Entities removed:
* Ratlings
Entities changed:
*
NEW in 0.8 - All entities slightly edited to match the flavor of their sprites and provide greater differentiation between civilizations.
* Halflings renamed Gnomes, entity files edited for flavor and nerfing (now [MINOR_METAL])
* Kobolds made Kobold Camp compatible.
*
NEW in 0.8 - All non-dwarven entities given a few unique weapons (see below), some new toys, appropriate clothing and armor, etc.
*
NEW in 0.8 - Elves slightly buffed, their wussiness has been reduced by (roughly) 20%.
Entities added:
* Templar - medieval european humans with a zealous twist! Uses steel, but should be more tempermental, and more likely to war dwarven civilizations (I hope).
Creatures changed:
* Elephants and Horses now trainable.
* Two-legged rhino lizards renamed four-legged rhino lizards.
* Velociraptors renamed to two-legged rhino lizards, [HEAD_HORN] added and attacks changed, made trainable
* [CANNOT_UNDEAD] added to some creatures with nonstandard flesh types (blizzard man, steel wolf, etc.). May be redundant.
* Mountain gnomes renamed to feral gnomes, size increased to 4 to match entity creature size. Ditto size of dark gnomes. Graphics changed.
Creatures added:
* Hyena and Giant Hyena (from Gnoll Clans mod)
* Tortoise (from Reptiles mod)
* Arctic Hare
* Chameleon (uses a neat color effect)
* Giant Wolf Spider (from Orc mod)
*
NEW in 0.8 - Armored Elephants (from Orc mod)
Material changes:
* Red brass changed to value 3, to make it less pointless.
* Flint is now [SHARP]
* All soil layers with "sand" in the name are now [SOIL_SAND], and useable for glass production. Glass-loving nobles rejoice!
* (Added in 0.7) Added anthracite coal (higher purity coal in metamorphic layers) and dried peat (in peat) as new fuel minerals.
*
NEW in 0.8 - Gold and gold alloy metals are no longer useable for weapons, armor, etc. Just because you can, doesn't mean you should.
*
NEW in 0.8 - Crucible steel (aka Wootz steel) has been renamed dwarven steel, and is now [DEEP] to prevent hostile entities from being so lucrative.
*
NEW in 0.8 - Nordic gold has been renamed gnomish gold, as there are no nordic humans. It's a copper alloy and fits with their [MINOR_METAL]-ism.
Reactions added:
* Deon's Elfcoal reactions added. Make charcoal from elf loot.
*
Added animal hide bed and stone anvil reactions from Kobold Camp. (Leather beds removed in 0.8, granite anvil reaction remains)
* Added reaction to re-roughen rock crystal, allowing import for crystal glass production.
*
NEW in 0.8 - Added glass staining reactions using a new (but slow-growing) plant. All base colors available. Construct a megaproject mosaic/chapel of Armok/seizure-inducing animated mural! (Courtesy of Ultimate Fortress mod)
Items removed:
*
NEW in 0.8 - Dig Deeper weapons removed, in favor of those below.
Items added:
* Added Kobold Camp weapons (crude, [CAN_STONE] shovel, short spear). Survivalists rejoice!
*
NEW in 0.8 - Multitude of flavor weapons added for non-dwarven civs. All are slight variants of existing weapons, and none should be game breaking.
*
NEW in 0.8 - New ammo! Orcs will now occasionally use flaming bolts and arrows, possibly setting fire to your troops! Dark elves will now sometimes use barbed ammunition, causing heavy bleeding, pain, and easily becoming lodged in victims! (Courtesy of Age of Heroes mod)
Items changed:
*
NEW in 0.8 - Mauls and great axes are now dwarf sized! (Damage reduced slightly, now dwarf usable)
*
NEW in 0.8 - Morningstars are now dwarf usable.
*
NEW in 0.8 - Halberds have been changed to use the PIKE skill.
Plants added: (Courtesy of Civilization Forge, Age of Heroes, Gentledwarf mod, Ultimate Fortress, and others I may have forgotten. None of these are my own creation, so if your work is included here without credit, please let me know!)
- 5 wild fungi!
- 8 new berries!
- 2 ferns! FERNS!
- 8 other new plants, some of which are known to grow only in the most difficult environments, such as chasms and magma pipes. Make some farmable soil, and see what grows.
- New subterranean plants:
- Slime mold, a fast growing, 0 value emergency food source. (From Civilization Forge)
- Chroma blossoms, an irridescent, moderate growing flower used in glass staining (see Materials, above) (Courtesy of Ultimate Fortress, I think).
- Tower husks. A breakthrough in dwarven agronomy, these tower cap plants are capable of being grown under conventional farming conditions, but unfortunately grow hollow due to a genetic flaw. They can, however, be pressed into usable tower cap lumber, and are a useful (if inefficient) resource for wood-starved fortresses. (Courtesy of Age of Heroes and Hishan).
Miscellaneous changes:
* Accented characters removed from language files. You can have your umlauts back when we're fully graphical.