I played around with Ross's castes just reorganizing them. I seem to have missed an assignment of ATTACKS as dwarves have two of the default attacks. Which I can't see that being possible as DF would have freaked out.
Pre-EDIT
I think I have fixed the issue of the double attacks, odd that DF didn't pick up on it :/ Also might have to rename the "chomp" attack, I donno what you would call a "harder bite" perhaps call it "savage bite"? Also I will be renaming salve dwarves (dwarves don't support slavery, well not their own kind lol) And how Ross has it, this is what the military scale is for the castes
Warrior Dwarf
Standard Dwarf
everybody else
So I might just call slave dwarves "dwarves" and rename "dwarves (standard)" to something more fitting. Also Dwarven Priests are now Scholars and magic or religon are not in any castes (but science is)
standard dwarves now have some special attacks, and warrior dwarves have those special attacks and a few more violent ones. Attacks have been remade to be more deadly (the new ones) and warrior dwarves new special attacks are even more deadlier. But the Golem is still a death machine.
In my test fort I had a berserking dwarf, the golem broken his arms, and legs then grabbed his trowsers and proceded to strangle him to death, then walked away with his pants. And don't get me started on what it did to anything that got into the fort (lets just say the golem likes breaking limbs before it strangles its victums)
I am also tempted to allow Golems to at least learn their base combat skills (slowly tho).
Next is making more Weapon Attacks for more inmersive and challenging combat (dual wield weapons will be very deadly, so will blunt weapons even a cotten candy mace might have a fighting chance with this upgrade)
I still have to wait for Ross's advanced plants (don't worry Ross I know you said Sunday
)
And I will probally be working on and off Human and Goblin castes, not to mention the whole moving of buildings and reactions for humans and dwarves. Also reactions to make poisons. Hopefully Ross has put plants in like 'Night Shade' or other poisonous plants. If not I'll have to make due with the plain old Mercury that I have in already (have to make it so it can affect the targets through the blood and put a step by step guild on how to poison weapons/ammo)
Note with that, a way to extract creature venom for use in this (even upgrades for venom/poison)
When I get Kobolds in their main tactic will be probally the use of poison/venom