Well, that was intensive: by summer abaddon charged in, strangled 3 dwarves, and made others unhappy due to their inability to kill it. Then mayor went berserk and massacred everyone else. A usual fortress story told in 10 minutes.
edit: upon reclaim, berserk has ambushed one of abaddons and killed it, however new one has put an end to a fort by putting everyone to sleep and preventing brewing some drink.
Wow you were so lucky. These guys have never done anything remotely !!FUN!! in my forts since 0.14 when one kicked my legendary miner to death and promptly destroyed every beds afterward. I see the new combat AI kicking in though, it cant be a coincident that it strangled three whole dwarves. That's very illogical and unreasonable. They are supposed to annoy, not kill. Time to work on that front.
Btw, crutches work now, so you can take out nerve healing.
nerve healing has never been working properly, I still have permanent bed resters... On a side note, I'm too used to the HP system and sincerely believe that given time, dwarves should be able to fully recover, even growing back loss limbs and such.
And I don't get it, dwarves now have to pray for booze? (well it was implemented long ago but I still don't get it)
Originally I wanted to implement something that dwarves need to import to survive. It's best to be something light, can be obtained in reasonable quantity and logically cannot be created at a small humble fortress (if you look at world gen, all cities have like 1k+ people). I thus decided to implement some yeasts which they must use to brew. Due to restrictions in modding they eventually turned out to be moldy stones as you see in game now.
The altar reactions have 2 design criterias: 1, gods are for pinch situations so they should be otherwise undesirable. 2, gods dont directly aid. That's why when you pray for booze, you get yeast instead. Granted, the naming of the reaction is a tad bit corny and chistian-themed so I might go back to its original name, "Miracle: Thirst". Btw if you have some ideas for these kind of reactions, I'd gladly hear them.
On a side note, moldy stones are not always used up in reactions, only about 20% of the time.
Also mining efficiency is now 25%, maybe at least hunchbacks should have higher innate skill. I thought you've already countered metal abundance with increased amounts of bars needed.
I countered item value with rebalanced of bars usage. For example, trap components which were very expensive used only one bar so I scaled that up accordingly with their value. NOW I countered stone/metal item abundance. I have wanted to do this for a long long time but in DF 0.18 and down if I do that the mining option simply disappear