Fixing Mages and fleeing Golems is the major problem right now. There seem to be only workarounds. I COULD make golems a dwarven caste, that would allow them to join the military and fight, but they also do labor then. And count as citizens. But if it is the only solution, why not.
PS: Things I will definetly do befor the next upload:
NEXT:
- Split turrets into 3 creatures with 2 castes, with the better ones having a low pop ratio.
- Add golems to dwarven race as caste, removing the adamantine version. sadly. (graphics ?)
- Raise the pop ratio of all other dwarves, to make golems/mages appear close to not at all.
- Add special secret feature (muhaha) as well, make 5 versions for now.
- Test slaves with hugos new setup.
- Make drow interactions have a higher cooldown time.
- Remove double tower shield.
GUI:
- Make the 8 dust rocks optional
- i need a new pet button
- drow on off button
- human/goblin/elf/kobold on/off (?)
- vanilla buildings new additions button
- leather upgrades button
- Dust effects optional
UPDATE MANUAL
- Fun.
IN case you have to make golems a dwarven caste, to deter players from still using them for common labor, Make sure only combat skills can be raised and then any other labor cannot be learned and rusts quickly:
[SKILL_RATES:NONE:NONE:NONE:NONE] (ok I don't know how to make all skills rust super fast without forcing the combat skills to rust quickly as well)
[SKILL_LEARN_RATE:WRESTLING:100]
[SKILL_LEARN_RATE:DODGING:50]
[SKILL_LEARN_RATE:STANCE_STRIKE:100]
[SKILL_LEARN_RATE:GRASP_STRIKE:100]
[SKILL_LEARN_RATE:MELEE_COMBAT:100]
Shame there are only workarounds thus far, btw how is the tests with PET LABOR doing?