At the moment, this is the change log for the next version:
Updated Wanderer's Friend inclusion.
Updated several raw files for new features.
Added mire bushes as an aboveground source of nut oil and soap.
Added crested helmets, deep morels, and cavern gourds as underground food crops. Crested helmets are brewable, cavern gourd seeds provide oil.
Added starberries and pig plants as aboveground food crops. Starberries are brewable, pig plant seeds provide oil.
Added adventurer reaction to knap stone mortars.
Added lyroakas as a new entity.
Added hobgoblins as a new entity.
Added the carmine fey as a new entity, with some new weapons unique to them.
Added vaulting drachlings as new forest/wetland beasts
Added anurisphinxes and bhotisphinxes as new semimegabeasts.
Added great sphinxes as new megabeasts.
Added arcane rods and "dust" as new tools, used for adventure mode magic.
Added basic adventure mode reactions for "spellcasting"
Added crysants as a new hive-able evil vermin, and the associated "tool" fancy structure.
Added clattering teeth as an evil underground grass.
Added snapper men as new underground animal people.
Added basic hardening of leather into boiled leather using normal leather and wax.
Discontinued parrots and birdkin. Their raws reside in noncreature_direforged_discontinued.txt if you want to use them.
Tweaks: Increased honey production from pressing honeycombs, increased crutchwalking skillgain, reduced mining skillgain, tweaked dwarf civilization names, made wood blocks be called planks, removed option to make copper anvils.
The carmine fey include creatures like dullahans, nuckalavees, redcaps, and various evil sprites.
Crysants are ant-like vermin found in evil regions that can be put into hives much like honey bees can. Over the course of one and a half years, they build a hive consisting of a crystalline core, plated with iron. This protects a red waxy structure similar to a honeycomb, containing red jelly. The final hive products are three bars of iron, a crystalline structure (currently only sellable), and a honeycomb, which as usual can be pressed into red crysant wax and three portions of crysant jelly, which then can be brewed into crysmead.
To perform adventure mode magic, and adventurer needs a grinding receptable and a grinder (mortar and either pestle or scraper), which can be knapped, gems to grind into dust, and an (expensive) arcane rod. You can grind any unimproved large gem, but the best gems to use are the most valuable ones, which are considered arcane, and aligned to one or two types of magic. Dust of other gems has to be "consecrated" for magic use first. Many spells use up one or more piles of gem dust of the appropriate type, but a few take but a pinch that doesn't use up the whole pile of dust.
For the version after that, I'm pretty certain I can create creatures that grant other creatures of their kind new abilities, depending on caste, through the use of interactions. Through the use of interactions, I'm certain I can also spruce up the itarin liches and lords as well as make the encar thriceborn more interesting than just turning into dragons as they age. I do have more plans, but they do depend on things I can't be quite sure yet that they'll come in.