Will it be possible to assign specific animals to be used by specific entities? Or perhaps a Cull type token?
Nope, no new tools for animal assignment yet.
Has anything been said about leather armor in the new version? Will all leather armor continue to be identical for protective purposes, or will elephant leather be superior to cow leather, in turn superior to armoring your dwarfs in the leather of ground hogs?
It's all identical right now, although it would be straightforward to differentiate them.
In that vein - will bigger animals produce more leather? Will a dwarf be fully clothed in a cape made from a sinke kitten leather?
yes, now needed leather and threads measured by size. i guess you will need several kittens to make kitten leather cape.
i think yes.
If I remember correctly, size of cloth and length of thread only functions semi-properly right now (sorry, not right now, but in the near future) for bandages and sutures.
I think a kitten leather cape will be the same as an ettin leather cape, in all functional aspects.
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Devlog seems to back me up.
Yeah, currently it doesn't care about the size of the tanned hide vs. the size of the clothing/armor. The tanning reaction doesn't seem to transfer the size of the raw hide to the tanned hide yet anyway (not positive on that though). Also, ideally you'd want elephant leather to be
thicker than a bunch of groundhog hides stitched together lengthwise, and the game doesn't have a concept of that yet.
How fine is the new military scheduling system? Specifically, could I set a squad to be on duty one season, sparring one season, being non-military one season, and doing classroom work with their mst trained member during the last?
I guess that's really five questions, first is it possible to schedule like that and the rest for each of the possibilities.
On a related note: If such schedules are in, how granular can they be? Years, seasons, weeks, days?
Scheduling is done by months. You can't schedule lessons and sparring separately -- that choice is up to the instructor, who decides when they're ready for sparring. You can assign them to be inactive for parts of the year, but I believe they can still choose to do individual combat drills while inactive, so they won't always be available for work.
There are three separate "on duty" states that you can schedule separately -- defend burrows, patrol route, or station. The active/training states all let you choose a minimum number of squad members that should participate (and specific squad positions, if you want).
they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out.
This also happens sometimes with civillian dwarves where if you have an available ramp and there is water that is more than 3 or 4 deep, and their path takes them in a way that they will try to use said ramp, resulting in job cancellations. Using a restricted path designation generally fixes this. Just letting you know if you weren't aware of this already.
Yep, same bug. It should be fixed now.