Still, let's take a look at once has been happening this last week.
Any of the new positions can be linked to creature graphics in the same way as before now. I've also put in my first code-generated positions using the religions. It should give the high priest a position name related to their religion, for example, though until I fix up the human entities I won't be able to test it and share some of them. It'll also use this sort of generation procedure for all of the goblin positions, hopefully in a somewhat more involved fashion.
The big kicker here is that we can have code generated positions, which could lead to some pretty awesome scenarios. I don't want to read too much into it, but I believe this means that instead of having a "Priest" we could have a "Blood Priest of Armok", or whatever, depending on what the Priest worshipsThis could easily extend into other positions. Maybe if it finds a King who happens to have a lot of evil/controlling traits it could generate the position name "Tyrant" or some such.
Continuing along with yesterday's work. The administration of conquered sites is up now, and it'll create a position from scratch if one isn't provided in the raws (or if the one in the raws can't be filled by current critters on account of requirements). We won't be to any noticeable difference until I get to dwarf mode in a day or two though.
This one is interesting if only because of the possible changes this could have to leadership. Could we be seeing Dwarven Druids if they conquerer an retreat? Or will it generate a new position because dorfs don't give two shits about nature?
Anyways, that's really all that has been posted that's interesting. Toady is planning on possibly working all month (without breaking for his month end project) just to get this finished, which is encouraging. I think I speak for everyone when I say it's been far too fucking long since the last update, and though this one will definitely be one of the biggest and best...it just needs to come out already.
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