on topic:
Anyone else worried cats will learn all sorts of new "tricks" because of Toady's real life experience with them? Hmm...
Mechanic cancels pull lever: Missing mechanism
Fort cancels live: Dying to unchecked magma flood
Cat cancels playing with mechanism: Searching for dead owner