Mmm. So happy this is out.
Have next to no time to touch it, but still very pleased with it.
Had a short chunk of time this eve to toy with the newly improved toy.
Spotted two new oddities in the supplies from the parent civ (one's not so odd, but the other makes up for it).
Under bars both the somewhat familiar (I've actually never used it yet) Visthel's embrace and the not mentioned in change log or manual 'dwarven alchemical remedy' are available, each for 25 units apiece. I feel totally spoiled by the 'dar' and imagine that it will cure or reduce in severity illnesses (like the syndromes alchemists can catch)
It's a soap that's there to be imported, since you couldn't import soap before.
It didn't make the patch notes because it was a rare byproduct of an advanced alchemy experiment that I hadn't fully tested. It wasn't originally supposed to be importable, but I kind of like the way it turned out, so I'm sticking to that.
Also, I have devised a way for lizardman spies to hide themselves among migrant waves.
Wha? How? I can't even imagine the method through which this would be done.
Indeed, I am also pretty confused by this. And besides, strange new 34.05 interactions aside, how does this even work lore-wise? Pretending to be leper dwarves?
As for the buffs and such for the units of the Twins and Kerox (guys with all the buffs), would they constantly rebuff buffed creatures? Also, will the healer units specifically target injured people instead of spamming this on nearby dwarves whenever the cooldown ends? Apologies I don't really know much about these new interactions.
And a question: Will there be any soldiers who can spew webs? I'd like to capture voidwalkers in cage traps (with ease) without heavily injuring them through a fall or cave in.
Lizardman spies are masters of disguise and illusions. On the technical side, it works in a similar way as a vampirism curse, except very heavily modified. In legends mode, you will periodically see "(some new god) smote (some defiler dwarf), allowing an opportunity for a lizardman spy to take his place." Technically speaking, it's still a dwarf, but it has "lizardman spy" appended to its name (and then hidden), and it can immigrate to your fortress. Once there, it will pull levers and empty cages at random (MISCHIEVOUS tag).
In order to counter it, Pel's lesser servants will have an ability called "expose spy" that they will cast if they see a lizardman spy, which turns them into a berserk lizardman, "exposing" their disguise. Ultimately you'll probably have Pel and Armok's servants lined up screening migrants as they enter your fortress, but a lizardman spy can cause some real damage before you unlock those if you're not paying close attention - which is how the lizardmen are supposed to work, through sabotage and subterfuge. Admittedly, this is pretty elaborate, and I'll need to test it very thoroughly before I can speak for the end result, but it works well enough in theory to get a saboteur past your outer defenses long before the DF army arc comes around.
There aren't currently any plans for web dwarves, but tempests of Bartoth will be able to cast a wide-area, short-duration paralyze spell that should have a similar effect. Buffs and debuffs are what I've spent a lot of time recently working on to structure them so that dwarves will only use them when appropriate (which involves a lot of manipulation and testing of target tags). The end result should be dwarves that will not buff already buffed dwarves, will not debuff already debuffed enemies, and will not heal dwarves that aren't injured*.
*The inner workings of the last bit are so elaborate and unproven that I can't yet promise that they will work. Meph and I have been developing a way for dwarves to detect each other's injuries.