A sorely-needed new poll is up. I should state, for clarification, that I take concept art fairly seriously (even though I'm kind of mediocre at it), and that it does not interfere with or hinder my work on development at all to post some if there is sufficient interest.
I'm going to give it a few more days, both for my own testing and for others, before I compile anything resembling a bug fix version. I don't feel like any major issue has come up yet, which is both relieving and a bit unnerving at the same time. I don't think it will hurt to wait a little bit longer and try to get a more complete update.
That being said, I'm not completely happy with the way things are going with the ritual tech tree - I know that it's still three tiers behind the mechanical tree in terms of development, but I'm still feeling compelled to work on some ideas for some preliminary uses for the shrines. Since all of the ritual rewards so far are intended for early game uses, I'd like to introduce a thing or two for the second tier that gives the tree a little more viability in the late game. A number of rewards are planned for higher tiers, including more powerful and unique pieces of armor, weaponry, clothing, and ammunition, but it is unlikely that anything far superior to iron will work its way into LFR before the next version of DF - primarily because I do not yet have the tokens necessary to implement the "risks" for such rewards (and for some of the rewards themselves - I have some VERY interesting plans here).
Expect new methods of acquiring soap, flux stone, and possibly food. Future (tier two and up) developments are not something I am willing to share right now because I do not know exactly what will be possible with the next version. I have a lot of circumstantial information, but until I actually see the tokens and how they work, I'm not saying anything more about what I want to do with the ritual tree.
Nice to see I'm not the only one making concept art for a mod for a game that uses a tileset .
I've been drawing up artwork for video game concepts for years. LFR is no exception. Dwarf Fortress appealed to me for a number of reasons, particularly the fact that I've played a dwarven character at every opportunity in any context (I was heartbroken when Dragon Age 2 didn't let you start as a dwarf, which is most of the reason I haven't been playing it as religiously as the first one).
I always vowed never to implement anything into a game that I did not feel was up to the standard of the game's existing material - which was a problem, considering that I have no money and thoroughly average artistic ability, which is no match for a development company with unimaginable resources and talent. I am, however, fairly good at creating concepts and balancing them, even though my background in programming is brief, at best (for now- which is what I'm going to school for). I have always felt that I had a great intuitive sense of what makes games fun and what makes people remember the experience you give them as a gamer. Dwarf Fortress was the first time I had found a platform for which I had all of the abilities to make content that I consider high enough quality to share.
LFR is my first major attempt at a comprehensive and extensive modification for a game that is not solely for personal use. Being the first platform for me to really implement some of these concepts, there is a fair amount of concept art lying around in notebooks affiliated with this project.
And in case anyone's wondering, that last poll option is related to what I did last night. In response to continued harassment of my position, I mounted a shock-and-awe campaign against the hornets living on the side of my building under cover of nightfall, using a modified, extended-range bottle of RAID. I have not yet passed by to evaluate the damage for fear of an impending counterattack.