--July 4 sub-release: still no weres or flayers
mineral frequencies tuning once again.
a new rare fun sound for civilizations.
added sesame alcohol. Increased values of some alcohols.
second tiger species, larger and rarer, and now the previous tiger has major size difference between sexes.
"soft turtle" land animal, the kind that the chinese breed for turtle soup.
http://en.wikipedia.org/wiki/Pelodiscus_sinensis Chinese softshell turtle, Sold 91 million CSS-turtles one year.
giant squirrel (finally!), size 40-75kg
giant chipmunk 32kg
giant owl 78kg, in any land biome.
forest elephant, only 2.6 tons. Increased size of vanilla elephant.
Pink and pure marbles are rare, so they should go to furniture use, not steelmaking reaction in my opinion (they appear inside marble layers). Black marble is NOT a flux stone in my opinion, too much impurities.
tip: order ilmenite, bauxite, brimstone, aluminum from mountainhomes for making black steel, red steel, mithril.
tip: embark with 5-15 flux stones, for alchemy and steelmaking.
tip from BigD145: "All wells should be dipping into 2+ z-level deep bodies of water."
tip from evileeyore: "Instead of using a rope or chain, you can set a pasture in your entrance and assign a wardog to it. Or several 1 tile pastures with a wardog in each..."
tip: worldgen has "how many sites allowed", [SITE_CAP:1500], more sites is better for adventurer?
--June 26-29:
this sub-release has werewolves and illithids deleted. Hope to get snakemen attackers.
all domestic animals are still trainable.
ascii: fixed blue crystal's tile. Bright yellow background to platinum ore.
little less coal and lignite. (my testing is with scarcity 610 to 650)
aspid caste saliva spec_heat changed, maybe less fires.
crundles are trainable and in cavern layer one also.
reduced scorpion, mummy, cave ogre and crundle numbers, and increased cave carp and giant ant count.
nerfed tigers a little, they felt more powerful than a goblin squad.
elephant and unicorn tuned a little
slightly less tissue bleeding so a dorf can survive "hand ripped off".
tip: when first siege comes, delete outdoor pasture, then animals flock to your meeting area.
--June 22-25:
reduced human lifespans.
slightly less fluorspar and cobaltite. Much less gold. Ore and bluecrystal amounts tuning with help of dfhack's dfprospector.
gave more realistic densities to clays and sands. "dry sands are 1200-1680, wet 1920-2080"
slightly more native aluminum, for a better chance of mithril making.
added "carpet", a kind of cloak that you can leave laying around on floors. Or should one build six of them into a 2x2 workshop? It is lousy as armor (but can be worn like a hoodless cloak, coverage 30%, doesn't protect head)
renamed cloaks to hooded cloaks to remind of their head protection
renamed ITEM_HELM_HORNED finally to actual ITEM_HELM_MASKED. Breaks save compatibility! Added back the old ITEM_HELM_HORNED, might prevent savebreak.
gave crossbows to nords.
reminder: a "mask" item does not protect the "face", but "50% of head", same what the Cap does.
tip: mass "gather plants" operation, turn off all hauling (well, item hauling can't be stopped from o-menu) so the workers travel from plant to plant without interruptions. Don't have the herbalism-practicers do most of the food-hauling.