And again, nice feedback. All fixed btw.
The Altar (and Temple) does not cause crashes anymore. Still dont always kill though. In testing showed this:
First guy: Died
Second guy: Died
Third guy: Died
Fourth guy: Survived Survived Died
Fifth guy: Survived Died
Siths guy: Surviced Survived Survived Died.
Sevenths guy tantrumed.
Residue can (and is automatically) cleaned.
Axe legend needs a reagent now (was turned off for testing)
Plaguebeares have this in addion now and kill for sure.
[CE_DIZZINESS:SEV:100:PROB:100:START:1000:PEAK:2000]
[CE_COUGH_BLOOD:SEV:1000:PROB:100:VASCULAR_ONLY:START:5:PEAK:900:END:2000]
[CE_PAIN:SEV:1000:PROB:100:BP:BY_TOKEN:LUNG:ALL:START:1000:PEAK:2000]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:5000:PEAK:5500]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:5000:PEAK:5500]
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:5000:PEAK:5500]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:VASCULAR_ONLY:BP:BY_CATEGORY:LUNG:ALL:START:5:PEAK:100:END:200]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:100:PEAK:200]
That fossils can only be used rough was intended, because of the random big gems you get at the jeweler. These would be useless. BUT with the addition of the gem workshop you can now split them into 2 small ones, so I did change it. Fossils (and treasure chests) can now be used as smallgems (the ones you get at embark) and the biggems can be cut into two. So if you are lucky and the jeweler makes a big gem, you have twice as many items in the end.
EDIT: Arena testing lead me to another bug, dwarves had bodys on their bodys. Every bodypart had a full body on it, because I added the bodyplan to default dwarves and all castes. Is fixed.
I also noticed that Frost Giants are way too strong. I used full steel equiped grand master dwarves against normal giants, one on one. It took about 10 dwarves, one after each other, to kill one giant. I made following changes:
Natural armor is iron, instead of steel.
Bodysize is 400.000 instead of 600.000
Tissue thickness of armor is 1 instead of 3.
Natural combat skills are lowered to 3.
Breath attack of freezers now causes actual Frostbite (due to temperature) instead of syndromes.
IMPORTANT
Do you want the fixes and little patch now ? I now that a lot of people just downloaded it, and will lose their fortresses, but I am concerned about the Altar/Temple Crash. I hate crashes. I also fixed about 10 bugs, the beast research works as intended, added bonemealflux, sausages, made the smelting accidents optional and weaker, added one new metal for clothing, added 6 new high end alloys, made the caste system, and wrote a custom Dwarf Therapist file that reads them out.
Changed marco time in init from 15 to 5 milliseconds.
Added adv. golem. Breathes cold, dont ask me why or how.
Added 30 new creatures, credit goes to deon and tomitapio
That should be about it. ^^