1.0.3 is out, the shear number of fixes and changes hastened the release time.
* Wrote a guide to the variety of fauna in Corrosion see the read me guide, or the Plant Guide file.
* Rye Seeds are now called rye seeds (used to be wheat seeds)
* Training Depot changed to Weapons Workshop, and one makeshift weapon was added (NightS), Wooden armorplates are now created here.
*Renamed the Metalsmith Forge (formally known as Metalsmith's Workshop) to Blacksmith's Forge. (Thanks to SirAaronIII for noticing)
*Doctor's Workshop - Trains all medical skills. Requires a training dummy for bone setting, diagnosing, and dressing wounds. But animal remains for surgery and suturing.
*Optional mod. Zombies will leak pus everywhere when it rains, without liberal use of DFcleanmap this can lag computers, the creature_zombie_nopus_di replaces the creature_zombie_di file and removes pus, and consequently the rotting effect. (NightS)
*Four plants with dyes, most of them cannot be cooked, or eaten raw.
*Bloodroot - grows in temperate forests and shrubland, milled for red dye
*Indigo - Temperate savannas and grasslands milled for expensive blue dye
*Henna - Any Savanna, grassland, or shrubland, milled for black dye.
*Turmeric - Any tropical, can be eaten raw, milled for cheap goldenrod dye
*Pistols no longer made at the Metalsmith's Forge (noticed by SirAaronIII)
*Guns in the Gunsmith's workshop have different shortcuts. (noticed by SirAaronIII)
*Dojo should increase skills now.
Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
Oh...
I embarked, and the opening screen is still dwarven.
"After a journey from the Mountainhomes"
"Provide for your dwarves"
Don't know how to fix either of these
I'll start a new topic to see if anyone knows how to fix it. In the mean time it's going under the acknowledged bugs section on the OP