Graphics look really good! How about tweaking slightly the previous ones now?
Is the vanguard rubble problem fixed (it does not appears as a stone and will colonize any stockpile)
Yeah, it was missing [IS_STONE].
Apparently, that's not part of the STONE_TEMPLATE. I guess I learn something every day.
As for previous graphics, I'll probably do a poll asking which ones people want revised. I think deep wolves will be pretty high on that list, but you never know what other people think.
Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.
These graphics... They look better than some of the previous. How?
Looking forward to playing with these Shedim!
I'm determined to make the graphics work, which may take a few builds to get right. I'm not sure how DF will handle professions with them - it might rename them all "wrestler" when they attack, which would screw things up a bit. If that happens, I will have to play around with re-defining them as military professions instead, which brings the issue of weapons assignments into play. Seeing as ah tels, ah haleels, and currants don't have GRASP parts, that would complicate things.
I suppose I could give them GRASP tags on their mouthes, but I'd still need to sort out the issue of weaponry - the shedim aren't supposed to have any, but it might not assign the professions properly if the weapon is unavailable. I've even considered the radical solution of an instantly-vaporizing metal... Theory being that the shedim walk onto the map with dummy weapons to set the professions and graphics, then lose them immediately in a poof of smoke. I'm also not sure if skill learn rates are respected in worldgen. Ugh, so many variables.
...Even more radical... I could redefine them all as separate creatures and give the parent race permanent caste-level transform interactions. Not the most elegant solution, but it might have to do.
Alas... my kingdom for caste graphics.