

Been through some rough times? You're probably less likely to respond as dramatically as a more "sheltered" person, though the specific circumstance is wildly different from your specific traumatic event. Then, I suppose you move on to the problem of psychological/emotional callousing affecting other aspects of a person's psyche.

Dwarves, at current, don't have the capability to be concerned about their close connections beyond those people dying. One person might be able to cope with a dead body, but will utterly breakdown if their lover walks out or cheats on them. Currently they're mostly concerned with death and beer and not much else. The other problem is whether there are enough broad categories of trauma for a dwarf to experience over their lifetime to make splitting their concerns like that worthwhile. That said, I imagine splitting their concerns into subcategories is a significantly hefty task and would probably require a a slew of changes to god knows how many files. One Urist shakes the mandible of the Giant Cave Spider, other other runs screaming in the other direction. It could also have a knock on affect of differentiating them personality wise a little more. Splitting might dull or negate their response to specific stimuli over time (he said putting on his armchair psychologist's hat) while leaving others open. If I have it correctly, currently Dwarves care about everything, from bread to their mothers, on a singular scale. It's one thing for it happen to other people, quite another to have it happen to you personally. They might still have a severe problem with being assaulted however. body size (e.g.Quote from: WordsandChaos on May 07, 2018, 05:10:28 am I wonder if "hardening" to certain stimulus would be an 'answer'? A person might freak out after their first corpse, but after their hundredth they're not likely to care. rampaging through sites owned by entities at peace with wildlife

Made animated skulls, hair and other bits easier to pulp.Fixed bug preventing monster slayers from visiting those forts with monsters to slay.Various additional data in the XML export.Museums and other room types can be added to fort locations like taverns and libraries.New religious activity: monks, pilgrims and prophets.New adventurer reputations related to artifacts.Adventurer can assume a cover identity at will.More modding control over pets and other animals.Goblin site denizens demand an identity instead of immediately attacking every stranger.Agents used by civilizations to gather information, can assume cover identities.New historical events associated to the creation of artifacts (used in fort and worldgen).New artifact events in play and worldgen: questers seek artifacts and ask for or steal them, invaders demand artifacts.Artifacts created during worldgen: dwarf moods, named heroic objects, holy relics, heirlooms.Can view the world map w/ rumors from fort mode.Display cases and pedestals, museum zones, both in forts and other sites.

Ability to send out squads to raid sites, rescuing prisoners and recovering artifacts.This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy.
