# individualized blood contaminants for historical figures
# made a region's raw files reside inside of the region save folders
". . . the modders' ability to add a new elected position of "Happy Care Dwarf" that handles all of the worker complaints instead of the expedition leader . . ."
"I've rewritten all of the underlying map feature code to support easier expansions and more robust save compatibility in the future"
"The attributes have entered the raws."; "I've put in the attribute rust system from Armok 1, so it keeps track of how long it has been since you've used an attribute, and if you don't use it for a while, you'll start to accumulate rust that will decrease the effective value of your attribute, and if you accumulate enough rust, you'll actually start to lose the actual attribute value."
Attributes"Each of stones, metals, plants, trees and creatures now has material lists which can be placed in the raws which cover pretty much everything that was sort of haphazardly defined before."
"I unified the trees and shrubs raws (though they are still split for all intents and purposes when it comes to playing the game, so you can't start planting trees or anything like that at this early stage)."
"Teeth, ribs, cheeks, lips, eyelids"; "Relative body part sizes are also in the raws/data now."
"Positions and relations for body parts within their parent body part to give wounds a chance to seem more reasonable instead of being sort of loopity loopy paths around the parent part made by a supposedly straight object . . ."
"I also put appearance modifiers in the raws . . ."
"Tanning/fat rendering/soap making jobs are now in the reaction raws, and in general there are more reaction tokens that'll allow fewer definitions to cover more materials (so horse fat knows to become horse tallow by virtue of material/tissue strings rather than having to write a reaction for each one)."
"Color variations and changes over time are done (for any tissue layer, from skin or muscle to the stomach to eyebrows or claws), and I've defined a new colored pattern definition for things like stripes and mottled patterns that can have more than one color at a time."
"Wood, bone, leather, silk etc. are now materials themselves instead of materials implied by the existence of plants or certain creature flags, and the stockpile screens/settings/haulers needed to learn how to use that."
"Entity pets, embark pets, dye flags, mill jobs, extract/farmer's workshop jobs, and some other things with plants. It'll let you do some weird things now, like farm plants that can be processed into weavable metal thread, though the categories of items for the jobs are still the same (thread/powder/liquid/seeds)."
"Handled material states vs. names, so among other things some of those ice/water problems should be handled. Stuffed the creature morph/caste information into items and vermin as necessary. Squashed skin+bone+shell+skull into the corpse piece item -- this will let me do things like horn and ivory crafts for this release."
"Updated dwarf item/material preferences, vermin barrel gnawing and cage escape, material values, prices, web placement, plant symbols, large predator/curious beast race vs caste stuff, and megabeast/power race vs caste stuff, among other things."
"Fixed up a problem with fish stockpiles, god form selection for flying ones, creature placement in hostile environments vs. caste, caste litter sizes, some skill availability stuff, updated safe temperature stuff, placed totem flags on bodyparts so it knows which ones can make totems."
"Revised some combat rolls, added the wound information to the unit, made the combat system respect the new bp sizes (and initialized those and made sure they updated during growth), and did some of the basic calcs for material vs. material impacts/cuts that'll be used during combat strikes."
"I added some dubious material values to the raws, and the game adds wounds to the tissue layers now, using the material definitions and so on, but they aren't very interesting yet."
Some of the new raws.