First post here, really enjoying this mod so far but I've hit a small snag and i'm not sure if it is a bug or if perhaps I've done something wrong. Seeing as the snag I've hit relates specifically to !!FUN!! stuff, it shall all be under a spoiler tag! This is all version 6.0, have not updated to 6.1 since it only added hermit mode and I wasn't particularly worried at not being able to try that out yet and I didn't see any bug fixes in it's patch notes!
The bug(s) I am experiencing seems related specifically to the HFS that is supposed to periodically happen. The first of which being that my Armok's Ward seem to be... potatoes and about as useful as a horde of cheese making immigrants in a fort without so much as a purring maggot. I know of the carp god and his cult leader, I know that son of a gun generally visits your fort relatively early on, however when I started having warning signs show up in my fort, my Armok's ward that sat in my dining room did nothing but look wardy. It never revealed who the leader was, despite be flat out cancelling all labor and having everyone in the dining room (moving the ward periodically with pastures) Finally after no success with that I checked caste tags with Therapist and confirmed not only was there a cultist leader, he was a vampire and was sitting in my dining hall right next to the ward. I continued to move the ward around with him and even went so far as to lock him in his room with it, never did it reveal him though. I chalked it up to a small bug, perhaps his vampire status prevented detection or something, and proceeded to draft the little cultist into the military and explore the caverns beneath my fort where he soon died to a forgotten beast that showed soon there after, not before he transformed one of my other dwarfs though. Now I will say I read somewhere that wards purchased from caravan traders are not the 'right' type of ward and honestly I can't recall if this ward was one of those supposed fakes or not. I do know I butchered that ward and later on sacrificed a dwarf for a ward from the Temple, which has sat patiently for it's chance to shine. Fast forward to right now, I have two high priestesses of armok in my fort and a ward currently sitting on top of a vampire and another dwarf currently marked with the caste tag "Secret2 Ws" in therapist (i'm assuming warlock spy as I've already got a 'dark magic' warning.) Been running therapist looking for another chance to test whether the wards are working or not and they seem to again be potatoes in disguise. Am I having a misconception as to how the high priests and wards work? Or is this a potential bug that has come up. If so is there anything I can do to possibly fix it.
Another thing I'm all but certain was a bug or directly related to why my wards aren't working was my discovery of a marker and it being the herald of a necromorph issue. The only thing it seemed to herald was paranoia as the marker seemed to be nothing more than a red potato, much like the ward I had in my base. It sat in my stockpile for a few years game time without a single necromorph showing, even when I had a dwarf die alone in a empty corridor and immediately had it sealed for fear of him rising into a murder machine. The ogre that slew the dwarf also never changed after he was promptly put down and stuck in a corpse room that was also sealed off. The marker was later on removed via a sacrifice at the temple but not until after I was fairly convinced it wasn't working as intended.
I've really enjoyed the spin this whole mod puts on DF and am hoping that the reasons these items have not worked is because I derped somewhere, either in my world creation (not a preset world, was freshly generated on 6.0) or because I have turned something off on accident (Fear the night is on, Diseases are off) Everything else aside from starting dwarves and points is default as near as I can tell.