The latest version makes a lot of changes to the entity files. Things are much different now in many different ways. A number of glitches were found and corrected, mostly involving thieves and babysnatchers not from the races they're associated with in vanilla. World-gen is much improved and most of the races will make it to 1050 with at least one civ left, though Fauns appear to be quite fragile in general.
I missed the Philosopher so I remade its position and added it to the list of gnomish nobles. I didn't add it back to the dwarves because as much as I miss it, there was likely a reason for its removal.
Tigermen were replaced and sent back to the wild where they can still be captured and tamed. Fortress mode would never work well for them as long as they kept their pet tags, which I absolutely couldn't remove. Cue the Lionmen.
The new 'hostile beastman' entity should provide a much needed foil to the list of mostly-peaceful-but-easily-irritated-into-war entities. The latter are easily provoked by the questionable ethics of the former.
A hobgoblin is a caste of goblin that is just a larger, tougher, scarier goblin. Their casts [POP_RATIO] is 1 in 4, so they aren't rare, just less common than your average goblin. Basically, they're my implementation of 'orcs' -- though I'm of the
Tolkienesque mindset that 'orc' and 'goblin' are synonymous. If it helps, think of goblins as
snaga and hobgoblins as
uruk-hai.
Oh, and the blood -- right now I'm looking for a way to get dwarves to cook with it.