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##### PATCH 1.5 ############
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- Fixed typo Neter_cap_seed: Missing h.
- Removed item_toy_trap from dartthrower. This item_toy does not exist anymore. Replaced with: 2 mechanism and 1 log.
- Changed SKIN_TANNED:NONE:INORGANIC:NETHERWOOD to SKIN_TANNED:NONE:PLANT_MAT:NETHER_CAP, since inorganic skins are not stockpiled.
- Removed excessive 150 liquids from boil leather reaction.
- Changed the product amount for bars in the arcfurnace from 1 to 150. now creates one bar instead of 150 bars.
- Added pig tails seeds to the: press oil from pigtail reaction
- Fixed typo of plants/plans
- Renamed axe blades to axe heads, to avoid confusion with the trapcomponent: axe blade.
- Raised cost of mastiff by 100. Lowered bite skill by 5. lowered bodysize by 3000, lowered speed by +100.
- Added [CREATURE_CLASS:ARMORABLE_namehere] to the six armored pet races.
- Added [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] to the three fake animals for animal mats. NEEDS TESTING.
- Removed trapavoid from warlocks
- lowered ignition point of wood by 50 urist.
- Added reaction to blast furnace:
- Batch of 8 coke (anthracite)
- Batch of 6 coke (peat)
- Batch of 6 silver bars
- Batch of 6 gold bars
- Fixed: Itemless embark. I think DF automatically adds items, when none are present ?
- Added more reactions for the loading/unloading stations:
[PERMITTED_REACTION:LOAD_GEM][PERMITTED_REACTION:UNLOAD_GEM]
[PERMITTED_REACTION:LOAD_BLOCK][PERMITTED_REACTION:UNLOAD_BLOCK]
[PERMITTED_REACTION:LOAD_BAR][PERMITTED_REACTION:UNLOAD_BAR]
- Fixed the brewing of pig tail ale (now properly called ale, not "drink")
- Added reaction to cut normal leather into 3 thinner/weaker parts.
- Added reaction to create a bone throne to craftsman. Just for flavor. (does not respect stack size)
- Converted all reaction in the Stonecutter to the Stonecraft skill. (was stonecraft, mechanic and mason)
- Converted all reaction in the guildhall to Teaching skill.
- Added reaction to create a boulder from a block.
- Added reaction to make tallow/wax candles in craftsman. No use as of yet, but high value tradegood.
- Fixed blueprints/plans appearing as random toys/crafts.
- Added all jobs back to automaton entity file. Hopefully they can now forge again.
- Added reaction to press coke into diamonds to screw press. Yes, dwarves are that strong.
- Added reaction to make rope out of rope reed.
- Added cold metal reactions to crucible. Takes 3 ores, makes 1 bar, without fuel.
[PERMITTED_REACTION:COLD_COPPER]
[PERMITTED_REACTION:COLD_TIN]
[PERMITTED_REACTION:COLD_BRONZE]
[PERMITTED_REACTION:COLD_SILVER]
[PERMITTED_REACTION:COLD_GOLD]
[PERMITTED_REACTION:COLD_IRON]
[PERMITTED_REACTION:COLD_ALUMINUM]
[PERMITTED_REACTION:COLD_PLATINUM]
- Added new reclaim reaction to the craftsman. Unravel any cloth, rip any silk item, rip any yarn item, rip any cloth item.
- Renamed goblin/orcish adjectives for their weapons for better flavor.
- Changed zombie syndrome. Biten people have a 15% chance to turn into a zombie after half a season. Beware.
- To compensate this fact I removed CE_NECROSIS, CE_PARALYSIS and CE_UNCONSCIOUSNESS from the zombie bite.
- Renamed the rock trap components in the stonecutter to reflect the names of the trap overhaul.
- Fixed Apostel/apostle spelling error. The german came through for a second there
- Armored pets now leave items upon butchering again.
- They also leave a "name"-steel which counts as refuse. (battered destroyed armor)
- Removed Variable_positions:all from undead entity. Might fix the fact that they bring mounts, needs testing.
- Added [MATERIAL_FORCE_MULTIPLIER:INORGANIC:ADAMANTINE:3:1] to Frost Giants. This means they should take 3 times as much damage from adamantine as usual. Holy dwarven metal for the win.
- Fixed hotkeys for the new soap reactions (stack of 10 soap tallow & oil)
- Added reaction to make black ink from ash+jug to scriptorium
- All bock writing now needs ink.
- Splitted combat books into melee and ranged.
- Added 2 new epic books for them, "Be water my friend" and "47 ways to headshots"
- Updated to 34.04 !!!
- Fixed scale tanning => now produces scale plate
- Fixed chitin tanning => now produces chitin plate
(If you have better names for them, be my guest. Currently they are common/rare/exotic shell/scale/chitin plate)
- Added violent reactions 2% to all new smelting/fuel needing reactions. (optional)
- Added a variety of smoke effects to reactions:
- Black smoke (harmless) for everything that uses fuel or has to do with burning. always.
- Grey dust (harmless) for everyting that cuts/works with stones. always.
- Yellow sparks (harmless) to the "hammer metal" reactions in the crucible. always.
- Brown sawdust (harmless) for all timberyard reactions. always.
- White alcohol vapors (dizzieness) for all alcohol related reactions. low chance.
- Violet(miasma colored) stench (nausea) to tanning. low chance
- Green bacteria dust (nausea, dizzieness, fever) to all reaction using raw food stuff. low chance.
- Replaced non-working link to manual with a .bat-file. Thanks to thoth.
- Added a plant chart that lists all infos about the additional plants. Thanks to seraphyx.
- Worked on Golems. You can make them militia captians now and draft them into a 1 man squad.
- Worked on Turrets. Made Hellfire, Slade and Warpstone (the good ones) should not appear with free migrants anymore. Only 1:1000 should be one.
- Renamed Zombie Thieves to [PROFESSION_NAME:THIEF:wanderer:wanderers] As in: A lone zombie wandered close to your fortress and was spotted, a good sign for coming hordes.
- Added 6 secret dwarf castes with a very low chance of arrival. Check your logs, they leave a message once a month.
- Changed living stone tile to avoid confusion with metals
- Worked again on cave fungus slime
- Removed duplicate Tower Shield
- Raised blob frequency from 20 to 40
- Added a custom language for drow
- Added custom profession names for slaves. Laborers: Enslaved "laborname" Fighters: "name" gladiator
- Updated Therapist and Mouse Fortress to 34.04
- Removed the tanning of shells. The people have spoken.
- Added likes_fighting to dwarves and prone-to-rage to golems. Seems that they work now.
- Added a couple of new prefstrings, mostly plants
- Added 4 new reptiles, one of them the drake, a new pet
- You can shear the drake for scales
- Renamed the fake animal "common:common:common" to ":::" MUCH nicer naming for items.
- Added custom drake sprite
- Fixed golem body
- Updated GUI
- Updated Phoebus Tileset
- Added custom graphics for most new creatures
- Added custom truetype font
- Fixed hotkey for gun research reaction
- Nerfed automaton knockout gas
- Removed disease resistance of legion/berserker dwarf
- Added no_breathe to some zombies, for testing. Think with the new ramps it will turn out alright.
- Added steel back to greenskins. Rusty Iron was too weak aparently.
- Updated manual
- Added seraphys plant chart
- Added readmes for hotkey.exe, mouse.exe, and phoebus.