Did they get less common at least?
It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.
Mercs seem to be still missing in action though.
Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.
This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.
Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
Well, we're seven years into the new embark. Playing a world with no banditry. I've had 5 mercenaries so far (and hundreds of everything else). They started turning up after the fort got a reputation for danger (migrant wave met an invading army) and I think it's that, rather than any reduction of banditry, which is the key point. Even so, 5 is pretty poor. Enough to make a merc squad, just hope no-one dies (yeah, I know I can recruit the poets in the library...)
Gonna retire this fort soon, then try a a new fort with regular amounts of banditry and see if I can coax some mercs in.