I hear that the cave-in system will undergo large improvements.
Does this mean that creatures will be able to "attack" the ground? Perhaps a change encompassing mining?
Cave-in improvements, as Toady has discussed them, have concerned what happens
after a tile is removed, not the process of the tile's removal. However, it's fair game for creatures to damage structural tiles through whatever means -- the dev page has
"ability to dig" for siegers, which could end up including digging techniques other than traditional mining.
Does this mean we can smell which dwarves have not taken a bath recently?
And on that note, would a discerning nose be able to pick up the scent of blood? [...] like from an injured creature or whatever.
ODOR_LEVEL is intended as a simplistic system. It's not going to incorporate any complex modifiers yet.
Would Chia seeds be included in garden plants?
Toady posted a list of garden plants, and chia seeds don't seem to be in it.
Is it possible to give plants attack flags?
Nope.
With the addition of many real-world plants, and plant products, will there be any way to hang a revamped cooking industry on the improved culinary palette? For instance, I noticed that you included chickpeas; many regional dishes are made with chickpea, such as humus. There's also oats, and fruits, so breakfast muesli is also a possible product. Are there any plans to revamp the food preparation reaction to include a wider variety of possible food products, based on the source ingredients?
Recipes are on the dev page, but they won't be in the upcoming release:
Adventurer Role: Thief
[...]
Inns, taverns and dens
Taverns/inns
[...]
Recipes/drink quality
...hmm. None of these have GROWDUR tokens. And every single one has [SPRING][SUMMER][AUTUMN][WINTER]. Assuming these are finalized raws, the seasonal crops mod will need some serious updating. Are these finalized raws, or still subject to revision? It's not an important problem by any means; just wondering.
The list of new plants has more or less settled.