0.14 Changes
+ Roll function of sheriff and captain of the guard into exp leader and mayor respectively
+ exp leader & mayor now can lead a squad of his own just like the captain of the guards
+ Mayor no longer gives any mandates
+ Dungeon master can be appointed by exp leader, and has 5 mandates
+ Military leader now has 5 mandates
+ Chief medic & broker each has 3 mandates
+ Each captain & champion has 1 mandates
+ Adjusted animal requirements & updated their description to make it more clear.
+ Halved all traps's strength
+ Made picks 2 handed
+ Nerfed crossbows to be more on par with melee weapons.
+ Made bows 2handed & arrows heavier, expensive to make and very lethal.
+ Added an weak, sterile dwarven caste, the hunchbacks. They mature quick (6y) and have lifespan of 1-10 years.
+ Improved ironhand & mayday support
=== Nobles overhauled ===+ Roll function of sheriff and captain of the guard into exp leader and mayor respectively
+ exp leader & mayor now can lead a squad of his own just like the captain of the guards
+ Mayor no longer gives any mandates
+ Dungeon master can be appointed by exp leader, and has 5 mandates
+ Military leader now has 5 mandates
+ Chief medic & broker each has 3 mandates
+ Each captain & champion has 1 mandates
And dungeon keeper is back. I've tweaked the noble system so as the player expand in functions he'd have to face with more mandates. All the core nobles can be set at will however, so there's no excuses.
=== Animal touched again ===With the reintroduction of the dungeon master, many strong animals are made exotic. The description of these animals are also updated, hinting at their behavior and whether or not they need a dungeon master.
=== Weapons touched ===+ Halved all traps's strength
+ Made picks 2 handed
+ Nerfed crossbows to be more on par with melee weapons.
+ Made bows 2handed & arrows heavier, expensive to make and very lethal.
All of these changes, save for the bow changes, are made so melee dwarves triumph everything else as it's the most dangerous career path. The bow change... well let's just say I tried to add a BFG which ultimately came out to be a harpoon gun, and then renamed mini-balista but that cause problems with hunters so it ended up being a large bow. The new bow is an excellent megabeast killer if you can afford the cost and manage troop mix up well. Crossbows are still effective against common enemies, but it's no longer a catch-all weapon.
=== Dwarves nerfed ===+ Added an weak, sterile dwarven caste, the hunchbacks. They mature quick (6y) and have lifespan of 1-10 years.
These guys I got the idea from reading the dwarf mutant thread. I love these guys. They are the perfect reminders of "IM is a harsh, cold mod" ideology. Not only by mixing them up with your regular dwarves (they are like 9.090909% population on average) with weaken your fort as a whole; as they die quickly naturally anyway (more then half wont even live past childhood) this'd encourage the player to spend their dwarves more generously. Maybe today they'd think "I'd only let these hunchies die!!" but once you have committed dwafnocide, you'd do it again and hopefully, before they know it, they'd spend half of their time marking slabs for engraving.
Do note that there's a glitch with age calculation causing hunchy adult immigrants showing up with ages less then they should be. This mean many cant wear armor (supposedly).
=== Improved compatibility ===+ Improved ironhand & mayday support
By "improve" it means "full support"!! Finally, the ironhand/mayday support patch!! Try IM in ironhand or mayday and report any issues you notice. I'd update it as soon as I notice.
As I live in asia, next week we'd celebrate lunar new year. That mean I'd take some long breaks and new versions wont come out in a while. I'd still provide bugfixes of course but still there'll be no large changes. I wish everyone the best of luck, health and !!FUN!! Please take good care of me next year also.