Alright this is gonna be long report, now that my current fort has pretty much failed. TLDR, apparently 6 steel armed dwarves+all the steel armored grizzlies you can shake a fist at can't deal with 2 troglodyte ambushes at once, at least not without serious casualties. Since I don't want to stay locked up while trying to train/arm in volcanic, I'm restarting, this time with the FD races. I've been keeping notes for these 3 years so I'll split this up into bugs/odd things, and balance suggestions:
Bugs/wierdness (sorted from bad to minor):
Corpses/parts of monsters keep "resurrecting" almost dead. Doesn't always happen, and butchering seems to finnish them off for good. Highly annoying as it scares your civs everytime as they try to drag it back.
Bullet turret bullets are classified as tallow and end up in food stockpiles. Who knew copper was edible. Couldn't find it in between all the types of fat/tallow, so simply disabled tallow from all stockpiles.
Wards make dwarves fall down, which then makes other dwarves recover them for resting. I think moving away from the staircase helped with this though. Also wards keep showing up as combat... annoying as you don't notice real combat sometimes.
Outfitting wards in apothecary seems to simply destroy them.
I bought crates from the drow-> but then they seem to have dissapeared, can't find them on the trade depot and everything is red in crate opener workshop
Freezing giant snatcher destroys outdoor fields by walking through them. I think this is an effect from their "blood" as well, so without dfclean it would probably track all over the fortress. Maybe this is a feature though, not a bug hehe. Those snatchers
Temple of armor reaction: uses diorite, and I assume any other stone not neccesarily ore like the manual says
Bezerk sneak goes bezerk before revealing himself - can move dwarfs over to find him.
No reaction for volcanic gauntlets. Again, may be deliberate.
About the vomiting related to crematorium, and sometimes kitchen - looks like one of the dwarves got sick from it, he keeps getting fever/vomitting fits. I'm not sure the kitchen causes it at all actually, but the crematorium certainly seems to, when burning remains (haven't used other reactions)
troglodyte ambush tends to rush up through my fortress to get away when "beaten"
Note sure if this is mod fault but I get graphical glitches - black spaces- over icons when assigning pets to pastures (can't see the cage/pasture graphic) and in workshops (can't see the S, R, or A letters). Seems to happen with long names. I tried both fonts and ironhand/phoebus, same problem. Suggestions:
Allow bronze armorplates - seems strange that you can't make them from bronze
The materials for philosophers stone fill up bags, but the game does not recognize them as filled bags and they clutter up bag stockpiles. Make them non-powders if there isn't another way to fix this?
It would really help to know where in the stockpiles menus many of the new items are. Like for example crates, or armorplates, or runes. Maybe a mini-guide?
The great magma forge seems to be too important. I built just one, but for my next game I plan on 2, and more likely 3. One obvious suggestion is to separate the making of the slade/obsidian blocks from the volcanic item crafting. Although I do love the general idea of the forge- turning lots of metal into super-metal.
I've said this before but the power of the caste/savant dwarves vs. the non-caste ones feels too big. I end up with tons of crappy dwarves running around hauling for the caste ones. And if you put caste and non-caste in the same squad, the caste ones are so much faster they end up killing everything before the slowbies show up, leaving the non-caste even further behind in skill. I'll end up making caste-split squads next time. I think I'll switch on easier learning for my next game.
I found the steel-clad grizzlies/mastiffs and bullet turrets suprisingly weak against troglodytes. They do well against goblins though. I had 3 bullet turrets shooting an ambush of troglodytes through fortifications (had a raised bridge), and they really weren't doing much, even after multiple days. Spirit hunters seemed a little better, but not much.
I'll probably do some testing on these animals in the arena but right now managing pets that aren't directly assigned to dwarves is so annoying (finding the one you want in 5 pages of pets..) that I'll probably try to just stick to raptors. Or dragon raptors
. And probably try the rest of the turrets. In general I'd much prefer pets to be more expensive or otherwise rare but good - much less micromanagement that way.Things I tried and liked alot:
Temples and their rituals. In general I like the idea of hard to make buildings, and rituals that allow you to turn alot of semi-worthwhile things into one really nice thing. Timberyard goes under this as well, although I only used it for scrap. Alchemy was another cool thing.
Actually looking forward to caravans for once. Although I ended up buying far too many pets (drow caravan with ~5x dragons, raptors, grizzles, spirithunters each, and then anotehr ~8 other animals) and got completely bogged down in trying to manage them.
The armor/weapon improvement system. Need to be able to put runes/plates in a stockpile so I can manage what gets upgraded though.
The different look of the 3 different caverns. Has alot more personaility. The whole reason my fort died so early is because I tried breaking into the middle cavern for crystal trees before I was ready heh.
And finally, I have a question since my fort died before I could get to it - do the fighter transformations (demonbound/stonebound/earthbound) radically increase the attributes of dwarves (str/heal/etc.) like the the bezerker/legion caste does? If they do, that would help fix alot of my issues with the caste's.
Great mod overall, now time to start my next run.