I had one of my soldiers, who had occasionally served as a priest, diagnosed with 'divine displeasure' after he had a disagreement with some voidwalkers and their shiny weapons. However, there was no medical signature for this diagnosis, and I'm not sure if it actually did anything; I haven't had anyone die out of combat or complain of injuries. Then again, said dwarf might have been killed later on by the rest of the enemies rampaging around.
Also, I'm not quite certain that my previously-reported priest's death was due to the ritual itself anymore, because after examining the circumstances a bit, I realized he was also a member of the militia and had grabbed a voidshard shield from one of the ambushes the nephilim killed for me. So I suspect that it may have actually been the voidshard exploding at a high temperature due to the ritual failing. Would that actually be hot enough to trigger voidshard exploding?
"Divine displeasure" is a byproduct of rituals. It causes intense pain for a reasonably short amount of time.
And yes, looking at the values, it is actually possible that the voidshard bastion exploded, causing its syndrome. Armok's displeasure causes brief (but severe) bleeding from every orifice, but it seems highly unlikely that this would be enough to kill a dwarf, especially before he even left the vicinity of the altar. That sounds an awful lot like voidshard's effect, so I'm guessing that's probably what happened.
Addressing other issues and concerns - the alchemy lab is supposed to be able to use clay. Pricing issues are related to material values - masterwork ethereal and courage oak pieces are going to be worth more because their materials are worth more. A masterwork ethereal sphere is quite a lucky find, and will be an amazing item to trade or use for a display case.
Lustrum extraction is not meant to be as much hazardous as it is inconvenient. The syndrome slows down production and causes a mess, which is exactly what it's supposed to do. Occasionally, a dwarf may catch a fever, which has a more lingering slowdown effect.
--
The difficulty level of this mod is admittedly quite high at the moment, especially if you are playing in proximity of all possible civilizations. Unfortunately, the plans I have for lightening the burden will not come to fruition under the current version of DF. Later ritual and mechanical advances will be made possible with the next version, allowing for things such as improved war creatures, physically augmented warriors, and more diverse weapons of war which will help tip the scales a bit more in your favor.
Much further down the road, I would like to override the procedural conflict generator and manually set relations between hostile races, which will cause some interesting dynamics (siege armies fighting each other as well as your armies) and should lighten the burden of ambushes on your trade routes. Unfortunately, I do not know when or if this will become possible - probably no earlier than the army arc, which is the next planned major development for DF after the "caravan arc" (in other words, it may be quite some time).
For those of you who appreciate the difficulty and fear that the mod is becoming "dumbed down," you'll find that none of these advances or weapons mentioned will be easy to come by. For those of you that fear that the concept of more dynamic conflicts will make defense much easier, I still have a full new hostile race that has not even been implemented yet simply because they would break the game without this in-fighting mechanic (they would wipe out almost everyone else in legends).
---
Other news, which I thought might intrigue a few of you. Using tentative information about the upcoming Dwarf Fortress update, I have sketched out a method for making fragmented zingers work a lot more effectively.
Fragmented zingers will be given a subcutaneous tissue layer called "trigger fluid." When the skin is broken, the trigger fluid leaks out. Inevitably, some of this trigger fluid gets on the zinger itself, carrying a contact syndrome that changes the fragmented zinger into a "detonating zinger." The detonating zinger carries an undirected dust breath attack - killing itself, causing cave-in knockback, and spreading "bone splinters" which carry a contact bleeding effect. This change will likely have the following effects...
1) Fragmented zingers will be much, MUCH more dangerous, and a much more useful tool in a dwarven arsenal.
2) Instantly lethal wounds will kill the zinger before it can transform and detonate itself - a "dud" effect.
3) Blasts will cause cave-in knockback.
4) The slightest impact, just enough to break the skin, can cause the zinger to detonate. Dwarves using these as weapons must be excessively careful.
But don't get too excited just yet. This change is not currently possible due to the inability of a syndrome to change a creature - a problem which will hopefully be rectified very shortly. However, I wanted to give you a little taste of some of the plans I have for the new features.