Thanks for the massive report, I am just downloading the save and will check it out.
The flaming skulls seem to be a bit more powerful since clothing came back, because dwarves now actually catch fire and burn to death, instead of just getting burns. Might have to work a bit on that.
@Xen0n: That would be difficult, because those are massive changes in all raw files, more or less. I use dummy plants, trees and animals with a common name and redirect all other materials through them. Inorganics I reduce to a lower amount...
Oh, and since I saw the brick oven mentioned: It has way improved. Now you have 16 colors (all colors in the game) and the option to make a lot of low-value bricks, or a small amount of high-value ornamental bricks. For megaprojects or above ground fortresses. And if the flying animals bother people, you can turn 100 bird species OFF in the creatures tab, I know the problem they can cause.
I also modded a bit yesterday, somehow got carried away and stopped this morning at 0600, so here a little insight in what I did:
- Possessed dwarves can now be cured
- Cult of the carp god, think of them as "boss" versions of secret dwarves, Lovecraft style
- 8 plagues that might hit your fortress, use medical wards to immunize your dwarves
- Thatchery, work plants into wicker, wicker into furniture
- Replaces cave fungus with neutral looking rubble
- Many fixes and rebalances, including the too aggressive wildlife and collectable turret ammo.
- Reworked brick oven, now with 3 times more reactions for megaprojects
- New included glacier world
- Updated GUI
Note: The Thatchery idea and basework came from cc in
this thread. He kindly allowed me to use it in my mod.
Here 3 pictures, the map of the glacier world, some of the hints you might get about the cult infesting your fortress and the building guide for the thatchery. Note that the cult hints arrive slowly overtime and you have to find them. These ones I took from the arena, in fortress mode they will be not all at once.
EDIT: ah hell, might as well post the entire cangelog:
##################################
###### PATCH 1.8 ######
##################################
- 8 Plagues. Might arrive with migrants, might randomly break out.
- All plagues last for rougly 1 season, than slowly subside... you can battle them however, using the apothecarius.
- Hulk, 5% go berserk, rest gets stronger/faster.
- Death, 10% die, rest feels sickly.
- Vomiting, 100% get sick, vomit.
- Sleep, 100% get tired, will fall asleep randomly.
- No Sleep, 100% get no_sleep, but feel drowsy and dizzy.
- Blind, 100% turn blind.
- Plague, 100% get fever and cough blood.
- Sterile, 100% get sterile, !!! lasts forever !!!
- Changed slave stone template to stone vapor template. (bugfix)
- Removed animal trainer jobs from FD races, hopefully no more super warbeasts in sieges.
- Nerfed Bloodbeast strength and syndrome
- Added some GOOD/EVIL tags back in.
- All building destroying units (those that path to your fortress) have the SAVAGE tag now. Calm areas are secure, no more ogres raiding you there.
- Raised population limit for all dwarf chocolate creatures
- Nerfed amount of spells sorcerers, shamans and liches can do.
- Fixed adamantine golem cast reaction
- Added [PERMITTED_REACTION:CRAZY] for tech lab back in. TEST IT OUT, you wont regret it.
- This reaction allows the creation of a random item from a rather random selection of items.
- New colors for the brick oven, can now produce all possible colors
- Added "ornamental" bricks. These need 2 boulders for 2 bricks, but are worth more then normal bricks. All colors. For people who dislike the low value of normal bricks. Again, the brick oven is unbalanced and mostly for megaprojects.
- Added reaction to craftsdwarf: make bed from silver, gold, or bone. All need 1 cloth as well, to keep it balanced.
- Added "make bedroll" to craftsdwarf. A bed made from 5 pieces of cloth.
- Removed religious nobles, no more templars, priests, archpriests or prophets, since the nobles go fixed by today.
- Preacher is still there to meet tantruming dwarves, same function as psychatrist.
- Added philosopher noble (does nothing, not even work) for people who liked them in df40
- Added Overseer noble, for people playing succession games.
- Screw Press reaction "log to paper" only accepts rough wood now, no more steeloak/crystal trees/ironbark.
- Added "scrapwood to paper" to screw press
- Added "scrapwood to ash" to crematorium
- Added 6% chance for an idirium bar to each blast furnace reaction.
- Made frost giants butcherable, to get rid of the bodyparts they leave.
- Removed Buildings Guides for Guildhall and Wheelbarrows. These buildings are not included anymore.
- Lowered range of slade/bullet turrets a bit, and gave them solid instead of liquid globs.
- Living rock is now rarer and not sedimentary anymore. It also gives 10 instead of 1 meat in the kitchen
- Cave fungus is now called rubble and looks more neutral
- You can still find small cluster of cave fungus in the earth, these leave solid fungus that can be made into cheese.
- Added the Thatchery. You can make wicker bales from 5 kinds of plants. Then make furniture and crafts from wicker.
- Raised cost of lye for batch soap reactions from 1 to 5.
- Added wards. Immobile pets you can equip in the apothecarius and immunize your dwarves against plagues.
- You can also make blessed wards in the Altar of Armok. These cleanse possessed (secret) dwarves.
- Added the cult of the carp god, a new secret threat. Armoks Wards help to unveil them.
- The cult will leave signs before they act, so prepare for them, before your fortress gets overrun. You have over 1 season for this.
- Changed layers in worldgen from 25:25:25:25 to 20:10:10:10, to avoid maps with more then 200 zlvls...
- Added 5 short stories from a collection I found online. Some you might know, Tholtig Cryptbrain by darkflragrance for example.
- Shoes can now be worn under boots, allowing for fully clothed AND fully armored dwarves
- Added a glacier world to the embark profiles
- Fixed dwarves collecting ammo from turrets (at least I think so, I tested with turrets in fortress mode and an "accept all" stockpile, they did not touch the used ammo)
- Slighty modifiactions in the stone occurences
- Added bone breastplate to craftsman
- Massive GUI changes
- Armory Button
- Weaponry Button
- Thatchery Button
- Diseases Button
- Disabling gunsmith also removes gun blueprints and tradegoods
- Disabling magic also removes magic books and tradegoods
- Evil version of standard races moved to creatures tab (for space reasons)
- Buildings section ordered alphabetically
- Scriptorium, the 4 library sections and the Garden/Fountain moved into one
- New Training System button combining the above
Please do note that this is just my private working version, NOT a new download yet. I wait for df34.08 or whatever Today will call his minecart version.
EDIT2: Just found this:
http://www.youtube.com/watch?v=nil1O95CaLI a lets play of the mod... and I found stuff linking to somethingaweful and reddit. And even spanisch, french and polish sights. Seems that mod finds its way around, nice.