Version .13 is out, here's a trailer:
http://www.youtube.com/watch?v=Mdc-UZpqaRA# Implemented heightmap based map generation for more interesting maps
# Containers generalized
# Stockpiles have container-specific limits
# Ants can tunnel through walls
# Gameover is registered when all your orcs+goblins are dead
# Assigning orders to a squad now flashes a marker on thr map to better visualize it
# Added patrol orders
# Fixed escort orders, and renamed it to 'Follow'
# You can now define what an npc becomes on death (corpse, small corpse, just filth, etc.)
# Stockpiles and farmplots can be expanded after being built
# Pontoon bridges
# Health bar for npcs in the sidebar
# NPC's will eat each other if starving (starting with the weakest npc they see)
# Ground will get muddy if walked over constantly
# Duckboards can be built over mud to allow faster travel
# Orcs and goblins spread filth
# The spawning pool will grow organically while spreading corruption the more filth and corpses you dump into it
# Items have bulk, and heavier items will slow npcs down more than lighter ones will
# Reworked npc stats and food numbers (spreadsheets ahoy)
# Added tooltips to menus to explain different constructions
# Added camp tiers: At first only the most basic constructions are available, and only weak monsters will attack. As you advance through tiers more options become available, and tougher monsters appear.
# Tile requirements for constructions, now stone quarries can only be built on stone for example.
# If a place is left to itself plants will grow back and peaceful woodland creatures will return
# Goblins no longer stockpile things neatly into rows
# Felling trees and digging ditches requires tools
# Added a totem pole which centers the camp
# Added a tutorial to help out newcomers and show how to use python for mods
This version looks like a big improvement over the previous version.