Version 6.1:
- The Kreemara now have Beaks instead of Mouths.
- Nagorians now have Legs/Feet instead of long slithering tails. (this change is to help avoid a issue with armor).
- Couple of Semi/Megabeasts have had their Spheres Tweeked.
- The weapon "Urumi" has been nerfed and should be more balanced.
- Nature Ents now have their proper name.
- Fixed a spelling mistake on the Hycera description.
- Gigan Toad's material drop was changed.
- Max Age has been added to Elves, Goblins, Orks, and Etharlu.
- Pig Iron has been added to multiple civs.
- Alchemical Gems can now be made in Adventure Mode.
Version: 6.0
- TAE's Ammo and Food have been seperated from the vanilla files for cleaner purposes.
- Shard Shot's have been renamed Rune Shot. (still called "SHARD_SHOT" in files tho)
- Yjorel no longer have Steel Making twice.
- 2 New Workshops:
- Philosophy Table
- War Table
= Both used in training specific stats
~ 2 New Tools:
- Unit Pieces (for war table)
- Chulk Sticks (for philosophy table)
- New Type of Curse: Shyreling
- 5 New types of Trees and 5 Plants to fight stress with a new "Hallow" juice material:
- 3 Types of Trees found underground:
- Yaggari Fruit Tree
- Jarlbane Fruit Tree
- Anhgla Fruit Tree
- 2 Types of Tree found in overworld:
- Naeckle Fruit Tree (swamp and jungle)
- Dryflofe Fruit Tree (desert/badlands)
- 3 Types of plants found in overworld:
- Caeremi Berries (swamps)
- Saturma Berries (hills/mountains)
- Lyctrus Herbs
- 2 Type of Plant found in UNderground:
- Tulocke Shroom (mushroom)
- Valini Weed (herb)
- Redone the brewing for non-alcoholic drinks.
- 1 New type of Crystal
- 3 New types of metal that everyone can create at the Arcane Forge.
- All Dragon scale metal density has been changed to 5.4 instead of 1.4
- Another New Workshop used in "Offerings".
- Sacrificial Altar
- New Arcane Forge use: "Alchemical Gem Fusion"
- Used to create new high value gems that can be used for selling, for show.. or:
- New Jewelsmithing sets of weapons for the new gems. (gems will be strong)
===
- Types of New Gems: *used in the sacrificial altar offerings*
- Note: Each gem when offerred has at least a 4% chance at a prize.
(think of it as a way to gamble with the gods lol)
- Void Onyx
- Xericous Morion
- Crimsonite Bloodstone
- Chrysolykka
- Daemons Eye
- Impurious
- Krystalstar
- Celestius Stone
- Shinespark
- Twilyte
- Valentrine
- Golden Sand
- Tsunamyte
- Phasmaryte
- YAY! DARK FORTRESSES can now once again have positions without crashing issues!
Version: 5.6
- Updated for Dwarf Fortress 47.05
Version: 5.5
- Fixed "Make Cloth Doll" Issue, hopefully there isn't an overflow of dolls after this Christmas.
Version: 5.4
- "Aquafilter Still" now requires 2 Arcanium Bars to be made.
- Corrupted Angel no longer melts to death from it's own attack. Lol.
- Kobolds and Rowlehemoths have been updated Entity wise.
- Both Kobolds and Rowlehemoths have more permitted jobs.
- Rowlehemoths are now Siegers.
- Kobolds can also have tools.
(there wasn't really much for me to add here :s)
- Rowlehemoths now have better Personalities to fit them.
Version 5.3:
- FINALLY fixed a melting to magma issue that took me 2 weeks to find. *sighs and prays there is no more temp related issues*
- Fixed with 44.x version as well.
- Reduced the special bones needed for certain bane metals.
Version 5.2:
- Fixed issue with a metal melting into magma.... (dejavu)...
~ Version 4.F was fixed for 2 Metal melting related issues as well.
- Fixed 2 typos.
Version 5.1:
- Fixed Magmamancer's Lava Titan typo.
- Fixed Chaosmancer's invisible ability typo.
- Added Dreadmere's description.
- Added abilities to Finalbosses. (2 for the first six, then 3 for the hardest)
Version 5.0:
- All Original Secrets have been re-tuned and fixed.
- Sadly, this update caused a forced funkiness with Tower making, so the Mod's 5 main Tower makers no longer make towers.
- Crobolds have been given a body size increase.
- FIXED all the errors within the log. WOOOOOOT!
- Finalbeasts now only attack fortresses with 400 or 1000 population.
- They also have their own seperate colours now instead of always being the same colour.
- All Civs now have proper and fitting values.
- Certain Civs have had their Positions tweaked.
- Roflorians no longer have NO_EAT.
- Added a new Building
- Aquafilter Still
- Provides another source of water for those unable to obtain it. 9 New reactions.
- New reactions to create more Gem and Crystal Weapons. (both Fortress and Adventure Mode)
- Additions to normal smelting in Adventure Mode
- New reactions to create arcane/special bars + new tool.
- The following have had their Corpse Drop removed:
- Great Dragon (vanilla dragon)
- Wyvern
- 4 New Metals: Dragonbane, Dreadbane, Icyeiricbane, and Kaijubane.
- Dragon, Dreadmere, Icyenix, and Kaijudo bones added.
~ NEW CREATURES: Dreadmere, Icyenix, and Kaijudo. (rare)
- Eklion's have been slightly changed, no longer drop malevolyte chunk, but now have malevon bones.
- All 5 Bone types are required to create the 5 bars at a Arcane Forge. (metal bar + bones)
- Grand Weapons (Greatsword, Double-headed scyaxe, gigan flail, and meteor whip) Have now been lowered to 8 bars needed to make.
- Marble and Onyx Colossus have been slightly tweaked, to appear differently from each colossus. Naraxyte Spider has been tweaked too.
- 3 New Megabeasts: Dratherium Colossus, Archresaur, Venospore.
- 5 New Semimegabeasts: Tengurou, Garchimpera, Urukaiya, Hycera, Churukundle.
- Seperated Summonings and Morphs from secrets to a different file, and no longer amoung the common.
- Additions to Material value page for referrence.
- Fixed various issues with tiles being off. (my full fault on this I think, i never noticed due to me using a texture pack, tho im not sure how it happened)
- Malevolyte, and the 4 new bars are [SPECIAL] now.
- 7 New Trees
- 2 Big trees added for both GOOD and EVIL biomes
- 5 New underground trees that produce fruit.
- 2 New types of drinking mats
- Amphibian, Reptile, Serpant and Rodent men are now controlable in Adventure Mode IF possible.
- Fixed typos in Ork military names.
- Fixed issue with Korruzian bars not being made correctly.
- Made the Adventure Mode Crafting menu feel more listed correctly.
- Crobolds no longer breed/reproduce with eggs. (it was slowing down life for them)
- More Shrine effects added for Adventure Mode. (very rare)
- It is now possible to obtain Legendary Items.
- The gods can also bless you a Divinyte item.
- Removed 2 Files from the file folder itself, the Info is pretty much fully explained on here and better.
=========================
NEW SECRETS:
============
- Summoner
- This secret allows you to only summon creatures.
- Duskmancer, Dawnmancer, and Twilimancer
- This is a strange trio of magic, unknowingly found through only the hidden gods.
- Solamancer and Lunamancer
- Solar and Lunar magic, harnessed through the power of the gods, intune with the sun and moon.
- Aeromancer
- The ability to control wind and movement.
- Magmamancer
- A dangerous, secret form of Pyromancy. Only known to those who dare challenge the volcanic gods.
- Gemramancer and Metamancer
- Yin and Yang when it comes to the worlds Gems and Metals, and a odd form of magic.
- Huntromancer
- For the hunters who enjoyed the hunting spirit way to much.
- Palamancer
- For those who wish to aquire another.. more fighting style, of holy magic.
- Feromancer
- Let the inner warrior within you manifest the shear strengths of the gods.
- Sirenmancer
- For those who have begged the gods for better musical skills.
- Anjimancer
- For those who have begged the gods for better dancing skills, even while in combat.
- Gaiamancer
- The gods need creatures like this, to help preserve the wonders of nature.
- Treacimancer
- For those who hide behind the deception of the world's lies, to cause treachery and misery.
- Fairamancer
- Pssh, this is just a old mythical tale that is told to children, It doesnt exsist... right?
Version 4.2:
- Couple of fixes to a few tempature related things.
- Arcamancer's Reanimated creatures are no longer opposed to life. (subject to change)
Version 4.1:
- Fragment of Armok has been slightly debuffed.
- Divine Armor/Weapon Forging typos have been fixed (im dumb for not realising this in the first place).
- The Jorha now have Hooves.
- Civ entities now correctly state "are/is" correctly when giving definition details on someone.
- Itchlari now have their wings detailed.
- Goblins, Saedra, Kreemare, and Vargeon can now create Catalycium Bars.
- Itchlari now have the ability to make Crossbows, 2h Crossbows, and Bayonet Crossbows for Hunting or other purposes.
- Itchlari now require something to drink.
- All Civs should now be able to be any Scholars as they wish.
- Buffs/Debuffs to alot of the Semi/Mega/Final Bosses in general.
- Buffed alot of spawnrates for alot of TAE's common creatures.
- Some Civs have been given the ability to become hunters/slayers/mercenaries.
- Alot of the Civs names for beast hunters, monster slayers, and mercenaries are changed to reflect the civ itself it its own way.
- Crobolds have been taught how to create Bone Iron thanks to the Goblins.
- Slight tweaks to entities being able to spawn a bit more often on world gen.
+ A Mod Cover drawing! Displays all playable races and the eyes of the 7 Deities. Most faces are... well faceless for a reason to represent the idea of "players visualize their own experience(s) in their own heads". Also yeah I drew that, started it in the summer but, finished it recently.
Version 4.0:
- Astrillium Display case correctly named.
- Bulb Maggots properly named.
- Cadavalier Armor can now be made out of Shells.
- Gem dagger has been changed a little, its considered a normal dagger that random npc's can now have in Adventure mode now.
- Metal pedestals can be made in Adventure Mode.
- All civs can now use/make almost all forms of farming/gardening/wood products for embark and trade caravans.
- Active Seasons have been fixed for some civs.
- Stone and Metal beds can now be made.
- The Fragment of Armok has been changed and made alot more difficult. (ALOT harder)
- Armoklyte Blood metal has been renamed to Armhezmyte.
- The Soulscorcher has been buffed.
- 2 New Metals added to fill in 2 gaps for civs..
- Korruzian for Vargeons.
- Grahlrim for Orks.
- More Multiple creatures are now tameable. (Tundarian, Yeti, Griffon, Ect.)
- Grand Sword, Axe, and Flail have been renamed to Greatsword, Gigan Flail, and Double Headed Scyaxe. Power Fist has been renamed and changed to a Cestus.
- Multiple NEW Weapons, ect:
- Normal Weapons: Hasta (Spear) Boltear (lightningbolt pike), Branched Blade (greatsword), Clawaxe (axe), Warfork (Pike), Knuckle Fists (strike/punch), Spiked Knuckle Fists (strike/punch), Talonblade (dagger), Cestus (hammer, replaces current Power Fist weapon), Spiked Cestus (mace), Arit (dagger), Tulwar (sword), Adze (axe), Chain Claw (whip), Chain Guillotine (whip), Meteor Whip (whip)
- Enchanted Weapons: Vengeful Bar Mace, Venomous Hasta, Pillaging Warfork, Annihilating Cestus (over takes power fists), Eviscerating Spiked Knuckle Fists, Lacerating Chain Claw.
- New Legendaries: Madarusa (katana/sword), Likoerasa (clawaxe/axe) Bastaleontar (spikedcestus/mace), Gracormona (hornmaul/hammer), Esnarac (pike/pike), Yashaku (Meteor Whip/whip), Oxrigrasil (trident/spear), Karmcadahl (Staff,shard)
- Ravagers now have a new pet in their caves.
- Additions and Changes made to secrets: Cryomancy split into Cryo and Hydromancy. Elite Shamanism removed, replaced with Toximancy.
Powers:
- Cryo: Ice Spikes, Ice Elemental, Icey Wind (found with towers)
- Hydro: Water Bolt, Create Water pool, NO_DRINK (found from slab)
- Toxi: Venom Shot, Toxic Spray, Toxic Gas, PARALYZEIMMUNE, NONAUSEA (found from slab)
- A Few entity Positions have been fixed.
- Adventure Mode now has more weapons that can be made.
Version 3.3b:
- Fixed an issue with 2 creatures.
Version 3.3:
- MANY reaction fixes, errors, ect, and I do mean MANY. There will still be some but they are due to some weird bug or its on purpose.
- Saedra can now use Jewelsmith, Soap Maker, and Screw Press again.
- Alot of Description changes. Wanted to make some of the creatures feel more descriptive than just a vague one.
- Geode Crabs should spawn more often.
- Sacred Crystalglass has been changed to Astrillium, a new ore for a changed reaction to make it as well.
- All Civs can now extract from Slade to get Netherite ore to make Hellfire.
- In adventure mode you can now craft 2 Leather from tanning a hide.
- In Adventure mode, the following actions can now be made:
- More metal Armor. Including Gold (gold is merely for "cosmetic" reasons)
- Arcane Metals can now be used to make Weapons and Armor.
- Divine Materials... Due to the way DF works, using DIVINE_1, ect.. does not work properly... So..
- Divine Weapons and Armor tab has changed to allow the player to use any bar, you can choose to legitly
make the armor and weapons from the correct bars(the intended way), Or you can abuse this and cheat. Its up to you.
(you can also use this method to use other metals to make weapons and armor too, such as zinc, lead, ect.)
- 6 New types of Weapons: Club(mace), Spiked Club(mace), Bar Mace(mace), Windlass(sword), Battlepick(hammer), and Javelin(pike)
- 2 New enchanted weapons.
- Reaction for grinding crystals to dust has been split into 6 different ones.
- Multiple existing modded minerals have changed to crystal type, which if your Civ cannot use that mineral for special types of bars, it can be used to make crystal items from the mineral itself.
- Normal Scales and Chitin now can be used in Leathermaking.
- Multiple Civs have had their animals/creatures changed on what they have.(New creatures added as well for quite a few)
- Crobolds: Dire Rats, Redback Spiders, Crundles*, and Elk birds*.
- Itchlari: Droch, Vapike, Kothrak, and Bulb Maggots.
- Gindrae: Diager, Furosk, Demon Imp, and Nakrol.
- Vargeon: Dreadhound, Lograith, Gohran, and Shade.
- Saedra: Polar Bear*, Elk*, Salynx, Snow Wolf, Snowy Owl*, and Snow Leopard.
- Draconei: Komodo Dragon, Warg, and Korrata.
* = This means they are not exactly new creatures, just copy/pasted new ones for a different creature class.
Version 3.2:
- All Civs can now correctly make Plaster Powder and Pearlash, so Morealians will now correctly generate with Sacred Crystal Glass materials!
- Hellferions frequency has been buffed to 5.
- Blood Boil projectile is correctly named.
- 4 New Creatures: Living Gem Brutes. (Underground creatures)
- Itemcorpse drops adjusted correctly, keeping in mind having NO_SUBTYPE for weapons causes a chance at legendaries...
With that being said...These creatures still have a chance at dropping them... altho 1/160 chance of getting what you want.
- Mimic
- Corrupted Angel
- Fixed issue with Glacier Crashes... HOPEFULLY.
- Divine Weapons and Armor can be made in adventure mode.
- Various tiny clean-up fixes, spelling and grammar errors.
Version 3.1:
- Fixed issue with Tulmanian Entities not having the ability to make Musket balls, Cannon balls, and Rifles.
Version 3.0:
- Long Staff and Short Staff names have been changed too:
- Staff (originally Long staff)
- Rod (originally Short staff)
- Chain Sickle slightly nerfed. (Attack preparation/recovery changed from 3;4 to 5:4)
- 6 New types of Minerals: Crystals! (Firaline, Aquilious, Naturare, Eleocka, Holtrime and Dakgra)
- These can make some weapons, items, and a new TOOL
- TOOL: enchanted dust; used for enchanting...
- Ability to Craft with crystals in Adventure Mode!
- 45 new varients of weapons known as "Enchanted" weapons. They are merely 3-5% boost to exsisting weapons. Will NOT be found in World Gen. Mainly made
in Fortress mode. Can be "found" in other ways...
- 24 new Legendary Weapons (and shield) that can be made! ONLY in Fortress mode, this is an "other" version of an Artifact, except.. it requires ALOT of reagents, but creates a very powerful item... but the material is chosen randomlly... Will you gamble it for an Legendary Copper Longsword? Or a Awesome and Legendary Steel Longsword? Dun Dun dun..! These are PURPOSELY HARD to obtain.
- These are currently added: Excalian (long sword), Kerradissa (warhammer), Aeroscar (bayonete crossbow), Wyvhiska (spear), Tormichor (curved dagger), Solarnage (morning star), Demora'los (bladebow), Gorh'nold (Chain Sickle), Ulqualarial (spellblade), Bahurit (grand axe), Parlevera (fauchard), Xicorania (dartgun), Elyprus (shield), Goankuten (polearm), Heskilian (whip), Ragnokrius (grandsword), Ifrilinty (maul), Njorika (battle axe), Spilaripla (longbow), Nagikrista (harpoon), Hunzhew (musket), Woldtahuri (rod), Jandura (large dagger), Verhisorious (bladed mace).
- Multiple Vanilla/Modded normal and Semi/Mega beasts have been updated with more various colours.
- 6 New types of Food to make in Fortress Mode. (this is just to spice up the options). They are found in Vanilla item_food.
- You can now DYE wood/logs in both Fortress and Adventure Modes! Will not add that ability for boulders.
- NOTE: For a very obvious reason, when dying logs in Fortress Mode, use (d) to define and specify log type when using Repeat action!
- Wolves are now considered PETS and common domestic just like dogs... all civs can use them but at a higher cost in price.
- 2 NEW Secrets!
- Arcamancy! The ability to control arcane magic! Creates Towers.
- Hemomancy! The ability to use blood spells! GROSS! but... deadly.
- Few Changes to Secret's names! I gave some of them a more appropriate names..
- Draugr have been pushed underground. I might of been out of my mind to let them out honestly!
- 4 new cave dragon-like dragons; Alp, Celestial, Reaver and Frost Dragon. (Mountain, Good, Evil, Glacier biome dragons)
- The Megabeast Dragon (vanilla version) has been renamed to "Great Dragon" to help tell the difference with scales.
- 10 new Metals...*cough* Scales for all of the dragons, creating 4 different tiers of scales. Allowing you to create Scale Armor and shields out of them.
- Adventure mode can refine and use dragon-like scales as well!
- Arcanium Bar's value has been changed from 8 to 20.
- 5 new Living Rock Fiends found underground; they drop 1 ore of a certain type.
- Fixed Issue for Geode Crabs not spawning Underground.
- Revenants have been added into some of the Evil Biomes... maybe rare but... strong.
- Fixed issue with coffee/serumal/elixir being named alcohal.
- Some of the new Enchanted Weapons have been added to some Mega/Semi Beasts drops.
- Few well-needed changes to some entities, as much as I will love them to live on the coast lines, it seems to break Placing Civs, so thats been changed.
- Its now possible to craft sand into Green Glass in Adventure Mode; and made into a few items!
- 3 new Plants to make 3 new types of drinks (for non-alcohalics)!
- 2 new Mushroom men varients for 2 of the new plants

Version 2.9:
- Few Fixes.
Version 2.8:
- Ironblood has been colour corrected, was meant to be RED.
- Arcane Metals value rebalanced.
- Crystal Platinum has been buffed.
- Many typos fixes and changes make to the Race Civilization Info file.
- Few Fixes to Divinyte related files, entities, ect.
- Corrupted Angel now drops Divinyte Royal Sword.
- Divine Golem is now considered a Mega Beast and has it's body size reduced.
- Fixed Typo with Electromancers.
- Fixed Resurrection spell. (apperently at some point I deleted the selected entity and it was using frog entity.)
- Out of pure niceness, Aeramore has allowed these civs to craft new metals:
- Elves can now make: Brass, Bronze, Electrum, Billon, Pewter, Pig Iron, Black and Bismuth Bronze, Nickel Silver, Sterling Silver, and Rose Gold.
- Goblins can now make Coke out of Bituminous Coal and Lignite.
- Orks can now make Catalycium!
- Roflorians can now make: Brass, Bronze, Electrum, Billon, Pewter, Pig Iron, Black and Bismuth Bronze, Nickel Silver, Sterling Silver, and Rose Gold.
- They can now correctly make Bramble Iron, Vinelight Silver, and Barkrial Gold.
- Johr can now make Electrum, Billon, Pewter, Pig Iron, Black and Bismuth Bronze, Nickel Silver, Sterling Silver, and Rose Gold.
- Morealian can now make Pig Iron, Nickel Silver, Sterling Silver, Rose Gold, and Bismuth Bronze.
- Itchlari can now make Nickel Silver, Pig Iron, and Rose Gold.
- Zhaahara have had Adamantine taken away, this was not supposed to be there.
- Crobolds can now make Electrum, Billon, Pewter, Pig Iron, Nickel Silver, and Rose Gold.
- Fixed Extract Reaction duplicate in Entity files.
- Fixed Gem Display Rack reaction being wrongly named.
- Metal Display Cases are now metal defineable, but not all metals.
- Various Fixes to Secrets.
- Enlightened Shaman's Shamanistic Venom has been buffed, and actually works properly.
- Adventure Mode Changes/Fixes:
- You can now Melt down: Weapons, Armor pieces, and Shields.
- You can now create Daemiunite and Adamantine Wafers. (Don't worry, thread is provided in the workshop for ya)
- You can now create Cadavalier Armor pieces.
- You can now create a few Bone Weapons.
Version 2.7:
- Small Changes to some creature drops and bugfixes.
- Change to Hellferion, Eklion and Final Beast Drops:
- All drops removed.
- Replaced with "<material> hardened chunk"
- Yields 6 bars when melted in both Fortress and Adventure Mode.
- 1 New Tool? *used for drops* Cannot be made normally. Only Obtained from Drops.
- Didn't feel the need to add this to list of additions since the only purpose is to be melted into bars.
- Fixed Issue with Saedra not being able to use Extractor or Arcane Forge.
- ^ How did I not notice this smh :c
Version 2.6:
- Other Megabeasts and Semi Megabeasts now have special lootdrops.
- 2 new Megabeasts.
- Goliath Golem
- Anuphinx
Version 2.5:
-New Gem related items:
- Toy: Marbles (also stone varient too)
- Tool: Display Rack (can also be made with wood)
- Weapon: Royal Sword. ~ only effects some races.
- 4 New Plants with Tea drinks.
- 1 new Mountain Tree.
- Adjusted ammo stats.
- New Weapon: Rifle.
- Multiple spelling/grammar fixes.
Version 2.4:
- Fixed issue with the vanilla file creature_fanciful and changed creature ID so it doesn't conflict with modded versions. (was causing issues).
Version 2.3:
- 13 New Creatures.
- 7 New Weapons.
- Allowed Kobolds and Rowlehemoths to be a choice in Adventure Mode.
- Some gems can be found from Extracting certain stones.
- Migrated normal creatures and ect. from the beasts file to creature common file.
- creature_tae_beasts now only have semimega/mega/finalbeasts.
- creature_tae_common will now contain normal/common/summon/shapeshifted creatures.
Version 2.2:
- Fixed a issue with Nagorians settling in the ocean.. x.x I assumed they would just settle on the ocean side of land.. but nope!
Version 2.1:
- New Extractor's Workshop
- Lets use extract possible ores from most stones.
- 3% chance for each ore.
- Fixed issue with STRAND_EXTRACTOR not being permitted for some Civs.
- Everyone can now smelt Arcanium, and Arcanium can now be used to craft materials with besides weapons ect.
- New Arcane Forge!
- Lets you use the power of the Arcane crystals and combine certain metals and materials to create new forms of metal.
- 20 New metals.
- Most of which are used for fancy furniture, but some can be used for weapons or even armor.
- 12 of which are limited to certain Civs.
- The Nagorian Race can now start and settle in Swamp Biomes as well.
Version 2.0:
- Made titaniunyte more rare
- Added 2 extra reactions for titanium making.
- Malevolyte has been made darker.
- Removed Cobaltite from quicksilver reaction, added mercalite for its substitute.
- Added a new type of ore and metal: Emralyke and Emradyte, with new reaction to make new metal (Urhorken race only)
- Added a new type of ore and wafer: Raw Daemiunite and Daemiunite wafers. VERY RARE resource. All Civs can use.
- Renamed Divine (modded metal) to Divinyte.
- Every race/civ can now make every Toy and Tool.
- Orks are no longer considered "Demons" like the goblins, and now require Food and Water, but they no longer get tired.
- Roflorians are plant people... they only now require water.
- Added more details for some civs! Now you have hair spots, horn colours, ect.
- Double checked and made sure everyone had pickaxes and axes available!
- 1 new tree
- 8 new herbs for tea making
- - Ability to make tea! (for non-alcoholics)
- 2 new plants for coffee making
- - Ability to make coffee! (for non-alcoholics)
- 3 new plants for special drink making!
- - Ability to make special boosting drinks! (for everyone)
- Changed the Rowlehemoth creature into another Skulking civ.
- You can turn skulls(totems) into skull masks!
- Spiked ball, menacing spike, corkscrew, and giant axe blade can be made out of stone!
- Display cases can now be made with stone and metal!
- Each secret now has its own text file for its names.
- Catagories have been made for adventure mode carpenters workshop making.
- Ammo can be made by wood and metal in adventure mode.
- Added a Jewelsmith's Workshop!
- Ability to make gem crowns, statues, ect. and a few gem weapons!
- 1 new tool! Hauling Cart(better wheelbarrow)!
- 3 new toys!
- 6 new weapons!
- 14 new language files for the following: Aerian, Crobold, Draconei, Yjorel, Kytsuni, Nagorian, Morealian, Kreemare, Jorh, Itchlari, Faexari, Urhorken, Ork and Vargeon.
- Etharlu share languages with dwarfs, and Saedra still use Elven languages, as well as Tulmanians still use Human language. Gindrae still use Divine.
- FINALBEASTS now drop a random weapon, with the Fragment of Armok still dropping the grand sword + a random weapon, as
well as dropping 5 respective bars of its type so your Civs can make weapons out of the legendary material!
- With this change implemented in, there is a slightly rare chance of there being a randomlly generated artifact weapons made
out of the legendary metal material. Will it be worth stealing?
- 3 new sets of armor:
- Cadaveliar Armor (better bonemail): Armor, Leggings, Helmet, Boots and Gloves. Limited to certian Civs.
- Impauldron Armor (spiked/horned armor): Armor, Leggings, Helmet, Boots and Gloves. Limited to a few Civs.
- Righteousal Armor (greek-style muscle armor): Armor, Leggings, Helmet. Limited to a few Civs.
- Elves and Roflorians can now make wood armor!
- You can now Tan Hide and Cut Gems in adventure mode!
- You can now smelt basic ores in adventure mode! (limited)
- You can now create weapons of your very own in adventure mode! (limited)
- You can now create armor of your very own in adventure mode! (limited)
- You can now craft leather related items!
- Few changes and fixes to some Adv reactions.
- Added a few new reactions to other catagories.
- You can now make stone boulders by combining rocks together!
- You are able to make quite a couple of Bone related weapons.
- Fixed a Caste name issue with Cawcori!
- 1 new domestic creature: Wooly Wambler.
- Nagorian Race can now be used in the Dwarf Fortress Mode!
- Lastly, and Sadly, Kreemare, Faexari, and the Itchlari are no longer able to fly due to [FLIER] causing AI issues in Fortress Mode.

- When DF is updated and flier's can path correctly, it will surely return!
Version 1.2:
- Fixed a few issues; re-allowed Dwarfs to make Shard Shots again
Version 1.1:
- Fixed an issue with Loyalty Armor.
- Changed all armor sets for each Civ to FORCED, none are common, uncommon or rare anymore
Version 1.0:
The beginning!
Literally everything you see currently above this.