Got a balor in my first winter (19 dwarves, with no deaths so far) and he got across the bridge before anyone could be arsed to raise it. I cursed and prepared all dwarves for a final stand, believing that this would be it, but to my surprise it went down pretty easily. The only casualty was a pet cave tortoise and my starting carpenter (he's only got a broken ankle, but due to nerve damage I don't think he'll walk again). Could I suggest a) making them stronger and b) making them come later?
And assuming the Balor needs a soulgem to survive, this 'towering humanoid' died when it was kicked in the head by an untrained dwarf.
There's going to be some fine engravings in this fort, I tell you.
It's a problem with "punching", which goes through armor and tough tissues. The balors are already huge (unless you've encountered a young one) and have many dangerous attributes. If you used guys with swords/axes, you would get MUCH more problems due to the melting blood. You are right, if you use hammerdwarves it's easier. Plus, a headshot to the brain is a method which kills anything. People reported multiple occasions of kicking dragons in the head and killing them. It's not a problem of a creature, it's an issue of the game combat system. They are already quite dangerous if you are not too lucky, so I don't want an overkill (as you've noticed they come pretty early, consider them "greedy bastard demons" which want your souls and gems).
I've got a lost Ezrakim merchant, a lost Keeper merchant, an argorian caravan inside my barricade, three dead babysnatchers(Two are demons, the last is Illitihd), a werewolf siege, and a whole lotta corpses.
EDIT:Now it looks like a messed up version of Twilight with a metric ton of werewolves and a goblin ambush. The goblins stood no chance against elite wrestlers backed up by like 20 werewolves.
Werewolves will be less common in the next versions, I already noted that they are too frequent.
Do you mean CLOTHES, not cloth? If so you would want to be careful not to destroy your own cloth...
I plan to make a cleanup for the next version (remove socks/mittens from invaders, make werewolves to come only in winter and centaurs only in summer, remove fireballs etc.).
I mean cloth junk and leather junk. Wooden armors too would be on the "burn list". And unwanted animal fats and seeds. A fort with 1200 meals might as well burn all its seeds if they do no farming.
How about one icon for basic were and other icon for the non-gray weres? And one centaur caste might have natural bow&crossbow skill at 10.
Nice desert elf: http://ebaueris.blogspot.com/2010/11/elf-dune-strider.html
I gave centaurs improved bows already and it should be okay to give a certain caste a high archery skill. I won't give it to everyone because as you already know it will make everyone into bowmen
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What do you mean by "icon" for a werewolf? We cannot assign different icons to castes, otherwise it would be my dream (I would make separate male/female graphics and the game would feel much more different).