I had two ideas for Savant types when playing through the new version. The first was, with the addition of all these new taming features, an "Animal Whisperer", who is entirely socially inept, except with animals. (Almost like the dungeon masters of old).
But the idea that I liked more than that, perhaps in relation to it, is the idea of a "Barbarian", a type of savant who might not Start with any very high skill in anything at all, and be functionally useless at every task that doesn't involve hitting things with other things. They'd be like a weapons-savant, but without being specialized, and perhaps a bit less of a benefit towards a single skill, having been spread out across multiple ones.
I'm torn between whether I'd name the first barbarian immigrant I got "Conan" or "Vanod"
(http://www.bay12forums.com/smf/index.php?topic=101941.0 for reference)
Probably Vanod.
I like both of these ideas, especially with the new training system. These are not hard to implement, and I can probably squeeze them into the next release.
I noticed that the top half clothing is either 'formal wear' or 'work clothes'. How about doing the same with the pants and the shoes?
Just had an idea for a future mechanical weapon. The 'Pikeshot'. Basically a magnet gun attached to a pike. Uses the pike skill. Basically a very, very powerful penetrating weapon, but very low damage with blunt and slashing. Not a very creative idea, but maybe this could inspire someone else with a better idea of some kind?
Anyway, I read through the shedim lore file. These guys sound vicious. When will they be implemented?
Right now I've got it set to use "dwarven formal pants" and "dwarven work pants." The two are mutually exclusive, so you won't have problems with dwarves wearing both at the same time. The previous version of SC only allowed for regular shoes, but I suppose I can vary this up a bit as long as they're mutually exclusive.
The shedim are a massive project requiring custom body definitions, interactions, a thoroughly tested entity file, and some workarounds for graphics. I can say for certain that I've made a lot of progress on them recently, but their implementation, like so many other things, is dependent on how well the initial tests go. I don't plan to try to squeeze them into this release, as they would delay things considerably, but I'm making them a goal for the near future.