I'm working hard on getting some old features working and new castes in. So far I have this:
- Most of new animalmen are gone, might see engravings or undead versions but they should no longer roam.
- The new Bone Horror creature that will have a special alchemy ingredient is added to cavern 3 (evil)
- cave life and invaders have been shuffled around the layers. more natural-ish ones are in layer 1, more "evloved" strange ones are in layer 2, and anything down right freaky and evil are layer 3
- kobolds and dig and mine, but can never learn mining. if you get a skilled kobold miner, I'd suggest not letting that skill rust
- Raws have been jumbled around. Some things are now sperate where others are noe condensed. AKA clear out the raw foulder before updating/installing new versions of R:FE
I got a crap ton of other little minor and flavour fixes that really warrent any special mentioning
Sanure is hoping to have Adv. Mode reactions done in a few days at the most, which means V1.0 of Regeneration: Forced Evolution will be released
I have been working on a Geneforge TC before I jumped back into modding Regen, I am going to make Humans shapers. which means a total reworking of Regeneration Lore, I chose the name "Forced Evolution" because of this Geneforge addition. So humans won't be playable in V1.0, but Dwarves and Kobolds (KC dog like bolds) will be playable. I have no new banner made up as I'm still planning out of to draw it.
For anyone concerned or excited on how the Human playstyle will be, feel free to ask here. It might take some getting used to considering it is going to be a very advanced way of playing. Imagin, short on humans but you have a trained shaper? Make some serviles to do your dirty work as you shaper makes beasts of war to defend your home.
Now I will not be shunning dwarves. Dwarves will be more steampunkish, building Golems/automations or siege cannons and gundpowder weapons. Or you can be traditional DF dwarves and use the various melee weapons that Regen has to offer.
So here is a new Civ Alignment chart:
Civ alignments: based on a 0 - 5 scale (0 being cannot use, while 5 is Mastered)
-----------------------------------------------------------------
Dwarves:
Magic: (+) --- very little if any at all
Tech: (++++) --- very good with technology
Religion: (++) --- Armok?
Humans:
Magic: (++++) --- Spells, and shaping new life
Tech: (++) --- basic technology, might have a new ranged weapon "thorn baton"
Religion: (+) --- well if you could use magic would you be religious?

Elves:
Magic: (+++!) SPECIAL --- how else do you think they make mithril? not dwarven science that's for sure.
Tech: (+) --- I wouldn't consider making regular stuff from mithril much of a techology advance
Religion: (+) --- Nature is not really a god, their worshipping is more of a "respect" for nature then a religion
Kobolds:
Magic: (+++) --- magic based on who they worship
Tech: (-) NONE - bascially very crude weapons and armor
Religion: (+++) --- various gods that give kobolds special powers/spells. at a cost
Pending --- I will try to make this race sooner or later. It's one of my fav ideas "The Master" suggested.
*****************************
Donkinshnorf (Don-Kin-Shh-Norf)
Magic: (-) NONE
Tech: (+++++) MAX --- basically evil dwarves, without being a dwarf
Religion: (-)NONE
*****************************
Undead (skeletons): --- these guys are Endgamers, when they come you run. Being close to indestructable they are hard to defeat.
Magic: (+++++) MAX --- fear the Lich, if it comes you may well lose no matter what. good thing its very rare
Tech: (!) SPECIAL --- bone golems
Religion: (#) UNHOLY --- this is acaully their ingame prefix, such as Unholy dark fortresses. and plus being undead is definally unholy.