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##### PATCH 1.6 ##########
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- Fixed landmine movement
- Fixed turret movement
- Fixed rope reed rope reaction.
- Made secrets rarer
- Zombie bites should only transform bitten dwarves now.
- Gave picks back to automatons, they should have access to materials now
- Removed pyromancer caste from warlocks. Did burn down their own invasion force.
- Fixed swamp whiskey brewing
- Fixed leftover ink on scriptorium
- Removed the three "rip item" reactions
- Raised the value for blood slightly
- Added reaction to extract blood from animal parts and corpses
- Added reaction to brew bloodwine, from blood
- Added soap to tradegoods/embark.
- Generic fluids, ichor, blood, milk and pus! (troll still blue, warlock still purple, insects still white)
This only changed the names. No more "pool of stoguslop bodskins blood". Now only: pool of blood.
I left "race blood" in, so people can see the difference between "dwarf blood" and "goblin blood"
- Generic silk!. Only three types now:
- Silk. Standart.
- Rare Silk. Found in deeper caverns, twice the value.
- Soul webs/silk. Found only in hell. worth a lot.
- Renamed hair to wool. (wool thread, wool robe and so on)
- Fixed boiling iridium (value was so high, it was registered as negative)
- Added boozebelly goat. Milk it, make cheese, ferment the cheese to booze. Second alternate way of alcohol making.
- Added custom boozebelly goat sprite.
- Fixed 6 outdated/wrong tooltips in the GUI
- Finished 3 more building guides, magma-safe workshop, crematorium and stone grinder. 19 done in total.
- Fixed slow learning for female mages
- Fixed bone stud reaction accepting bone items as well
- Slade bars are now stockpiled correctly
- Slade bars can now be used to make weapons and armor in the forge
- Fixed warlock necromancers. They can now really raise the dead.
- Added reacion to boil eggs in the kitchen. Takes 1 egg, makes 1 boiled egg, now edible.
- Nerfed reactions in the stonecutter a bit. Mostly changed boulder for blocks.
- Lowered value of rocktip and gemtip ammo
- Lowered netherwood value by 30%
- Changed graphic of Magma Metallurgist
- Slighty changed the needed ingredients for alloys
- Removed all direct ore-to-alloy reactions. Now only bar-to-alloy left.
- Finished 6 more buildings guides
Arf Furnace, Magma Arc Furnace, Metallurgist, Magma Metallurgist, Blast Furnace, Magma Blast Furnace
- Added new Blast Furnace graphics.
- Changed Build materials for Blast Furnace. Instead of 1 Iron bar, now needs 3 Steel bars.
- Added hugos ABS - Adv. Bone System. Much fun was had that day.
- Added gem scarabs. Vermin that appear in 3rd cavern only, drop gemstone upon death.
- Fixed stockpiling for books/pages/covers and special tradegoods
- Fixed ink reaction (again, empty tag was missing)
- Fixed leather reaction (again, exotic leather had its own reaction class)
- Cleaned up forge screen (strange metal appearing where they shouldnt)
- Renamed some stuff in the GUI and the reactions to fit the new names of trapcomps and buildings
- Changed a lot of wording and castes of the antmen civ. Should look much nicer now.
- Added "prepare fossil" reaction (which cuts fossils in the archologist automatically)
- Made all fossil reactions automatic
- Removed heart/sapwood reactions. Now you have to choose between either fairwood OR 2 scrapwood.
- Renamed a lot of things in the reaction_masterwork.txt for better wording
- Fixed pekyts. They now really give tough hide when butchered. They also grow up faster and are slightly cheaper.
- Rebalanced and improved all 5 elven warbeasts. They also should now appear always in the tradescreen.
- Magma hounds no longer set everything on fire by just being there. (now one caste can do firebreath, the other fireball)
- Renamed pan pipe to pan flute
- Added anvil reaction to smelter. Take 5 bars, form an anvil.
- Fixed 2handed sword reaction in adventure mode
- Fixed the last remaining hotkey problems for buildings (some letters were used twice)
- Sawdust is now brown, as intended, and not black/gray
- Added bullets to human civ. (stupid, they had guns but no ammo)
- Changed paper for books slightly. (easier)
- Raised value of slade (vanilla slade has a value of 1. Is now 100.)
- Added 2 shapeshifting reaction to holy/unholy building. Lasts 10 days.
- Angel of Vengeance is a winged human being that can fight well and throw thunder and artic wind. (spellbook ftw)
- The Unnamed One is a horned human(?) being that is the biggest overkill ever, fighting sieges all alone.
- The catch with the Unnamed One: 50% chance to be hostile. Dont bargain with demons
- Added 3rd and last magic building. The Hall of the Mountain King. Dwarven Magic.
- Finished the magic system, V0.1 (a lot of balancing ahead)
- Changed purify water to barrel instead of bucket.
- Added edible cave fungus cheese reaction. Some cave fungus might leave a stone now. Quite rare though.
- Added aquifer bombs. Little gemstone cluster with the aquifer tag.
- Rebalanced occurence of the 5 new metals a bit.
- 5 more building guides finished. Engineer, Timberyard and the 3 magic buildings. 29 done.
- Added orkels Brain System. Brains are now "inner brain and outer brain" and people will survive head injuries more often.
- Added SanDiegos Tissue Overhaul. Parts of it. Biggest changes: Shell, Scale and Chitin is tougher, internal organs bleed more, hurt more, but also heal faster, and in general a bit more blood everywhere. Hope testing proves this to be a good decision.
- Made MountainKing a lot more fun. Unkillable and throws everything he hits away. A lot. Can take frost giant siege alone.
- Updated to newest Phoebus Version.
- Added Ascii
- Added Ascii+ done by vherid with custom color scheme
- Added Matrix, with custom color scheme
- Added Jolly Bastion, with custom color scheme. Press F12 to disable Truetype if playing with this tileset.
- Added automatic tileset chaning to the GUI. Tested, works.
- Changed layer permit of platemail. Should be able to wear padded shirts underneath now.
- Nerfed barbed wire. Now 1:2:3 hits for the different versions, instead of 3:3:3
- Fixed all the wording for material emissions. Now refer to the proper attacks, each creature has custom text.
- Replaced all [SOFT] tags with [HARD] even in the new optional clothing, to stop rot.
- Nerfed turret occurence (they are one creature now, instead of 7, this means only 15% as many turrets will arrive)
- Acid and Warpstone vapor is green now, as it should be.
- Removed steeloak_metal and ironbark_metal. Now produce steel and iron instead.
- Raised value of plants and seeds every so slightly. 1 point. (no spamming seeds at embark)
- Added [DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS] [BUILDS_OUTDOOR_FORTIFICATIONS] to all friendly civs. For adv. mode.
- Added reaction to kitchen: butcher living rock, 1 meat
- Added reaction to timberyard: butcher living tree, 3 meat
- Added reaction to timberyard: break crystal tree, 3 rough crystal glass and 1 crystal glass pike
- Added splintering glass tree to 2nd cavern. You fell them, you get hit by glass. (light syndrome)
- Added living tree to 3rd cavern. Red wood, or meat from butchering them.
- Added living rock to living rock. About 2-5% of it leaves a solid rock now.
- Added firewood to 3rd cavern. You fell it, it starts a fire.
- Changed blueprints and books. Now are really expensive to trade for. (2000-5000 for blueprints)
- Renamed books: Scoll of Fire, Grimoire of Death and Tome of Life. Dwarven, drow and human tradegood.
- Added SethCreids Speech extension mod, for adventure mode.
- Gave natural combat skills to drow. Might help them survive world gen. Also made them like cities.
- Nerfed frost giants a little bit, but not much. Thinner tissues mostly.
- Added vermin to 3rd cavern that lays eggs in people. Egg hatch, dwarf transformes. Think of facehuggers.
- Added more gun types to humans, now that the test was sucessful. they use guns and ammo.
- Added custom profession names for warlocks, goblins, elves and humans
- Added custom named nobles for goblins and humans (TEST)
- Added two more reaction to the transmutation chamber:[PERMITTED_REACTION:TRANSMUTE_PIG_IRON_TIN] [PERMITTED_REACTION:TRANSMUTE_TIN_PIG_IRON]
- Gave drow some more pets to sell (TEST)
- Added the dictionary project. This means all generated names will be grammatically correct.
- MAJOR CHANGE: Higher Frequency for fantastic creatures, to balance out the new "mundane" creatures.
- Splitted bonemeal reaction into 2. One takes only bones, one takes only remains.
- The bone bonemeal reaction takes 5 bones now, and makes 5 bonemeal. (this way stacks are not wasted completely)
- Added 2 new landmines, hellfire and dryice. You can buy these, or upgrade fire/ice landmines.
- The upgrades are done in the Engineers Workshops, since traps and mines are somewhat related. This is a test.
- Added "excavate stone" reaction to Archologist. Takes 10 worthless stones, searches them for items.
- Might yield earthenware/stoneware crafts, or if lucky (10%) an obisidian sword/spear.
- Fixed typo in the lameller armor raw
- Nerfed fros giants some more.
- Gave warbeasts that lacked that tag children
- Removed the shaped tag from chainmail. can now be layered.
- Updated mouse fortress
- Added 4 more ascii tilesets in a seperate folder.