Nar, I understand you probably wouldn't want to stray too far from the vanilla game, but today I had a thought while reading the posts about the scourge/whips overpowered-ness.
Anyway:
How about only allowing the voidwalkers to use it? Then, rename the scourge's name to something voidwalker-ish. That way, the voidwalkers will be the only race to use this overpowered weapon and, being the most advanced race anyway, will have an excuse for the overpowered-ness of scourges. Sufficiently advanced technology is usually a good explanation for anything (almost as good as 'a wizard did it!').
In this way, you've not only removed a fun but rather silly bug, but also made the voidwalkers even more powerful. To be honest, I've encountered those overrated void projectors and don't think much of them. Against a hail of javelins, few things are then able to face armored dwarven warriors and tough war animals.
Of course, that could make them voidwalkers quite powerful, and they already are. And would stray a little far from the game. But here's just my little idea anyway.
I'll consider this, but first I need to more thoroughly test them with stealth sieges. Giving them two upgrades in one version is just mean.
I can't wait for the army arc. I have big plans for these guys.
Do the Elcar REPLACE dwarves? I'm asking this because I haven't seen dwarves at all with this mod, but the elcar do share the same creature description.
What is an Elcar? This Mod does not add anything of that sort.
I am equally confused. The meowkin, nephilim, lizardmen, bog trolls, voidwalkers, and (underground) moroii are the races associated with this mod.
In other news, though, the second set of altar rituals is almost finalized.
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Lesser Ritual of PowerConsumes three totems - because nothing shows your devotion to conquest better than your enemy's head made into a trinket. This ritual can yield substantial quantities of crossbow ammunition and bloodstone gems, but also carries the risk of disfavor.
Greater Ritual of PowerConsumes eight totems. The risk of disfavor for this reaction is slightly lower (though the disfavor itself is more dangerous), and potential rewards are more lucrative. Most of these rewards also come in the form of crossbow ammunition, some of unusual and powerful materials including stronger bone and metal. There are also a number of unique rewards from this ritual, which you'll have to discover for yourselves.
EDIT: Another bit of exciting news - I've gotten a dummy (test) reaction to produce potable water. This means that using the ritual tech tree as a water source is now an option. Dwarves can drink or use the water right out of the bucket. The only quirk is that if you wish to use the water as a fluid (i.e. for a pond), you must assign a viable water source activity zone before dwarves will use the buckets from the ritual to fill it (the game will not recognize an altar as an acceptable water source, so another one must be assigned for the job to occur, even though that particular source does not have to be used- or even accessible - the dwarves can then use the ritual buckets as long as this other water source exists).