Yes, the zombie bite should be fixed. My arena testing is screwed though, the zombies always kill their prey. ^^ Will do some more testing, but the syndrome only affects dwarves now. Should lead to no crashes.
@linkeron: I use XP with SP3 and newest Net.Framework as well. My C:\ is caps though. I have honestly no idea how I could help you with this. Hope you can enjoy the mod regardless of the settings.
@smakemupagus: Might have to check all the materials emmisions. Some still have the original verbs. steaming juice from frost wyrm sounds... even more unpleasent then the frostbreath.
@bombzero: Yeah, i figured: Why not ? If the reactions deplenish your adam resources, maybe there should be a small chance (2%) that you get something out of it. Cant hurt too much, since the game balance will be pretty messed up with the mages running around anyway. I also noticed that the shadowmancer can be made without any adamantine. Only slade, bodyparts and the black bible. Btw: the fire bible is of course the dwarven one, you can produce it yourself. Black/unholy is drow, and white/holy is human. Leaves elves, but I dont really know if I should add another magic building. 3 buildings for one theme is a lot already. And no one likes elven magic
the only thing I miss is dudes that can swim/dive underwater. *glare towards legends of forlorn realms*
Anyway, the Tears of Armok are a TON of fun. They are awesome and will be included for sure. Single gems that generate water on every tile around them. You dig to them, you get flushed away. Gives unlimited water, power and obsidian, OR floods your mineshafts and caverns. Point is: They are both good and bad for you, depending how good you play. Best of all ? Once the actual gem is mined, they stop. If you have an emergency and start to flood everything, just dig them away from the other side, or channel them from above. No gem, no water. It's brilliant. Will be part of the "harder mining" button.
Also finished two more building guides, timberyard and engineer. They are not remotely as nice as the ones done by flobulon, but by now I managed to do 29 buildings.
Another addition is an anvil you can create out of 5 metal bars in the smelter (for this first anvil) and about 2-5% of the cave fungus now leaves solid fungi. Can be made to cheese in the kitchen. One boulder = 1 cheese, shouldnt be too much. Thought mining as food production (as low as the outcome is) would be fun. Mind that these new things I added (boiling eggs, fungi cheese, bloodwine, booze-goats) cant replace the normal way of doing things, but they offer more variants. They can help in emergencys and offer more fun for players who like it, while others can just ignore them.
I am torn between doing the diseases next, balancing magic more, or adding ascii. Since ascii would also allow ascii+ and this new jolly tileset everyone seems to like (me included, it is just too original) and the old matrix one, for really crazy people. I would get 4 tilesets for the price of modding the raws once. ^^
EDIT: Testin also showed that the "simple trading" is fundamentally flawed. If a civ has no assigned toys or instruments they will produce a random selection from all toys in the raws. That explained why dwarves could do blueprints in one version a while back. It is also the reason I set this button to OFF by default, till I know what to do with it.
I am also thinking about removing ironbark_metal and steeloak_metal. Would be much easier for everyone if the ironbark just produces iron, and the steeloak steel. Would remove flavor a bit, but the trees would remain untouched. But the trading/forge/material/stockpile screen would have 2 unecessary items less to scroll through. Of course it would also remove a bit of flavor. Dont know yet.