@nevets: The magma spawned is actually in relation to the free space around the spawn location. The magma-bottles are more for traps, if you want to fill big moats or channels, use the magmatanker from magmaworkshops. Magmaworkshop only appear in the build menu after you found a volcano/magmalake, so the early bottles wont help with them anyway.
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#SF
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FFF
FSF
FFF
# are walls, F is floor and S is the spawn point. First one creates 1 tile of 7/7 magma, second one creates 8 tiles of 7/7 magma.
@Firehawk: Why not try the elven bows instead
@gwathlobal: I thought the merchant hall was too easy. The expedition system does have one very important mechanic: It allows access to all civ-related items, even if that civ is dead. You create a world without drow and automatons, but only notice 5 years into your fort? No problem, if they dont come to you, you can go to them. The 20 stone crafts give you some again, civ related crafts back, same idea. I really have to find a use for coins though...
@firons2: Mutant feadogs have been removed in the next update, even before your post
And I think fishes would airdrown.
@ImmortalBrain:
Glass: Thought so. Had similar glancing away in my little test. Might introduce three fake glasses for this, same name though. players will never notice, unless they look into the raws.
Crashes from workflow: Falconne got the reports, fixed some bugs, updated. Next version will include the bugfix by him.
Human stolen goods: Ups... my bad, 10 crates is a bit much. Copy+Paste leftover. Is fixed.
Giving back used kits: I will do this for the raiding system. But the other stuff gets still used up, because the success-rate at the missions is usually 100%.
Add spy/bard reactions to drow: No.
Bard reactions are eastereggs anyway.
Actually influencing the other civs is impossible. And volcanic is already godlike gear
@Putnam: Thank you
Free to use for everyone, thats why I posted it in the dfhack thread as well. Just have to post the raws, once the next update is out. And now I have a look at the autosyndrome.