0.10 Changes
+ creature material overhauled
+ added reaction to make gem block at the kiln
+ added slime
+ added altar
+ removed tallow
+ adjusted equipment coverage
+ Tweaked crop to place more emphasis on booze variety requirement.
=== creature overhauled ===+ No more pages of FB meat/fat/extract/soap/whatever
+ Non-tamable creatures got 2x material hardness on skin, fangs and claws
+ Semi mega beast got copper grade skin and steel grade fangs/claws.
+ Minotaurs is an exception and get spoiler grade horns. It'd also use both horns in one single attack now. Horn attack's syndrome change from puncture (weak) to rupture (b******t) This is to compensate to mino being smallest in size comparing to all other semis.
+ mega beast got bronze grade skin and spoiler grade fangs/claws.
+ leather product material untouched.
+ removed tallow
+ Most megabeasts are trap avoid and carry equipments
+ dragon now fly
+ bronze golem now regenerate, and regenerate very fast (got from hydra)
+ hydra now know how to deal with certain mortal weaponries such as bolts & spears but lost its naturally fast regen (gave to bronze golem)
It took ALOT of time to modify and make considerations for all creatures. I've tried my best to reduce the amount of object types used to generate creatures. To put it simply, what carry no dwarven significances are generic-alized. In example there're like 4 kinds of nails and claws for all creatures, but teeth, hooves and horns can still be identified by race. There're alot of wierd mashup and injection, 0.10 raw is a huge mess and likely error-ridden.
If you see something which shouldnt be there or shouldnt act like it did, report it. Do note that leather products are not touched. There's no point in buffing creatures if you buff the drops also. It's not like, you know, wow.
The other major creature change is the megabeast buff. I want to make them more varied and encourage different stratergies against each. This is most obvious on the 3 major megabeasts: Dragons are "tricky". hydras are "offensive" and golems are "defensive"
=== New anti siege toys ===+ added slime
+ added altar
I designed it after the bomb creature of FF series, but I think it ended up like the starcraft 2's baneling. The slime is an interesting beast. Pet, trainable and seldomly show up on the first cavern, this sack of green liquid is a literal bomb. It attack with its own internal acid which, unsurprisingly, cause incredible amount of pain, bleeding and rot over a large area. This is an one-shot attack however, as the creature also die in the process. Or die trying, whichever come first. It's up to you to figure out how to use it.
The altar is the second tool provided in this version. First of all can act as an artifact display case. Second, if temperature is off, its "artful sacrifice" converts gold bars into pools of deadly "unearthly manifestation" which lie around after the altar has been removed. If temperature is on, its "artful sacrifice" will release a cloud of "unearthly presence", drop some low grade gears of war and kill the praying dwarf. Escape is possible but uncommon. Note that the dropped equipments can be improved if the praying dwarf has high skill in axe. I like to think as the dwarf did an ritual, danced with an ceremonial axe and summoned aids from his god to break the siege outside. The unearthly thingie thus represent Armok himself:
=== Fun for mega builders ===Added reaction to make gem block at the kiln. The gem blocks has always existed. There's no reasons not to tap onto it. I'm looking forward to masterword designs with diamonds from you guys soon
=== EDIT: Booze overhauled ===+ 3 plantable underground booze, 2 plantable overland booze but one is in savage area and must be processed at the kitchen
+ 1 gather-only underground/overland booze and 1 gather-only overland booze
This change aim to make it harder to satisfy booze variety requirement. It's still possible to make do with only underground farming or only overland farming or only trade but it's probably more desirable to do all of them at once. Sweet pod is now gather-only and yield no seeds. All overland crops have been removed save for rope reed and sunberries but sun berries no longer yield seeds. Sugar cane has been added and replace whip wine as the savage overland crop. Sugar cane is a complex crop and its reactions are:
At kitchen, require brewing: 5 sugarcane + 1 barrel -> 1 barrel of 25 cachaca + 1 potash
At kitchen, require herbalism: 1 sugarcane -> 1 sugacane "seed" (billet)
At kitchen, require cooking: 1 sugarcane + 1 bag -> 1 bag with 5 rock candies
I've lost my change log for this version for some stupid reasons so I might have missed some minor changes in this posts. Still, that's a lot of thing needed and I'd be more careful with my files from now on.
Next version will primarily deal with tilesets. I was quite surprised when I found out people's opinion of ASCII sets and mayday sets. I'd also need to clean up many stuff I've bullshitted into the raw to make 0.10 possible. And maybe some more tweaking but I've lost my change logs which has my TODO list so things'd be slow. Right now I also have new year's extra works creeping in and is running dry of new features so .11 might be 2-3 weeks from now.