Living Stone leaves blood, sometimes (rare) a stone that can be butchered.
Cave Fungus leaves nothing. The blue dust is a sideeffect from the stone evaporating. Has no effect. Sometimes leaves a solid rock (rare) that can be made into cheese.
Magma Maggots are counted as grass, but I changed that, the 3rd cavern looks different now, since I did not like how the fortress looks after green (1st cavern), bluw (2nd cavern) and red (3rd cavern) mix. The third cavern is now gray.
GreenDevourers are 3rd lvl cavern creatures, and as correctly stated, they can bite your dwarves, which will plant an egg. After a while, your dwarf transformes. I added to encourage hunting vermin. Nice to see that it works
@Talanic: What are you doing that your pets attack your dwarves, stack them all in one square? They are never hostile, but lash out if they have little space, just like normal pets.
PS: Embarking on a pre-build fortress is fun, but sadly all the guards are hostile, even dwarvesn ones. I managed to find a fortress with human imperial guards, who imprisoned a demon-deity (friendly) that writes a ton of books. The fortress was made out of solid mithril, epic embark.
A few small changes:
- Fixed siegeenginer/seigeoperate learning reaction in the library. Thanks smakemupagus for spotting this.
- Added missing [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR] to Iridium
- Nerfed Giant Hornets (smaller bodysize and smaller cluster numbers)
- Moved trapavoid from goblins to orcs
- Lowered frequency of fire-breathing skulls (was 20%, is now 5%)
- Gave different caste colors to antmen.
- Lowered number and occurence of bog crawlers (TESTING)
- Added bodyguards to elven caravans (TESTING)
- Added different wagon animals and pets to elves and drow (TESTING)
- Changed design of 3rd cavern.
Testing about slaves and race-specific pets is still ongoing. Golems seem a bit overpowered, when I read the reports here. Maybe I should add hydraulic fluid to them and enable them to bleed to death, this way they wouldnt be so indestructible. And they shouldnt equip, but from what I saw they keep the weapons the dwarf was carrying...
I also made a little building design study. What do you think of the idea of building-extensions, two buildings that look alike and can be build next to each other, without messing up the design ? See storage unit, brewery and gemworkshop in the example.