Alright, got 0.8 up tonight with, once again,
the link.Mechanisms are upped to 10%, but the most notable changes are more buildings/reactions. I added in training buildings for healthcare and weapons (healthcare stolen shamelessly from Deon, who may let me know if he'd like it removed which I doubt since he uploaded the healthcare files seperately, and weapons I made from scratch but the concept was still, as far as I can tell, his). The healthcare training I feel was rather necessary since, if your doctor actually gets to a level that isn't malpractice, it probably means the whole camp died.
I also got around to a couple critter reactions, doubly effective in that you won't need refuse piles filled with remains. Oh, and you can cook them for food (testing only yielded iron chops out of roaches, whatever those were. But they were edible and that's what counts). More reactions on vermin may come, depending what I can do. In any case, that's about it for the core reactions.
As for what's next (writing it down half for myself just so I don't forget), I should change the look of a couple buildings that I copy-pasted so they don't all look samey. I still need to set up a fort with a buncha traps and bring an adventurer over to make sure the traps work semi-effectively, and in proportion to each other based on how many mats they use.
I would like to add in some more fluff besides sets of bone reactions that separates kobolds as kobolds, not just primitive diminutive dwarves. An attempt at making specialized creatures as tamable (mounts?) or just use in general. Definitely feel kobolds could stand to be attached to some creature like war dogs. After starting a fort for longer than testing a reaction or 10, it was only winter (or maybe just 1 year had passed) and I got ambushed by 16 elves that mowed through me. Of course I wouldn't have it much other way, and it did seem to be the exception as I've never had such an attack that early, it could get tiresome to have what's effectively a time limit on your fort if you don't have ways to defend.
Maybe different categories of reactions, more cultural sounding weapons (perhaps stone/obsidian aztec style weaponry?) and while I'm at it, food and furniture.
Currently there's a lot of potential for agriculture. I mean, they can grow it, but I'm attached to [BONECARN], as it makes a challenge to get food at higher pops when the fish start dwindling. But as a result, there should be more reason to grow plants, moreso than booze and loincloths.
Anyhow, that's the stuff off the top of my head. Starting to give it much thought now, I'm approaching the one point oh, and I'd like Version 1.0 to be synonymous with Final Version.