Big update (make sure to delete the plant_new_trees_zm5 file as it's obsolete now) - I've released all the MoP content alongside all the wild creatures I've been working on - including 3 OC's (1 playable race and 2 wild creatures), 26 non-MoP wild creatures, 2 non-MoP playable races 6 MoP wild creatures, 1 non-playable skulking race and 7 playable races from MoP; the Scourge Undead also now have an Abomination caste, so if you ever wanted to play as Patchwerk, go right ahead - the semimegabeast Abominations still stay though I've renamed them to "Mindless Abominations" in order to diffrentiate between the two.I've added many new weapons - Kris daggers, cutlasses, war scythes, bardiches, tonfas (both of the blunt and edged variety), which are available to most existing races, as well as a set of Chinese-themed weapons that I mentioned before, which are used mostly by the MoP races - Guan Daos, Dao swords, Hook swords, Qiangs (basically spears), Butterfly swords, meteor hammers (which are more like maces actually), Jian swords (essentially long swords), wind-and-fire wheels (they use the striker skill, not sure what other one could be assigned to them), and Chicken-claw sickles.I've also added several "tool" weapons that you'll occasionally see citizens use - sickles, pitchforks, and crop scythes.As for the creatures - out of non-MoP creatures, you'll find several types of spore creatures wandering the savage wetlands - Fungal Giants, which can cause a disease by releasing their spores (nausea, dizziness and drowsiness), Sporebats whose main advantage is flight (their spores only cause dizziness), and Spore Walkers, who can cause paralyzing shocks.As teased before, there are many new reptilian creatures as well in various savage biomes (mainly moist tropical broadleaf forests - though some are found in the mountains, deserts, or underground) - Crocolisks, Basilisks, Diemetradons (can release a sonic wave that causes dizziness), Thunder Lizards, Fire Salamanders, Direhorns, Pterrordaxes, Skyscreamers, Wind Serpents (immune to fire and can breathe lightning like the Thunder Lizards), Dragonhawks (they breathe fire and have an immunity to it), Couatls (amphibious fliers with a venomous bite - they were in WC3 but not in WoW for some reason), Snap Dragons (acid-spitting amphibious quadrupeds - same case as with the Couatls, they were only in WC3), Warp Stalkers (can use a self-buff that increases their speed six-fold - teleporting doesn't really work without DFhack and since I can't code this is the only workaround I can think of), and Mana Wyrms (can use the same energy drain as the Wretched).Out of non-reptilian creatures, I've added Owlcats from Legion, Teroclaws (the large, tusked birds from WoD), Clefthooves (they have tusks like their WoD incarnation), Ravagers (they come in 3 castes - standard ravagers like the ones from WoD, wasp versions, also from WoD, and "ravager crawlers", which are the form you encounter in TBC areas), Nether Rays (who have a paralyzing sting), Helboars (found in evil deserts, shrublands and savannas) and Mountain Giants (who despite their name can be found in tropical coniferous forests and taigas as well).The megabeast I've included in this pack is the Titanic Watcher - which comes in several different variations, so it's possible not all of them might be present in a world. The variations are similar in terms of body plans, and aren't made from different materials, the key difference being their abilities. Their variations are as follows:-Stone Keepers - who can shoot up to three large boulders at a time, kick up a cloud of dust, shoot a pulse wave that causes pain and dizziness, and also spray a petrifying gas.-Storm Keepers - they possess the ability to shoot lightning bolts, liquid lightning, or release a cloud of lightning - also can use the same Paralyzing Shock as the flesh titans.-Ice Keepers - similar to the above, only possessing the ice variants of those abilities, including Frost Shock.-Nature Keeper - they possess druidic abilities, including a sleep spell, a spell to induce a hemorrhagic fever or wither away intruders - they also can use Sunbeam which can cause serious bleeding and blistering.-Construct of the Sun - can emit a jet of fire, toss regular fire balls or magma bolts, and also emit a Blast Wave. They have a beak unlike the other watchers.-Construct of Life - can raise bodies as puppet shamblers, use a spell that causes necrosis, an alternate version of the Nature Keeper's wither spell, and also an energy-unleashing spell that increases strength twofold but highly lowers endurance. They also have large horns for an additional way of attack.-Construct of Destruction - can animate bodies as zombies, throw bolts of shadow, cast Death Coil and induce fear and madness into it's victims.-Construct of Magic - they use purely arcane abilities - including Mana Burn, Moonfire, Slow, and Sedation.-Maiden of Virtue - they possess holy magic - they can induce unconsciousness by causing an enemy to repent, or burn them with holy fire - in addition to that, they can shield themselves with a protective barrier, or shoot up to 4 holy bolts at it's enemies.-Maiden of Grief - corrupted watchers which are more prone to rage, and can cause an Unstable Affliction, or curse an enemy - additionally they can induce lucid nightmares, and buff themselves with Bloodlust.The MoP creatures, which appear in the same few biomes (savage grasslands and savannas) with a few exceptions, include the Quilen, which come in both organic and stone variants, the Mistlurkers who you'll most likely find alongside the Spore beasts, the large Mushan, the gargantuan insectoid Kungchong, the Cloud Serpents, who are also present in the mountains, and lastly the Sha, which can appear in every evil biome - they also have 2 castes, the regular Sha which can cause a single creature to act erratically, as well as the lesser ones which are more similar to the Fleshfiends.The 7 playable races are the Pandaren, the Mogu (who have a variation thats made out of stone), the Saurok (who have 3 variations - standard Saurok, frilled Saurok which can spit acid, and Primordial Saurok which can go into trances and spew a necrotizing sludge), the Yaungol (who have a Flamebound variation that can use some fire magic), the Jinyu, the Hozen, and the Mantid (females are larger, four-legged and four-armed, males have only 2 arms and 2 legs, but also have 2 pairs of scythes which they can use for melee attacks - Mantid civs can also use weapons made from refined amber - very light but also very sharp). The one non-playable race are the Virmen, who are more or less tougher vanilla DF kobolds.Lastly, the three OC's I've included are the Occulas, which are small tentacled eyeball creatures found in the caverns underground - they're more or less harmless, tiny critters; the Forest Beasts, which are found in temperate forests and more or less a tougher version of the Sasquatches/Yetis (they also have antlers); and the Primal Beasts which are a multi-caste civilized race of intelligent, horned humanoids that resemble apes. The different castes mostly vary in terms of elemental alignment - flame beasts have some types of fire magic, for instance, whereas thunder beasts use lightning spells - they also have different features depending on the caste (i.e flame beasts have a scorpions stinger, earth beasts have two tusks and stone covering their chests and lower arms, as well as hands) - there's also an Elementium beast caste which has all the combined powers and features of the other castes.A close friend of mine did an awesome drawing of the Occulas and also one of a regular Corrupted Human peasant , so props to them!In the next few days I'll most likely do another small update to include the few creatures I've yet to do - the Grummles and Prime Sha from MoP (the latter will be megabeasts in the same vein as the Titanic Watchers), and also a Lich King caste for the Scourge Undead - also right now only the main modpack is updated, I'll add all the new stuff to the separated version soon.Hope you guys enjoy this new update - I had quite a bit of fun making it.