Wouldnt it fun if you can easily get everything and anything in the game with little effort or planning? How about giant piles of goods that never get used? Wouldnt that a bit redundant? IM aims to encourage trading and more balance between industries in a risk vs reward way. This'd present the players with more choices, even on things they have usually taken as granted.
Equipment overhauled+ Equipments now consume multiple bars to make.
+ Removal of civilian clothing managements due to clothing claiming issues. Every wearable equipments are now considered armors and shouldn't ever wear off over time.
+ Remaining pieces tweaked. You can either wear alot of cheap gears, or a few good gears
+ Crossbows & traps nerfed to balance with melee weapons.
+ Whips slightly nerfed
+ Bows are greatly increased in size and power. Arrows are also very expensive to make.
+ Generally, 2h beats 1h+shield, ranged beats 2h and 1h+shield beats ranged.
Economy improved+ No more booze cooking.
+ Meat require cooking. Organs can only be consumed by pets and fat is not simply not edible
+ Meat value reduced over the board
+ Trap components require bars relative to their value.
+ A trade-heavy reagent has been added for brewing: moldy stones. Brewing no longer produce seeds. Moldy stone can also be prayed for, but it's much cheaper buying them.
+ Cooking and farming can no longer be trained.
+ Plants overhauled as below:
+ Herbalism yield twice as much as stated values.
Nobles overhauled+ sheriff and captain of the guard removed. Exp leaders now enforce law and can lead a squad.
+ Dwarves generally hate every single nobles
+ 1 mandate nobles: military captains, champions & broker
+ 5 mandate nobles: Military leader
+ Vanilla nobles (who are all useless) no longer issue mandates. Instead, they think up many more demands.
Skills nerfed+ Not all jobs can be trained to legendary. Most gathering/intermediate jobs can no longer be trained. See
here for details.
+ Skills which produce quality products (mining, weaponsmith etc) get rusty easier.
+ Social skills except appraisal never change. Appraisal improve much more slowly.
+ Unarmed combat skills except wrestling improve very very slowly.
Metal overhauledAdamantine can no longer be found naturally. Dwarves now dig up special slades instead.
+ At kiln using gem setting , 1 slade stone + 5 value 60 gems (+ fuel) = 1 adamantine stone
+ Adamantine cannot be made into armors
+ Slade cannot be made into weapons or clothings.
Iron now can only be found in igneous-ex and flux can only be found in sedimentary.
At kiln: Flux stone + 5 bags -> 5 pouches of flux
At kiln: Flux block + 2 bags -> 2 pouches of flux
At smelter: hematite -> iron
At smelter: Iron + pouch of flux + fuel -> steel
Edged weaponries changes:
+ Silver: 80% as effective as in vanilla
+ Bronze & steel: 120% as effective as in vanilla
Training overhauledIncreased student skill for all dwarves. This should help with demonstrations.
Training spears removed.
'D'anger Room workshop train all skills and wrestling.
Training require training gears and fat to grease the device. Rotten fat also work.
Note: due to current bugs with item stacks, training doesnt work properly.
Sticks and sheets are made at the smelter
3 copper/gold bars -> 25 training gears
1 bronze/steel bars -> 50 training gears
Training choice summary:
Live combat: Fast xp, dangerous, profitable (from corpse)
Training workshops: Moderate xp, safe, expensive
Barrack practice: Slow xp, safe, free
AltarThe altar is an ultility "workshop" which can be constructed using anything, including artifact and boost room value. It also contain specialized activities to help the fort in a pinch. As of now, only one is available:
1 bag of moldy stones = 1 bar of gold + 1 bag.
KitchenThe kitchen contain new reactions to gamble for random ores:
1 mining kit = 1 pick + 1 bone helm + 1 leather armor + 1 trouser + 1 bag
Mining the kitchen sink requires a mining kit (25% chance of breaking) a log to construct additional supports and can yield a combination of these items: marble (15%), bauxite (15%), kimberlite (10%), obsidian (10%), coal (10%), lignite (10%), native copper (5%), malachite (5%), cassiterite (5%), bismuthinite(3%), hermatite (3%), morion (5%), rose quartz (3%) and prase opal (1%)