Alright - time for 1.2 - a bit of a bigger update!

Demons now have more castes (most are from the new Legion expansion):

-Inquisitors - levitating casters, consisting only of a floating torso with arms, a horned head and a spinal cord dangling under their torso - they can buff their fellow demons, enhancing their strength or speed, or cast "Shadow Word", which has a 50% chance to cause enough pain to drop their target unconscious. They also sense any creature with GENERAL_POISON through walls, and can't be blinded since they lack eyes.

-Jailers - another type of levitating caster which is only a torso - they have eyes, unlike the jailers, and their role is more offensive - they can use Soul Drain, which slightly reduces strength, agility and toughness, and causes drowsiness, Cause Insanity, which has a slight chance to apply the CRAZED token to the target creature, and Intensify Rage, which is a buff that removes fear from fellow demons and makes them temporarily more prone to anger and violence.

-Wyrmtongue - small horned demons, they are mostly designed for manual labor - they gain most labor skills at a 150% rate - i.e various types of crafts, mining, woodcutting, masonry, smelting, forging, etc. etc.

-Aranasi - winged, vaguely spider-like demons. They can fly and shoot webs, and learn strand extraction and weaving at a 300% rate.

-Wrathguards - related to the Eredar, they are bigger and made for combat. They learn most weapon skills at a 120% rate, unlike the Felguards which learn them at a 200% rate. The only exception is swords, which they learn at a 300% rate - they also learn weapon and armor forging at a 200% rate, and can go into a Berserker Rage.

-Terrorfiend - similar to the Ered'ruin, although with a somewhat different body plan - they have two heads, one is eyeless and is where you'd expect it to be, the other has eyes and replaces the torso/upper body, making them somewhat more difficult to kill.



There's 6 new races:

-Tuskarr - peaceful walrus-like humanoids, they live in towns in the taigas.

-Gorlocs - related to the murlocs, they live in forest retreats in tropical forests.

-Wolvar - wolverine-like humanoids, they live in the same types of places as the Gorlocs and will most likely rivalize with them over conflicting values.

-Quilboar - spiny boar men with 4 tusks - they live in hillocks and fortresses in the deserts and savannas. War-like and prone to rage, although they won't attack on sight, unlike Beast Men for example.

-Furbolgs - bear men, they are at peace with wildlife and won't spook wild animals. They won't impose tree-cutting quotas but they don't exactly appreciate being handed wooden goods.

-Arakkoa - bird men with two castes - one is simply called "arakkoa", they are smaller and cannot fly, whereas the "high arakkoa" are larger than even humans and do possess flight. They live in towns in the mountains and tropical forests.



Several new beasts:

-Makrura - crawfish men on 4 legs, with 2 pincers. Found in various bodies of water, they can join civilizations and mostly act like animal people.

-Grell - wild imps found in savage forests. They can steal items, eat food or drink booze from your supplies, and will pull levers - physically they aren't very large so in combat they shouldn't be a problem.

-Scorpids - giant scorpion-like creatures found in various deserts. They are smaller than arachnatids but their venom is quite a bit more deadly.

-Silithid - giant insects found in savage deserts. They have several castes:

-Wasps, flying attackers with a poisonous sting

-Reavers, large ground attackers that some races may use as mounts

-Workers, smaller ground attackers that also have a venomous stinger (different effects than wasp stings)

-Colossi, gargantuan physical attackers with a horn and two scythes on their arms that can easily turn smaller creatures into mincemeat

-Sand Reavers, which are still very large, although not as big as the colossi, and have a pincer-like stinger at the end of their tails, which injects a different type of venom (most severe effects out of all silithid castes).



-Saurians - lizard men found in various lakes and rivers. There are several different types, appearing in different areas and having different properties (all except the Pyre Saurians also have a "giant" caste that's simply bigger and can appear alongside the smaller ones):

-Standard (Green) Saurians - found in temperate lakes and rivers, they can spit a necrotizing venom.

-Sulfur Saurians - found in tropical lakes and rivers, their spit can temporarily drop your speed. They are less likely to rage than the other saurian types.

-Geo Saurians - found in underground caverns and in the mountains, they spit magma, and their hides are stronger than the other types (in raw terms, any attack aimed at them has it's force reduced).

-Saurian Sages - found in savage lakes and rivers, and also in underground water bodies, they can cast two types of lightning spells - ball lightning, a strong projectile, and liquid lightning, which can cause temporary paralysis. They also have a spit that can cause dizziness, and makes ball lightning more likely to cause more severe damage.

-Pyre Saurians - found in savage rocky deserts and underground caverns, as well as magma lakes, they can spit magma, breathe a superheated gas (works like the Drakonar fire breath - will burn down bodies and cause melting of body parts, but won't set grass and the like on fire). They also have a high body temperature which makes fighting them up close dangerous, should they try to grab a hold of you.



I've also added a few new types of cloth/leather headwear - wide-brimmed hats, top hats, capotains, berets and bandanas. Most of these are restricted to dwarf and human civs, with the exception of bandanas, which are available to most races.



Hope you guys enjoy it.