1. Savage biomes, be they Untamed Wilderness or Sinister, aren't dangerous at all. 80% of the time the animals on my map are Geese, Ganders and Drakes (the bird, unfortunately, not the dragon). If I'm lucky I'll get a Gargoyle, or a Harpy or - even better! - a Beak Dog, which is considerably more lethal.
2. Very few creatures in Caverns. I keep an open path down into my caves for the sole purpose of generating activity for my hospital, and it stills rots away nearly unused.
3. Ocean (Sinister, for what it's worth) embarks don't spawn any animals in the water. Even just a whale to sightsee, or a sea monster to shoot arrows at, would make my day, but I get nothing. :<
1. thanks for telling! Goose has [BIOME:ANY_TEMPERATE_LAKE] [BIOME:ANY_TEMPERATE_MARSH] and Silly default frequency of 50! (very common) I'll fix to freq 16. Duck was also default 50, fixed.
This is the kind of tuning Toady has no time for.
2. my caverns have totally enough large rats, troglodytes, ghouls, leapers, cave crocs, and the occasional elk bird, gorlak and g-swallow and bugbats. I think savage and evil biome also might restrict what appears in the caves, not sure. Maybe I should make more of the cave creatures "homing" with buildingdestroyer, curiousbeast (what's this barrel have?), rage. Yep largerats already have curious.
(giant ants up from 9 to 18 freq, tuned giant sandworm "[TRAPAVOID] -- it "tunnels" past traps, and is huge 10 tons too big for cages.",
dammit cave croc freq50default, let's up drunian freq, and elk birds were def50...)
3. Probably a vanilla bug, I don't recall sea creatures either. Anyone fancy doing ten oceanside test embarks?
Edit: A one-session fort... fell in combat.
Tradepull, Nishta-shem.
2x2 temp.shrubland region18. 20 logs 40 leather, 2 tigers.
caves1 on -9 to -13, more than half water. magnetite & siderite. Dig third exploration... tetrahedrite! Accept this location.
snows melt. Snowstorm comes.
start of mid-spring, pools thaw.
make home on -27 at feldspar/tetra. hit caves2, -15 to -46 awful. Smell some Gold!
Lets make home nearer to gold, on -45, water there too.
Summer 1.
99 steps to haul beds from surface to home...
migrants to 14 (incl 2 kids...)
Ezras. buy leather and food.
Autumn 1. migrants to 20.
home caravan.
Winter 1.
mood: pigtail trousers, 11k.
no water, frozen, must start using cave water
thieves and snatchers.
Spring 2. smelt copper.
install chairs. (395 fps)
Migrants to 40!
A thunderbird! killed two first militia. Finally slay it. Halberdier lsot a foot.
hunter uses steel bolts on cave's rabbits.
dueskies. sylcans.
mood: sun gold battleaxe, 290k!
Summer 2.
first weapon trap and diningroom.
a ghoul beating up the pasture. War tiger took cage of it, eventually. (335 fps)
migrants to 46.
Ezras. Get to burrow. A centaur seige! Huh.
stations. Moron goes to centaur pile to pick up gear.
Ilral the hero too alone versus foes. Dammit.
fight and die. Flayer ambush!!
we 34. 23. DAMMMMIT CENTAURS!
They win, abandon.