I think I will start working on the next update
I did some random stuff in between, some utilities, soundsense nonsense and working on a tileset, but I little update should be worth it, with everything that was reported in the meantime.
@Di: Highborn dwarves shouldnt exist without castes, I added it to my todo list. The descriptions are in relation to their max strength. So if their max strength is 1000, but a normal dwarf is up to 2500... and the highborn has 1000, it will say that he is exeptionally strong, even if he is weak in comparison to normal dwarves.
Finally, small suggestion: how about allowing dwarves to "persuade" humanoid creatures like anubites or still-present animal-persons to stand for dwarven cause?
That cant be done without heavy cheating by dfhack.
@magos epic: You can disable them in the Settings, "Harder Mining". And please, no caps yelling and double posts, that wont help you getting a quicker answer.
@jaxy15:
What's up with the breath of Armok stones? Why the hell is it so entertaining to watch a miner zoom around and tear through rocks like wet paper?
The answer is: Because.
I thought they would be a nice surprise for people that mine a lot.
No real reason behind them.
@Nokao: Thank you. Metal clothing can be removed by modding the item_xyz.txt files, its quite easy. Just check the wiki for armor token. If you break anything in the end, thats up to you. But shouldnt be a big problem, its an easy thing to do.
Boozebelly goats work even without the new food types. New food is actually just for prepared meals, only naming. No gameplay changes.
@Batbuttz0r: Same as always. No changes to adding a race to vanilla DF. But mind that both Orcs and Kobolds are actually a lot of work, because they have their own buildings, reaction, castes, feel... its not just adding another entity. But if you are up for it, do another race and if it ends up being high quality and good fun, I will add it to the main mod.
@Thormgrim: All creatures are spawned in the "spawn location", its the very last workshop. Currently its buggy as f*ck though, I have to wait for dfhack r3.
@halox: Thank you for the confirmation, I added it to my todo list.
@Dant: Massive slag should be accepted by the slagpit just like slag bars. Its just heavier thats it. Maybe dwarves priorize the slag bars?
@Ishar: No problem, I take feedback very serious. I thought about removing rockwraiths all together, and leaving metalwraiths in specific metals. For example mining iron is ok, but if you want to take away silver/gold the spirits of the mountain defend themselves. Topic "greedy dwarves"
I would love to limit them by depths, for example start with wraiths at lvl50 and the deeper you go that more you hit, but I cant do this... I noticed myself that the most mining is done at the very start, which of course makes no sense, because your starting 7 would meet the most wraiths...