This mod is great, the more i play it the more i like it! Just started really dipping into alchemy and wandmaking and such.
I have noted some "stananks" tho
Noble positions:
My forewizard is borderline suicidal because my archivist has a weapon rack in his room, making his sleeping quarters "better".
This isn't so much a problem until i swapped their rooms, and now the archivist is borderline suicidal. It seems they all feel they are superior and that other positions are "lesser"
which makes all kinds of sense, but leads to quite unhappy wizards. From what i can see this seems to be the case for forewizard, negotiator, archivist and even counselor. I don't have a beast keeper at the moment to test.
Battlemages:
They don't seem to actually kill enemies with their magic attacks. My one man army unstoppable war wizard of death only has six kills to his name, the rest have died of natural causes it seems.
Other than that, great work! any chance we'll be seeing more uses for refined metals in the future? i have a ton of cobalt i'd love to turn into armored robes
Thanks for the feedback! The noble positions are getting an overhaul to correct those and other issues. I think there's a known bug about natural-attack ranged kills not being counted by the game, but I can't seem to find it. I don't think there's anything I can personally do to fix it. I want to eventually have more metals like chromium, and more alloys, so cobalt, for instance, would find a nice use in cobalt-chromium alloys which will make for strong equipment.
When I try to start the game with this mod, I get the error:
"Not found: data/art/curses_650x300.png"
There's nothing in the mod to cause that. Check out your init .txt file or art folder, the tiles file might be missing.
I noticed that too when I embarked in evil tundra. Guard wizard with killed tons of zombies and skeletons, but had no kills listed (and neither did his weapon). Maybe the recording of kills is somehow linked to the weapon, and since magic missiles disappear after use, the record is lost? The guard wizard in question did have an axe, but I'm not sure if he used it for the deathblows.
If it's not that, it may have to do with the rigged-up 'hitpoints' system that Toady One made for undead wildlife. The kills don't seem to be tracked (in the arena mode they're said to 'vanish' when they are killed), and the magic missiles seem to do them in after one shot, no matter what part of the body gets hit.
I've got a chat with a fellow russian DF player, and we brainstormed an idea: a breeding for zombies. Make them all "male" and make a single "female" caste which is called "dark totem", is made of obsidian, looks like some symbol and has no attacks (and moves slowly). This way you could have a dark totem which rarely rises zombies.
P.S. Your undead pets have [CREATURE_CLASS:UNDEAD] listed twice. Also, a clever trick with the pus .
Thanks and thanks! The undead raw is messy and unfinished, I still have to get skeletons working again. I've been wondering if the rot effect can be better created without the pus, such as sticking the syndrome in the tissue material itself.
The dark totem idea is interesting. Migrants would bring them, but they'd sit on the edge of the map unless they're caged or chained. Right now you can embark with undead since they're found wild in evil caverns, so the totems would spawn wild as well. I've considered lowering their pet value so you can embark with more of them to make up for the fact that you can't currently make more.