0.09 Changes
+ Revised forgotten beast body parts similar to that of normal creatures
+ Blood/fat/tallow/seed/pus now rot and hopefully would eventually dissappear
+ Add a blood splatter killer as optional file
+ Revised iron / silver / gold distribution
+ Revised megabeast growth rate. They now instantly grow to maturity.
+ Adjusted value of booze, crop and meat products.
+ Tweaked equipment stats and coverage
+ Walked around the armor bug, creatures now wear full armor
+ Elves & Goblins resized to large as a part of armor tweaking.
+ Adjusted abaddon's behavior. Less annoying or deadly.
=== Splatter tweak ===
+ Blood/fat/tallow/seed/pus now rot and hopefully would eventually dissappear
+ Add a blood splatter killer as optional file
I really hate FPS loss due to splatters, but I like the idea that I can look at the ground and tell what glorious battle has occured just from those splatter. That's why I've never gone so far as to eliminate blood all together. Bloody is dwarfy. Thus I've decided to make it slowly dissipate and add an option to manually clean all of those mess if the player wish. It seems to work.
=== Armor tweak ===
+ Walked around the armor bug, creatures now wear full armor
+ Elves & Goblins resized to large as a part of armor tweaking.
I noticed this armor issue (bug 3838) when play testing for 0.08. Even FD creatures were a joke cause nothing protected their hands and legs and they can easilly bled out thanks to the new improved targeting. I've walked around it by changing many equipments to clothing and ensure dwarves is the only size 60k race, effectively fooling the game into using them as proper armors
Every since, sieges have been much harder. Note that if you play FD mode you need to use the version especially made for IM
here. Thanks to darkflagrance for listening to my selfish request.
=== Economy tweak ===
+ Adjusted value of booze, crop and meat products.
This is part 1 of the economy overhaul. There'd be more to come and maybe some more interesting creatures and plants introduced. Generally I've never liked how overland crop and meat industry being so good comparing to traditional dwarfy underground farm so I've nerfed them in various ways or form. In the future I'd adjust their use and distribution to keep them useful where they exist but will still make sure players can still live without them. And you shouldnt be able to overfarm them either. Main food source should always be underground crop and main export should always be stone.
Meat industry changes: There're only 3 kinds of creatures, easy to get (value 1) which cover everything you can tame; hard to get (value 2) which cover any mundane creatures you cannot tame and finally megabeasts (value 5) Since this change, mass farming meat to sell to trade is very time ineffective comparing to exporting metal wares. Unfortunately both rocks and metal have seen much more uses since version 0.07 so it'd be a hard choice on what to export
Meat nerf seem incredibly heavy, but this is well compensated by the ridiculous amount of creatures you can catch anyway, there's no excuse!!
Overland crop changes: Overland crop's seed are inedible. Overland crops are heavy and generally has value of 1 in all aspects save for sun berries and whip vines. They also grow very slowly, at least twice as slow as all other underground crops. The redeeming value of overland crop is ease of production and year-round growth. This'd make overland crop too heavy for trading but still good enough to forage and consume until you have some underground farms going. Prime example: 18 strawberry roast weight 3600 urist. A horse can only carry 3000. Ya...
Underground crop change: All boozes are also of value 1 as overland crops. All plants save for plump helmets cannot be eaten raw. However, processed food made from underground crops have value of 5, making them the best stuff to eat. Plump helmets, having no processed products, are simply quick to grow, emergency year-round food+booze. However, it can be milled into the only dye in the game...
Booze change: booze can no longer be cooked. Note that booze should also rot now (takes 3-4 years or so). so you dont need to worry about overstocking booze. Since boozes have low value, it's also harder to sustain happiness with legendary drinks.
In the next revision I'd further improve the economy balance (.19 will still be a long way rite?) as well as start incorporating interesting ideas I found from other mods so it's be an expanding revision. Afterward I have time I'd also take a second look at weapon and armor balance. If I even have more time I'd see if I can do anything about the large amount of different bone and meat and tallow types.