Looks like I'll be taking a break from DF so before I go I want to report on some things that came up in my last play-through. I should say that I played with fortress defense races, weak and medium (not the toughest). It was alot of fun overall, but here are some of the issues:
- I couldn't get dwarves to equip plate greaves or spikegreaves. Changed layer permit from 5 to 49 as someone suggested earlier and the thread and that fixed it. I think you fixed this on the "human" version of the plate greaves, but not the dwarf/drow one.
- Refining slade metal in the magma arc furnace leads to some odd issues where the powder burns up, making alot of smoke, stopping work, and ending in a "pile of slade" at the workshop. Never had such problems with the other metals, and it's not deadly, just annoying.
- Repairing golems in the magma golem forge doesn't seem to work. I went through ~10 reactions with two damaged golems pastured on the workshop, and there was no difference.
- Axe throwers don't train (and presumably use?) the axe skill. I think that sort of defeats the purpose (a ranged weapon for your melee squad), especially since axe heads from cheap metals (like copper) are alot worse then crossbow bolts in combat.
- Getting blood from meat/butcher parts - I said some wrong things before. I now think that the way it works is, if you butcher a corpse, you can use the corpse parts/meat to fill blood barrels... for some time. But as the butchered parts get older, you can no longer extract blood from them. Not a bad thing neccesarily, just odd.
-Fire trees/bleeding trees - Ugh. I really hate the micromanagement of trying to cut down trees in cavern layer 2/3 while avoiding these. Bad idea IMO.
-The guardian of armok golem is extremely tough but not very deadly. I had him trying to kill off a rhesus macaque for 5 pages, and when he fought against sieges, he lived but he didn't kill much. I think he's fine, but he's a bit too hard to get.. which brings me to:
-I feel like alot of the rituals should be faster, things like meat to booze or ritual for guardian or armok, etc. Playing with FD races, I had alot to butcher, but I had a dedicated priest caste dwarf sacrificing butchered body parts for alcohol and he never managed to work through my stockpile heh. The problem is that these reactions rarely give anything, so the dwarf's skill improves very slowly, and hence you waste alot of time with these reactions. Ways to improve it is to simply give a 100% chance to produce a stone that boils away (just for skill increasing), or increasing the chance for the prayer to work (increase the items required to compensate). I still really like the idea of these things, just would balance it differently.
- Summoning creatures through the summoning workshop seems to work only about 20% of the time (I know this after much, much reloading trying to setup decoys/scarecrows). I don't really know how it works, but it seems like maybe the dwarf that sets it up is getting away from the site before the transformation fires off?
- After the first year, I never got trade caravans (so no runes/blueprints.. that was bad). I think this is due to how FD races siege right around caravan time. Not sure if there's anything you can do about this - maybe there's some way to stop them from siegeing right before caravans are supposed to arrive?
- Severe issues with blood loss for the demonbounds, but I already talked about that before.