And after X number of months of nothing, I finally got 1.3 up. It's definitely a bigger change than most other updates, though in some ways, it also peels back several things.
No more mining through any standard stone at all, though you can still get through gem veins. To get to them though, you have to get exceedingly lucky, or embark on top of a cave for all sorts of FUN. It's a real easy thing to change, see the readme for details, this sort of kobold camp specific options are in the readme's first section.
That's the big thing, otherwise, this is a whole lot of refining of what I already had. Lots of reactions were removed, because either were redundant, or became so when I added in the rest of the jobs. Lots of reactions were fixed, including the training.
Oh, and farming wood, that's a big one too. Finally got that working as it should; the seeds you get for harvesting are actually plantable now.
All in all, it's more reminiscent of how it was (intended) to be played back in 40d, surface level kobolds, arguably with some (or a lot) of tunnels dug through soil.
Oh, and I finally got dwarves to trade with kobolds. I'm pretty happy about that. So while you won't get more stone than you know what to do with, you will be able to get a decent supply of valuable metals.
Just remember that kobolds can make full use of mechanisms, and you're best off using them. Goblins will still hate you. And in your rush to chop down the whole forest to wall off and trap everything in goblin defense, the elves will probably hate you too and make you chop down even more trees ironically. The point is, kobold military is still just horrible. I upped the size of a kobold, but only because they were, for whatever reason, incredibly tiny before. They're still small (40000 compared to a dwarven 60000 or human 70000.) With training reactions working correctly, you can get decent skill in a reasonable amount of time in a weapon of choice. I may add shield/armor/whatever training as well later on.
As for known issues, I can't seem to get the newer professions working with default/peasant tiles. I may just make those 6 or 7 new sprites and see if I can't get them working that way. I did switch to Haggle's graphics, as that collection had more entries than the original sheet.
Oh, and despite game years of playtesting, I had little luck in the way of critter remains, and so I haven't been able to properly test critter kitchen reactions. Altar reactions don't work as intended (and are rather broken in the imbalance sense), so those are taken out for the time. Failed rituals didn't hurt the kobolds, and kobolds were able to do rituals with choy toys and toy hammers, rather than just wood/bone fetishes.