So I have good news, bad news, and news that's good for people who like fun. Good news is there's a new version! It includes plate mail for enemies that should have it, some new wepons for the minotaurs, and a new approach to worldgen that helps to boost the populations of many of the enemy civilizations, which will translate to more attackers and, possibly, could help keep the progression of attackers in order.
The bad news is that I've become fairly sure that enemies won't use population triggers alone. This means that the 1.1 release was pretty badly broken, and for that I appologize profusely--
especially to those of you who all but identified this problem and were told that the slowness/absence of attacks was simply bad luck on their part. Fortunately, upgrading to this new version will fix the problem; progress triggers don't require a map regeneration.
The good news for people who like fun is that this means I'm back to using mostly production triggers, which means enemy attacks will once again escalate very quickly. There have been two changes that should help prevent players from getting too overwhelmed too early. First, gnomes and dwarves have swapped active seasons. Since winter is much quieter than the rest of the year, this will make easier to stay in contact with the mountainhomes (important for migrants, note that this does make it more likely you will experience the dreaded
gnome siege). Second, the two enemies players seem to be most caught off guard by, the werewolves and the treants, are now on trade progress triggers. If you trade heavily, this can actually make them come quicker than production triggers, but it at least gives you some control over them.
Since DFFD seems to be a little iffy at the moment I've mirrored it
here.