@dorfmeister: Is it an artefact ? They burn forever...
Toady is fixing the clothing bug...
Well, if clothing works like intended, without being claimed and cluttered, rotting and decayed... then it will be back in of course, as an optional setting. Currently clothing can only be made from leather/scales/chitin and counts as armor.
Frost Giant Thieves are a necessary evil, otherwise they wont be hostile. I have to give them the babysnatcher tag. OR give them utterances, which leads to them not having names, nobles and a language. If I make them crazed they fight among themselves, and if they are opposed_to_life they lose their AI and dont siege. Only way is babysnatching/thieves. All the evil civs must have this.
Nerfing them... well, Hugo made the body for me even before I released the mod for the first time. I guess I could have a look with me newly learned skills and build them up from scratch. OR you guys learn all the fancy new things I added, a MountainKing can take out a frostgiant siege all alone. If I give you overpowered mages and shapeshifters (and a frostgiant slayer that makes 50 times as much damage to them) then you can use that.
PPS: Lots of items in the game world is FPS killer number one, since the pathfinding is linked to them. Find the best path to 1 from 10 items is easy, while finding the shortest route from workshop to raw materials with 1000 items is hard. (temperature if you have flowing magma is also evil)
I am running a test fort and try to find more flavor/inbalances/bug related stuff, so no release today
My todo list (just from the finds in this fortress) is about 1,5 pages. Errorlog is clean, it's just balancing or flavor. I had some fun moments too, a goblin thief with a "badly made steel slica", a race with a forest fire, an artifact crossbow with the picture of a sharpshooter on it, and a rather weird memorial slab. (1,5 years old fortress so far, no cavern breach, no siege, no humans/drow yet)
PS: If anyone can fix the transparency, even with using bmps that would be great.