In case you guys have been wondering, I've spent the majority of my LFR development time his week working on another "plug-in" feature - the shedim, which use a LOT of custom body parts and plans. Originally intended to be a feature of the mod, I was forced to cut them due to lack of definable caste-level graphics and diplomatic relations (they horribly overpowered almost everything else unless EVERYONE was at war with them, but I can't force that to happen as of right now). I'm basically going back and re-writing the raws from scratch, as the original shedim raws (used for tests) were little more than tweaked humanoids of varying sizes and strength, lacking any real personality.
The new ones are coming along, despite the disappointing lack of caste-level graphics. I've got them ironed out to the point where vibrants and currants are both testable - the currants are very fast (not quite as fast as nephilim though), but lack the size, stamina, or grasp ability of the vibrants. As shown in the concept art, the "head tail" on the back of their skulls is a fully functional, severable body part. I am currently working on discordants, which are weaklings, but carry breath attacks and use a slightly different "two-tailed" head part. I anticipate that these will come along pretty smoothly.
The fun really starts one step up from there, where I have to make ah tels with their four blade arms, which use a highly modified "claw" as a blade - I have some idea of how to do this, but I'm sure some unexpected kinks will come up that I need to iron out. Then, I can get to balancing, which is going to be a headache for such a mixed group of units, but a headache that I am determined to suffer through.
Currently (planned) lineup for the first test release of this component will likely end with ah tels. The castes larger than those are going to take a lot more work to balance and write. Without their capital units, they might even be playable as-is without the diplomatic changes I desire, although the inability to give them caste-level graphics is extremely frustrating to me.
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For those of you not particularly interested in that development, I thought that this time I've spent messing with body parts and such might be a good opportunity to look back over the aging creature files for LFR's other civs. Voidwalkers in particular could use some work to make them appear more insectoid in origin, like the concepts. I wrote those raws so long ago that I'm sure I can find some things I did that were not necessarily "wrong," but not as well done as they could have been. It also gives me an opportunity to lay some groundwork for future developments there.
Also, expect some future ability for the dwarves to reverse-engineer voidwalker ammunition to some extent. I haven't quite decided which tech tree or what tier I plan to include this ability in, but it will make your artifact fungiwood void energy projectors (which I seem to get all the time) worth something someday. The tech trees are getting to a stage where I can justify more and more creativity - and I like to think that's a good thing.
As some of you may already be aware, LFR will be integrating bdog's wheelbarrows as a feature in future iterations. Head on over to
that thread for some idea of the basic premise.
That's all for now.