I've heard it said before that every time you drink alchohol, it causes *some* level of irreversable brain damage. I'm not sure that's true, but it's something to consider, when thinking about an entire Fortress of creatures that require alchohol just to get through an 8 hour shift.
Can I design creatures who's brains/nerves *will* heal? Or is that being hardcoded?
On the subject of doors, two questions I'd like answered:
1. Building materials aside, whether made out of wood or stone or glass or steel, will it be harder to get through a Masterwork door than it will one without any quality levels?
And 2. Will there be a separation in quality levels between items with higher artistic/aesthetic value, and ones with better structural design?
Will there be the ability to make choices about, or between, form and function, when our dwarfs are creating something?
In other words, will the game recognise a difference between a pretty letter opener, and a tough survival knife, each with the same potential selling value, and each made with the same level of skill?
To Aqizzar: I'm really excited about underground civs. Specifically troglodytes. Those bastards have (unaccountably) been an enormous thorn in the side of every single Fortress I've made in the past 2 weeks. I've had to set up Trog extermination squads and do regular Trog-sweeps just to keep their numbers manageable. They've been a lot of Fun, in other words, and I'd love to be able to see, or atleast have better tools to mod in, real depth going on with them.
Ofcourse, that's all just hope and speculation. We've been given (that I've seen) less info on underground civs than we have about the new and improved HFS.