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I'll have an update for the mod shortly after the vanilla siege release!
Unfortunately it will break compatibility with older versions of FFF, so I'd suggest genning a new world once my update is out
Features will include:
- megabeast summons removed. The doom wolf (designed as a summoner megabeast) has been cut entirely
- necromancer changes removed. The skeleton summons they had will now spawn in evil areas as wildlife
- orcs now have a rare caste that are better than the base creature. Hopefully this will let them thrive in world gen a bit more. I also gave them trolls and ogres as siege animals
- lizardfolk now use metal-grade inscribed leather and bone instead of metal. These are technically metals the same way that enchanted wood is
I will also be looking at the new features and seeing how moddable they are. Repeater crossbow turrets will be a thing in vanilla but who else likes the sound of cannons?
One of the reasons goblins don't often get wiped is their demonic overlords. I cant do that for them, but maybe a mega orc caste would work?
I'll have to look at any new features and see how they fit in with the mod. Machine guns are definitely out of the question... but cannons are not! I'll just have to wait and see how they are coded
Adapting the new features from the siege update would be interesting to see. The short game play clip released by Kitfox featured a few things; the hammer wielding trolls that seem intended for destroying constructions, the rapid fire bolt throwers, and what seemed to squads led by a commander. Imagine a hand cannon siege engine, that would basically be a machine gun, however that may be outside the scope of your mod.
And after that update, the magic update may be next one since Lua is working so there's that to look forward to.
So let me know! Is there something that doesn't work properly? Is there something you don't like about the mod?
I do have a question; what are the Stoneguard Commanders and Deepwatch Wardens? How do they interact with the justice system? Thank you.