I noticed that I never actually explained the two new optional features I included in 0.3.6, so here is a short description of both:
The "No Cursed Stones" module removes the cursed stones from all altar reactions. This allows the full use of the altars without turning temperature on, as there has been few complications with it. The main thing was that, if temperature was off, the stack of cursed stone would accumulate quickly. If the temperature is suddenly turned on, the game either crashes, depending on the number of evaporating cursed stone versus the power of the computer used, or the stones evaporate, causing interesting side effects to all dwarves who happen to be near the altars or gem stockpile and are not immune to the effect. So with this module you can still enjoy the altars without worrying about fiddling with temperature.
The "Enable All Metals" gives the dwarves all the reactions to make the new metals that came with the Drow Mod. This module is for those who want to be able to fulfill all those noble needs which require the metals previously unavailable to dwarves without killing dozens of drows and looting their equipment.
So, it's time to give a small status report of what I have done already for 0.4.0 version:
Graphical tweaksI have updated to Phoebus' Set version 0.31.25v21. The set also contains an executable, called DwarfFortressConfig.exe that allows the player to configure the graphical look of the game more easily. Very nifty tool by Phoebus!
New CreaturesI have implemented new versions of each golem type. These new versions are weaker than the ones living in wild but can be tamed and trained as any normal pet in your fortress. The golems cost pretty much though, so don't except buying one or two while embarking. While the golems are ready I still need to see if the balance is correct, especially when compared to price.
Adventure ReactionsI have begun working with basic Adventure reactions already, bellow is the list of what will be implemented in 0.4.0. The list may grow, but at least the following reactions will find their way to the mod at this point. Green means I have already done it, red means that it's partially done.
- Woodcutting
- Mine normal stones
- Mine economic stones
- Mine minerals
- Create resource gathering tools
- Create crafting tools
- Weapon crafting
- Armor crafting
It's good to note that currently there is no way to check the biome in reactions, so the results of mining and woodcutting doesn't take account if it's actually possible to get the resources listed in products. Also the system will be that any axe can be used to cut trees, normal picks can be used to mine normal stones, and special tools picks are required to economic stones and minerals. The normal picks will probably be renamed as "warpicks" or such. This won't affect fortress mode but is affecting the adventure mode.
Also, some of the features in Adventure Mode Reactions will have links to the upcoming archeology feature, but that's something I'm going to deal later.