Omg, so much feedback... i have little time, the bus stopped just now, but i remembered and check the thing about the food.
The entity had no Use_animal_products, therefore no more meat at embark. Or anything else animal related... like llama/sheep/alpaca cloth, ropes, and so on. Here the changelog, i did the stuff on the bus
Use_animal_products is missing in dwarf entity = no meat at embark DONE
sprites have to be redone, golem, minemagma hound and frost giant
fanciful added to the dwarven constructs DONE
arena restricted and does not exist added to the 3 veok animals DONE
hawk and gaint eagle, probably gaint lion, leopard etc... leather. DONE
Nerf trap components to do shallower wounds, especially razor wire DONE
Recheck the solution other mods use for material amount in weapons/armor. KA
Check if something else then general poison exists, like ALL_Poison. For zombies/mines
Nerf silver and gold value. plenty of that aviable. DONE
Make exotic armor and weapons for orcs.
Make enemy entitys can_learn and intelligent again, so they are named. DONE
Add Hugos Mine body
ASCII-Version still has odd charakters, have to find the normal ones.
Make the Zombie Master into a legendary creature. He will blink and stands out easier. DONE
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NEW STUFF: (Poll tends to go towards simple things and less features, more fps)
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Only one tree, that grows everywhere, called Tree.
Only one tree, that grows underground, called Fungitree. (or someting alike)
Check which plants are redundant. If there are any, remove those.
Remove most domestic animals, reduntant ones like pig, goat, several birds, and so on.
Make generic animal tissue/materials for everything. Horns, hoofs, fat, bones, spleen, cartilage...
Make additions like workshops and the like optional. = Entity file OR building file.
Turn Goblins into the vanilla goblins again, if custom invaders are turned of.
Make natural armor/weapons for frost giants, so the drop no loot/clutter
Make all orc/goblin armor/weapons exotic, so they drop no loot.
Add the 5 extra pref-strings to every vanilla creature. (might do for the new ones as well)
MAYBE add an undiggable mineral vein. Would make mining harder, you have to go around it. Only appears deep, as not to mess with fortress layout.
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Check if anyone has the flickering tile error in the forum, and what has been done against it.
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To reduce the amount of landmine/golem/decoy/turret pets, I could make them into castes of 4 types of creatures, instead of 19 types of independent creatures. Then only 1/5 as many should appear. BUT caste specific graphics do not work, every type would look the same.
Thats what I'd like to do for the next release.
what I did so far today: (NOT INCLUDED IN THE CURRENT DOWNLOAD)
Nerfed Trap Components some more.
Added [USE_ANIMAL_PRODUCTS] to entity_default.txt
Added [ARENA_RESTRICTED] & [DOES_NOT_EXIST] to creature_veok.txt
Added [FANCIFUL] to all dwarven contructs. Maybe it helps with migrant pets. UNTESTED
Fixed leather types (material/tissue) in hawk, giant eagle, giant lion, giant tiger, giant leopard
Checked Material_Size fix for armor. IT SHOULD WORK.
Lowered Material Value of Metals by 20%
Made Gold an weapon/armor grade material. Horribly, but for people who like goldclad guards.
Added [INTELLIGENT][CAN_LEARN][UTTERANCES] to all invaders, so they have names again.
Made Master Zombie Legendary, so he stands out easier. (Blinking)
Removed Pig, Goat, Mule, Cavy, Duck, Reindeer, Guinefowl, Yak, Llama, Alpaca, Peafowl.
Food should be there at embark. Also Frost Giants are untested, I never played long enough for them to show up, but I want to edit them a bit anyway. Right know they are supposed to be: End of the world, good luck...
And thanks, ashnal, as soon as I have more time I will go through your post
Dont forget, it is Beta. But with so many people interested in it, and finding bugs, I'll be able to fix them quite fast. Thanks everyone for the help