Narhiril, the evil races are too weak in this game in world gen. Nephilim and humans own shedim in world gen, and bog trolls are nowhere to be found. Could they be buffed up in any way? Most worlds are quite benign and friendly, with even elves owning shedim in world gen.
I've found that this is a difficult thing to tweak directly, and I'm still often left scratching my head as to why certain races seem to dominate. I'm going to play around with the litter sizes and see if I can get it a little bit more balanced.
Is there a reason why glistening voidshard isn't magma-safe, balance or lore-wise?
A metal that causes heart failure isn't that great for weaponizing against demons or forgotten beasts, either :c
Of course it's not great against demons, it's... oh wait, I haven't revealed that yet. Oops.
Woah! Suddenly LoFR turns from a crypt to the House of Parliament. Glad Narhiril's back What's the progress, if I may ask?
Getting close. Still finishing up temple building materials, the new ritual transformation reactions, a few graphics, and a few other minor details. Documentation also hasn't quite caught up with the newest features, so I'm pushing to get that done as well. Honestly the most difficult part has been finding exactly where I left off on a lot of these things (I keep my own logs, but it's still a bit of a search), and that's mostly done now. Barring any unforeseen events (meteor impact, plague, tsunami in the midwest, etc), I think it's fair to finally say I'm back on track here.
A few of the constructs planned for this update are going to be backlogged and finished after I can finish and release everything that's partially or almost done. Right now, just mantises made it into the upcoming release, but expect tarantulas and scarabs to follow in the weeks after. I'm also tossing around ideas for farming woody plants, but that won't make it into this update.
-Fixed an issue preventing stonekin and zephyrs from being able to buff other ritual units in some cases.
-The obstacle course has received a much-needed makeover.
-The meowkin can now use and manufacture iron products.
-Removed all prior material costs for ceremonial transformations: these reactions will now use "symbols" of favor, which can be obtained from new prayer reactions at each temple.
-Added iron dwarven spiders.
-Added slimers - a benign domestic creature that will be used as a transformation platform for more advanced dwarven mechanical constructs.
-Removed the reaction to prepare the "ceremonial bath of Temanat," as it is now obsolete.
-The "prayer for ritual metals" has been renamed simply to the "prayer for metals."
-The "prayer for ritual gems" has been renamed to the "prayer for glass," and has had its products altered accordingly.
-Added the Temple of Light.
-Added the Temple of Shadows.
-The cost for producing dwarven spider control modules has been reduced to require fewer lustrum rocks and capacitors.
-Voidwalker mistshrouds can now block incoming debuffs 1/4th of the time.
-Added lizardman mystics, which can block incoming debuffs as well.
-Magnetic dart launcher and upgraded crossbow production reactions now use the bowyer skill instead of the weaponsmithing skill.
-Magnetic dart production reactions now use the furnace operator skill rather than the weaponsmithing skill (same as javelins).
-Fixed a few typos here and there (thanks katana for the help).
-Tweaked the foundry to now produce the appropriate number of stone blocks per stone (thanks... somebody, I'll find you, I promise).
-Added iron dwarven mantises, and associated research/transcription reactions.
-Added dwarven umbrals and radiant priests.
The change in bold is one that I can't recall if I've discussed at any length or not. Basically, I'm scrapping the material components of transformations, and making the only necessary component available through prayer. The more your dwarves pray to a god, the more chances you get to make that god's ritual units. It makes a lot more sense and should be a lot less frustrating that way.