0.05 Changes
+ Amour rebalanced
+ Adjusted civ count to allow the possibility of 300 civs to coexist
+ Adjusted entities's access to equipment
+ Allow adventurers to make leather gears
+ Tweaked creature's type, amount and behaviour. Beware the butterfly
+ Increased creature's hostility, again
+ Fixed the Null Pop Num bug, supposedly
+ Fixed limonite color, again
+ Provided support for Fortress Defense Mod
Amour rebalancedMostly under the hood changes. Normal players shouldnt even notice anything. I've adjusted the size and permit of most pieces to mimic vanilla stacking mechanisms because all equipments are now amour-classes. The general gist is that you can either put on a few good metal pieces, or a lot of cheap clothing/leather pieces. Of course this is broken in adventure mode (in a good way) but adventure mode's equipment has always been borked so why should I bother
Adjusted civ2 small changes, 1st it is possible for 300 civs to spawn but this is very, very luck dependant due to region restriction so expect lots of map reject. I personally stick to 100 civs. 2nd, allow civs to surely have access to all amour pieces. There arent many choices to make to begin with.
Allow adventurers to make leather gearsJust a basic addition so adventurers arent so naked. which I use for some testing. It's awkward at places but it kinda work. Dont expect fanciful stuff. If you like adventuring, you probably should import a good reaction mod from somewhere else anyway.
Tweaked creature's type, amount and behaviour.The usual stuff, creatures are less benign and more likely to fight back. Experimental breathing attack on the butterfly (it is yellow) and the creeping eye. The butterfly is now a legitimate creature, you need to kill it with the military. Even so it's just a butterfly and
should be very easy to kill, occasionally with hilarious result.
Provided support for Fortress Defense ModI personally dont like fortress defense mod. It's indeed hardcore, but is mostly bruting around and lack the "it get harder when you get better" feeling built in vanilla DF. I personally play utilizing all the tricks the game have to offer so I favour devious tactics rather then just enemy mashing onto your front door. However, I think it's a very nice addition for people who like that corner of intensive experience. Do note that creatures from the fortress defense mod has vanilla-style anatomy.
EDIT: Wait, that give the wrong vibe. The FD creatures have vanilla anatomy for sure, but alot of those has already been simplified because they use the basic body provided in my mod which's used by other standard creatures. So the loss in fps should be minor, especially considering sieges slow things down to begin with, and it's (probably) better to have more control over timing during fights. It's probably just a slight annoyance if you read most of the combat logs cause of all the hits on cheeks, fingers and ankles.
EDIT 2: Regarding future of this mod, I've reached a point where removing more stuff from the game will start to damage the playing experience so it's probably time to add things into it. Since one of a big goal of this mod is to make the game run faster, what to add is something I have to seriously consider and plan. For now, I'd study other people's mods for ideas and spend time coughing up mechanisms so new release *might* take a while. However, if things turn out nice with the breath attack, the next release probably will have a strong emphasis on it.