No, not mythskin, just a figure of speech, cloaks as armor.
Seagulls can't help themselves, they shout when they see food -- helps the whole flock. Thus seagulls shout all days long in some areas.
Many male birds shout and shout their little lungs out, marking their territory with birdsong. Squirrels' alert sound is a small "tsik" hiccup, telling the predator "we've seen you, go away".
The question: to which animals should I add some sounds (a rustling in the bushes, the crack of a twig, soft footsteps on the breeze) that you adventurer types encounter often. Do the yaks not moo when you chase them?
Lots of ents eh? Good on you. (adds soundmessages to ents) (makes sea monsters again immobileonland)
This morning's test fort seems extra cool: glacier+mountain+frozenriver, with Black Marble(very rare for me!), lignite, marlstone (recently added), gneiss, rock salt(unlimited cooking ingredient and trade good). Put the hospital where the floor has rubies... OH ARMOK A YETI ATE A DORF THAT WAS SLEEPING IN A BED. Much later: oh... sphalerite. No water anywhere. Maybe time for a iceblock to bucket of water reaction. Water caves on -37.
Edit: here, read some improved Altar of Nature reactions.
[REACTION:SACRIFICE_NATURE2]
[NAME:sac bodyparts; ash&copper]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
[USE_BODY_COMPONENT]
[PRODUCT:70:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE5]
[NAME:sac more parts; wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:7:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[PRODUCT:7:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE6]
[NAME:cheese grows fungiwood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
[REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE7]
[NAME:make ice with nether-cap] and air moisture.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[SKILL:ALCHEMY]
Edit2: did you know, that when you abandon fort (giant rat, ratmen, unhappiness, build on wrong side of wall), leaving a berserk dorf behind, then reclaim... that berserk fool ambushes you!
Just an idea: maybe now that stone drop rates are so nerfed, stonecrafting xp should be raised back to normal.
Hmm.. yea maybe put that xp upwards a bit. But stone is still pretty much unlimited ingredient compared to wood and leather.