1.1.13
* All gold alloys cannot be made into shell/bullet caseings.
* Pewter can no longer be made from ores
* Metal values redone
* Meat is 3x more expensive
* Soap is 3x more expensive (The soap trading industry awaits!)
* Milk is 3x more expensive
* Cheese is 2x more expensive
* Stone items made out of ore are significantly less valuable than metal items made out of the ore.
* Seeds are worth 5, plants are worth 10 each.
* Animals cost more, both at embark and from traders.
* Simplified Soils
* Enemies / Friends no longer show every single face detail.
* No more metal x-bows. Bayonet Crossbows are made in Weapons Workshop with 1 Metal Knife and 1 Crossbow.
* Removed a few more sharks.
* Removed Sperm Whale
* Simplified Bullheads
* Removed Tamarin Lions.
1.1.12
* Redid Paint Reactions. 'Make Paint' replaces the micromanaging colors.
* Native Gold / Gelena boulders are valued at 5. Native Iron and Coppertin boulders are 3.
* Removed Platinum metal from the game.
* Updated the battery smelter reactions to reflect current drop system.
* Battery smelter reactions get a (B) prefix to avoid confusion in the work enforcer screen.
* Increased salvaged metal's output.
* Fixed spent cigar cigar bug.
* Fixed problem with making cigars (again)
* Gun Parts and Gun Barrels have METAL_MAT
* Tire Armor fits over plates now.
* Fixed some armor layering issues.
* Changed cave rock's color + tile
* Roaming Infected get LOOSE_CLUSTERS
1.1.11
* Gold appears in small clusters everywhere.
* Cupronickel requires 2 copper 1 nickel
* Can make weapons/armor out of cupronickel.
* Cupronickel uses bronze's edge stats, but has a density of 9500, slightly below crucible steel
* Added Rutile, a purple stone found in meta stone
* Titanium can be smelted from Rutile
* Titanium is the second lightest metal, 10% stronger than iron, great for armor.
1.1.10
* Added Tomahawk to Warlord, a better hatchet with better penetration and a striking end.
* Desert Devils get mask that covers head.
* Cheeks and Lips cover the mouth, teeth, and tongue.
* Potassium and Gunpowder reactions yield Potassium Nitrate/Gunpowder Case. No change to gameplay.
* More Prefstrings.
* Hard Rock is no longer Metamorphic
1.1.9
* Make machetes lawnmower blades and a pole
* Make chop axes using axe heads and a pole
* Added Limb Hacker, a large axe that has a larger contact area but shallower penetration, two handed. Made at Weapons Workshop using 1 lawnmower blade and a pole. Warlords bring them too.
* Changed materials needed to make weapons.
* You can now make 5 sharpened sticks at once with 5 poles.
* Makeshift Spears are better than pitchforks
* Cleaning Workshop reactions no longer require labors (except for Polish Boulder)
* Salvage Tools for metal bars.
* Gather scrap metal from the ground and make metal bars.
* Removed Dense Soil / Decomposed Trash and all reactions/minerals inside
* Animals and dogs now get natural skills in biter, dodger, and fighter. Giant animals get better skills.
* Skin has 1 pain receptor Fat has 5 pain receptors Muscle has 10
Done to prevent people from collapsing from pain due to three cuts on their skin.
* Added healing rates to nails, and cartilage.
* Changed Healing times for tissues. Fat, heals 50% slower, muscles and organs heal 100% slower.
* Removed Cavy, reindeer, Peacock, Guinacock
* Pigs now have multiple births.
* All domestic animals now grow to full size upon adulthood (used to be 2 years) they are half the size at half a year old.
* Use two rods to make one staff. Staffs are very effective blunt spear weapons.
* Foot Plates fit over boots and may stop the 'no shoes in military' bug.
* Small domestic animals now produce meat when butchered.
* Desert Devils only show up in Autumn (Standard Infected should show up in spring more often now)
* Infected are now significantly better than humans at wrestling and biting and such.
* Scrawns get trapavoid
* Infected get NOSTUN and NO_EXERT, Infected no longer punch.
* Infected Clamp attack improved and can latch now. Clamp bites through leather.
* Removed giant snapping turtle and alligator snapping turtle. Common snapping turtle changed to just snapping turtle.
* cap -> hard cap
* Ribs now protect the body a lot better.
* Simplified teeth, fingers, and toes.
* Added sternum, which protects the heart better.
* Some misc entity stuff.
* Bees produce more goods faster. Mead reaction creates 25 mead instead of 5.
* Removed Bumblebees.
* All Pewter now produces the most bars per reagent, making it the best for making furniture.
* Increased chance of Tin from Copper Tin (50% to 75%)
* Fine Pewter has a higher value (5 to 7)
* Added White Gold requires 3 gold bars and 1 nickel bar. Creates 6 White Gold Bars worth 10 each.
(Gold is worth 15 Nickel is worth 2) (15+15+15+2=47) (47/6 = 7.83)
* Added Red Gold requires 2 gold bars and 2 Copper Bars. Creates 5 Bars worth 8 each.
(Gold is worth 15 Copper is worth 2) (15+15+2+2=34) (34/5 = 6.
![Cool 8)](http://www.bay12forums.com/smf/Smileys/aaron/cool.gif)
1.1.8
* Toned down frequency of Ravens, Falcons, and Barn Owls.
* Removed Little Penguins and Emporer Penguins.
* Increased pop of penguins to compensate.
* Peregrines are simply known as Falcons.
* Falcons get TRAINABLE_HUNTING
* Added CRAZED to infected interaction.
* Added 3 new Castes
- Firefighter : Strong, good with axes, and woodcutting. But clumsy.
- Police Officer : Tough, good with maces, and pistols. But bad at noble skills.
- Teacher : Has natural bonus and quicker learning in both teaching, and students. Learns all other skills at 75%
* More personality stuff.
* Cowards are less agile now.
* Added a curse during world gen which should make random people murder other people.
* Increased MAXAGE of humans, resulting in people being older.
* Gunparts are now made in Metalsmith's Forge. Gunpart Workshop removed.
* Hunter's Camp gets differant letter commands.
* Make arrow heads in the metalsmith's forge, and make 100 metal bolts in the hunter's camp.
* Make slings and stone pellets in hunter's camp. Sling uses pistol skill.
* Removed bullet traps.
* Sandstorms no longer show up as 'Boiling Magma'
* Two Humped Camels show up with proper graphic now.
* Guns now require 'Gun Barrels' instead of metal bars, Gun Barrels are made in the Metalsmith's Forge.
* Dead [tree name] are now refered to as Withered [tree name] (to prevent the dead dead tree name bug)
* Fixed training workshops
* Removed the metal bar required to make bullets/shells
* Removed STONE_PREF from all entities, might prevent them from bringing stone.
* Desert Devils only show up in Spring and Autumn
* Gangs added, a new civ. They siege in the summer, weak, slow, and stupid. Relatively easy to beat
* Fixed a number of Privation Graphics.
* Shotguns are now great at de-limbing, but bad at piercing metal armor and hurting organs.
1.1.7
* Removed Blacksmith and Deconstruction Workshop, all metal items are made at Metalsmith's forge.
* Altered human's default stats.
* Removed physical bonuses for soldiers
* Soldiers now learn melee skills at 75% ranged skills are still 150%
* Office Workers learn rifle and pistol skills at 75% (used to be 50%)
* Altered caste ratios
* Doctors now learn military skils at 50% (used to be 75%)
* Humans make sounds in adventure mode.
* New Human Caste : Coward, very fast, but will curl up into a ball if threatened.
* Ghouls now see 5 tiles away.
* Zombies will bite much more now.
* Vulpine Infected should only show up with rusty iron now.
* Cougar C -> c
* Leopard L -> l
1.1.6
* Added Clothes
1.1.5
* Removed Evasive Infected. Standard Infected now ambush and snatch babies.* Simplified leather like the Masterwork mod. There are now two kinds of leather. (Used Meph's templates, Veok's idea)
Leather - Same as before
Tough Leather - 50% stronger (may change)
Tough Leather comes from the following creatures
Cows, Pigs, Water Buffalo, Reindeer, Yak, Wild Boars, Deer, Rhinos, Muskoxen, Elk, Kangaroos (believe it or not, it's popular for
motorcycle vests), Ostriches and Elephants.
Note that unlike Masterwork, this is designed to be realistic, not based on difficulty.
* Bar Stool Workshop (Meph, creator of Masterwork) Drink 5 of any drink to gain no fear. However, suffer an accuracy penalty.
* Soldier Caste now better at teaching and learning. They learn ranged weapons and dodging 50% faster now (old was 25%)
* Made Wild Boars more population and smaller clusters.
* Pet turtle for shells.
* All armor is now FORCED in the entity.
* Leather Armor now covers arms.
* Leather Armor changed to Leather Jacket.
* All new egg-layers only lay 1 egg.
* Polishing a boulder in the Cleaner's Worskshop produces a rough gem.
* Adjusted material sizes
-Sledge Hammers 3 bars
-Splitting Maul 3 bars
-Machete 2 bars
-Cane Knife 2 bars
-Scythe 2 Bars
-Pick 2 bars
If you think others should be added please provide input.
* Zombies now turn you into zombies. (Thanks to ArKFallen for fixing a crash)
* Increased wait time between throws for throwing Infected
* Changed some adv reactions. You now make thread from nervous tissue, which requires killing a larger beast.
* Only horses, camels, and elephants can be mounted now. Elephants are exotic mounts. So don't expect to see them commonly.
* Feathers are now guaranteed on all creatures that normally have feathers.
* NEW WORKSHOP Battery Kiln (Pallbearer)
- Makes and glazes clay items, but uses batteries. Cannot make/glaze crafts.
* NEW WORKSHOP Hunter's Camp, there you can create arrows in bulk. (Psieye)
1. Create fletching from plastic or feathers.
2. Create bolt shafts from a log.
3. Combine thread, fletching, and bolt shafts to create two stacks of 25 bolts.
4. Can also make unfletched bolts from just a batch of bolt shafts, but only creates 2 stacks of 15 bolts.
* No fuel to make the bullets/shells themselves, charcoal still required to make Gunpowder/Potassium Nitrate.
* Deadly stone only effects you now, not merchants (Privation merchants are still effected)
* Wagons are fireproof (To prevent stone from destroying them)
* Zombies/Megabeasts/Semimegabeasts now have upper/lower arms and legs.
* Reduced Shotgun/Military Rifle's Max Velocity.
* Changed Gun schematics :
Pistol : 1 Metal / 1 Gunpart
Military Rifle : 1 Metal / 1 Wood / 3 Gunparts
Shotgun : 1 Metal / 2 Wood / 4 Gunparts
* Metal Plate now protects lower + Upper body.
* Shotguns are weaker against armored targets now.
* New Weapons :
Magnum : Slightly more powerful, but slightly more expensive pistol.
1 Metal / 1 Wood / 2 Gunparts
Sawn-Off Shotgun: A gun that Fires shells, uses the pistol skill but weaker then the shotgun.
2 Metal / 1 Wood / 6 Gunparts
* Added Shambler Caste to standard infected - Has the weaknesses of both scrawns and lumbering infected.
* Roaming Infected now have every caste from every other Infected.
1.1.4
* Added roaming Infected that come to your fort and can infect your humans.
* Added hats as armor, hats cover the entire head, can only be made of leather, but can be worn on top of metal caps.
* Removed SHAPED tag from hoods, you can now wear hoods and helmets
* Helmets now renamed Caps.
* High/Low boots replaces with Footplate. Covers 50% of shots and made of metal.
* Added leather boots, can fit over Footplates.
* More Personality traits for more grudges.
* Infected now have white eyes.
* New Semi-Megabeasts : Howler and Unstable Experiment
* New Megabeasts : Experiment 219,
* Semi-megabeasts arrive sooner.
* Redesigned the Cruncher, it is now slightly larger then a human. Biting will now cut and tear humans when rather then pierce them. Also removed their ability to scratch, and gave them the ability to infect your humans.
* Executioner gets his own squad but has no members (Training purposes mostly)
1.1.3
* Infected should no longer bring mounts.
* Cigars require 5 leaves to create one cigar. (Used to be 1 leaf -> 5 leaves -> 10 cigars)
* Made various cleaning shop jobs have the AUTOMATIC tag. (Abregado)
* Experimenting with different tags in Infected interaction.
* Infected bite more.
* Removed Infected ability to latch while biting to increase survival chances.
* Edible Fungi now grow in caverns. Symptoms are:
Dizziness -> Drowsiness -> Fever with a chance of nausea. All are resistible except for the dizziness.
* Removed Smokee until I can prevent him from frying world gen.
1.1.2
* Removed pus from skulking and Vulpine infected.
* added reaction_other back into Corrosion (don't know how it was left out)
1.1.1
* Updated to 34.02
* Executioners show correct tile now.
1.1.0
*Mutated Infected now known as Vulpine Infected
*Hammerer now known as Executioner and uses an axe.
* Fixed an error in the read me. Pneumatic Rifles are called Pneumatic Pistols (Sanprince)
* Crows and Ghouls will show up in their appropriate environments now.
*Updated to 34.01
*Zombies turn you into zombies
![Cheesy :D](http://www.bay12forums.com/smf/Smileys/aaron/cheesy.gif)
*removed Skulking Infected ability to kick.
*Removed all animal men creatures.
*Removed several giant creatures. (giant herbavores or vermin)
*Simplified several creatures that I deem redundant.
*Removed several creatures that don't fit in Corrosion Theme.
*Renamed Grasshopers into Locusts
*Hamsters are tameable.
*Tires, Plastic, and Concrete are more common and come in clusters.
*Tobacco now grows faster.
1.0.9
* Pneumatic Rifle/Pistol (kerlc)
* Batteries and advanced battery smelting.
* Large underground scorpion. (beforelifer)
* Mutated Infected have Rusty Iron weapons now.
* Wooden Mechanism has a skill. (dohon)
* Sharpen Spear no longer requires a knife (dohon)
* Some misc weapon balancing.
* Ability to sharpen shovels, still not as good as an axe, but better then a shovel.
* Behemoth bats [CANNOT_UNDEAD]
* Land Carp now found underground.
* Making a few words shorter (Pan)
* Shiny is now cyan.
* Vattic and Dwarfu Bread mod!
* Tires can be burned for coke at the lab.
* Tire Armor, great against shallow cuts or blunt attacks, but won't work against stabs or thrusts. Covers 90% making it a decent rival to leather armor.
* Archery Range can be used to practice archery and siege operating.
* Removed a few MOUNT tags on odd creatures (ex jaguars, polar bears, and lions)
* Leather Gloves work now.
* Couple more exposed creatures
* All Domestic creatures have graphics.
* Ability to create gunpowder from sulfur.
* Batteries are in. (NightS)
Batteries allow you to have a infinite fuel source without magma. Creating the battery isn't hard to make, but indeed it is tedious. Requiring lead, plastic, and sulfur. Once created you must use one battery to build the Battery Charger workshop or else you won't be able to charge batteries. Every time you charge a battery a boulder will spawn that will give you the same effects as decomposed trash. There is 3% chance that recharging the battery will fail, in which case the battery will disappear. You can use batteries in the battery smelter (and only the battery smelter) to smelt ores and alloys.
* Time to create honey and wax from hives has been cut in half.
* Colossal Desert Scorpions (BeforeLifer)
1.0.8
* Community Advertisements.
* Giant Badgers are no longer the size of polar bears.
* Mutated Infected get a Light Infected, with trapavoid they will surely throw a kink in any grinder. However they are not that powerful.
* Zombies now have caste dependent descriptions.
* Reinheit Weapons, armor, entity, and graphics are in!
* Finishing Forge, Bloomery, and Crucible Furnace take an anvil to build.
* Bullets are more complex to make, but yield more.
* Ability to polish boulders into small gems for Jewelers.
* Hard lead from ore fixed
* Corn now grows everywhere and produces oil.
* Every vermin that can be captured can be extracted for cookable food.
* Barrel tile is a little less boxy
* Water/Sand tiles have been changed.
* Stockpile Symbol is doesn't black out as much.
* Deleted a number of useless metals and reactions to useless alloys.
* slapped a Material size on a number of weapons.
* Tangled Brush is a useable tree that can grow in any land.
* Precious Metals have lower values now.
* Standard Infected are weaker now. A squad full of competent troops should be able to take out a small siege out with minor injuries.
* Hunting rifles are 2 handed again.
* Bullets and shells are stronger.
* shotguns shoot slower then rifles or pistols.
* Prickly Pear moved to ANY_DESERT
* New Crossbows
- Mini Crossbow - Trains Pistol skill one handed
- Bayonet Crossbow - Shots are slightly less powerful, but has a blade, uses pike skill.
- Heavy Crossbow - Shots are slightly less powerful, but delivers a heavy blow, uses hammer skill.
* Brick on a rope added, need further testing to it's true potential as I cannot spawn stone weapons in the Arena.
* Shives added, quick sharp weapons.
* Makeshift weapons may occassionally score 'critical hits'
* Certain office workers may be prone to trances and making artifacts. But are rare, and impossible to tell between regular office workers.
* 'From Ore' reactions have -1 yield, 'From Bar' Reactions have +1 yield (this makes 'From Bar' reactions one metal bar per one fuel, a better deal for more developed forts)
* Burn Charcoal from Blocks, and smelting coal have a 25% chance for an additional bar of fuel.
* Screws show the correct tile now.
* Makeshift Spears Fixed (for reals this time) (celen)
* Burner now says Planks instead of blocks (celen)
* Makeshift spears take the correct weapon (for reals this time)
1.0.7
* Egg laying animals will only lay one egg.
* Rosin has been added, it can be recovered from 3 logs or 12 wooden blocks. It acts as a Flux, and can also be used to make stone furniture. However it is not fire/magma safe.
* 2handed weapons are now 2handed.
* Fixed dup Cigar stuff.
* A number of adventurer mode reactions have been added.
- The only bug is that making metal bullets makes 150 of them.
* Wood blocks are now called planks.
* Ability to paint wood has been added.
* Large pots store half as much.
* Metal, Wooden, and clay slabs(JediaKyrol)
* All zombies are overall weaker and slower. But they can still keep up with stragglers.
* Skulking infected siege/ambush later.
* Eyeballs, wormy tendrils removed
* Bug with makeshift spears and baseball bats fixed
* Kukri is now a warlord only weapon
* Sickle, larger effect area, but slightly slower available to player.
* Scythe, a new Pike weapon available to player and warlords
* Native Tin and Native Copper have been merged into one ore, Coppertin. Produces copper 75% of the time and tin 25% of the time. Simply because bronze is hard to come by.
* Baseball Bat is stronger
* Lungfish removed. Annoying buggers.
* Potatoes and Vodka (kerlc)
* A few minor plant modifications.
* An assortment of wild berries have been added, they do not yeild seeds, but can be found easier then other plants (kerlc for suggesting species)
* New weapons workshop graphic, building now takes a material.
* Doctor's Workshop Fixed (Neyvn)
* Pistol Material size corrected (BoomClap)
* No more pigs milk, pigs size is increased by 50%
* 'Popular' meat producing animals provide significantly more meat.
* Milkable animals now have different milking times. The milking rate is determined by grazing rate x 100 from most frequently milkable to least freqently: Water Buffalo (60) - Yak (85) - Cow (100) - Horse (120) - Donkey (200) - Llamma (333) - Reindeer(461) - Alpaca (857)- Sheep (1200) - Goat (1200)
To give you an idea of time. 200 is the standard DF milking time. 1000 is about a month.
* Redid a number of caste descriptions to make them more clear.
* Castes should be more frequent now.
* Standard 'Castle' Privations are replaced with 'Office Humans' who learn military skills slower.
* Hill humans learn military skills at a normal rate.
* Army humans and Inspired humans only learn their respective skills 25% faster (formally 100% faster)
* Flax [ANY_LAND] and fixed (kerlc and boomclap)
* Optional Clothing Mod (Kilakan)
***Snippy snip snip***