.15 Changes
+ Custom creatures are now properly rendered in ironhand and their description now read their color correctly.
+ Fixed many noble bugs
+ Made nails always plurals
+ Removed dungeon master & exotic tag
+ Fixed barrel & bin reactions, now correctly use empty bins/barrels only
+ Made coal & lignite both sedimentaries as in vanilla again
+ Fixed soap production, now correctly use fat. Thanks, NecroRebel.
+ Elf's size increased to human's
+ Fixed issues with some pet chows not properly stockpiled
+ Adjusted skill training rate: production skills decay faster, harvesting/immediate skills/social skills cannot be trained and kicking/punching/biting/misc obj. using almost never train.
+ Adjuted dwarf's personality Lazier, slower, angrier, hate nobles and friendlier.
+ Fire elemental -> phoenix. Phoenixes are equivalent to semi megabeasts, made of fire (duh) and can fly.
+ Added a blunt attack (slap) to all bears.
+ Merged the tempered column into the spiked ball
+ Buffed 2handed weapons, all except giant axes can beat their 1h+shield version.
+ Whip nerfed and is now a non lethal yet painful weapon
+ Flails are now 2handed and are a cross between mauls and pikes, having a blunt and an edged attack.
+ Dagger's size reduced and is now a crit-dependant stabby weapon.
+ Pommel strikes removed from all weapons except for dagger, on which speed was greatly reduced.
+ Bodkin arrows are now elf-only and have high penetration.
+ Added broadhead arrows and all races which had bodkin accesss in previous version except elves now use it instead. This is a cutting arrow.
+ Increased max edges of some metals: Copper (12500), Iron (12500) , Bronze (15000), steel (15000)
+ Reduced speed of edged attacks by 20%
+ Slade renamed to humming slade
+ Adamantine renamed to slade, is just as heavy and cannot be made into weapons or clothes. However it can be used directly and need no strand extraction.
+ Added a new adamantine which's basically adamantine but cannot be made into armor. Still need strand extraction.
+ Add a kiln reaction: 1 boulder of new slade + 5 value 60 gems -> 1 boulder of new adamantine.
=== Dwarves nerfed ===+ Adjusted skill training rate: production skills decay faster, harvesting/immediate skills/social skills cannot be trained and kicking/punching/biting/misc obj. using almost never train.
+ Adjuted dwarf's personality Lazier, slower, angrier, hate nobles and friendlier.
Personality changes credited to the people in the personality discussion thread. Generally dwarves take break more often, work more slowly and basically is just less productive and make less quality goods. This is nice, as economy is slightly hurt. Social skills no longer change makes social skills something personal. No amount of partying will make a person who barely talk popular. High liberalism mean the more nobles you need, the more attention you need to pay to happiness, which's excellent. High friendliness make them make more friends and tantruming more easily. I love these changes.
Weapons overhauled+ Merged the tempered column into the spiked ball
+ Buffed 2handed weapons, all except giant axes can beat their 1h+shield version.
+ Whip nerfed and is now a non lethal yet painful weapon
+ Flails are now 2handed and are a cross between mauls and pikes, having a blunt and an edged attack.
+ Dagger's size reduced and is now a crit-dependant stabby weapon.
+ Pommel strikes removed from all weapons except for dagger, on which speed was greatly reduced.
+ Bodkin arrows are now elf-only and have high penetration.
+ Added broadhead arrows and all races which had bodkin accesss in previous version except elves now use it instead. This is a cutting arrow.
+ Increased max edges of some metals: Copper (12500), Iron (12500) , Bronze (15000), steel (15000)
+ Reduced speed of edged attacks by 20%
2h beats 1h+shield, ranged beats 2h, 1h+shield beats ranged. Mixed army beats megabeasts. FINALLY!! A combat system that work!! In concept, that is. Weapon review and supposed roles:
Axes: Use this if you already win in material Axes are very good as it kill quickly if it does hit, hence you need material advantage.
Bows: Powerful, expensive ranged weapon. The best megabeast killer but arrows are heavy and bows are 2h so bowmen need cover.
Crossbows: Standard ranged weapon. Also 2handed.
Dagger: Easy to carry and very dependent on lucky stabs on the head. Useless vs larger creatures.
Flails: 2handed, a cross between mauls and pikes.
Halberd: a cross between great axes and pikes.
Maces: Large warhammers. Slightly less effective then war hammers even with the +25% speed increase in IM. Best used by people who like it.
Morningstars: Basically edgy maces.
Picks: Convenient to train and a decent spear but they're 2handed.
Spears: Pointy death. Kill slowly but most easily penetrate armors.
Swords: A cross between axes and spears
Unarmed: Exellent given enough training. And you shall never get enough training...
Warhammers: Excellent anti armored infantries, arguably better them spears. However nigh useless vs megabeasts.
Whips: Painful but non-lethal. Good to stun things with, but wont kill anything on its own in time.
Material overhauled+ Increased max edges of some metals: Copper (12500), Iron (12500) , Bronze (15000), steel (15000)
+ Reduced speed of edged attacks by 20%
+ Slade renamed to humming slade
+ Adamantine renamed to slade, is just as heavy and cannot be made into weapons or clothes. However it can be used directly and need no strand extraction.
+ Added a new adamantine which's basically adamantine but cannot be made into armor. Still need strand extraction.
+ Add a kiln reaction: 1 boulder of new slade + 5 value 60 gems -> 1 boulder of new adamantine.
The first 2 changes are to make bronze having a slightly more edge over iron and steel slightly easier to penetrate steel armors. The adamantine changes are to slow down the adamantine rush and to make adamantine armors an option rather then a direct upgrade. Do you want decent protection and mobility (steel armors) or the invulnerability of a turtle (slade armors)?
I'd be on a business trip tomorrow so lite version and works on elves & kobolds need to wait. sorry folks.