Hey! The push toward the villain release has continued along the two lines of work we have in fortress mode. With fort villains themselves, we've had our first artifact heist! For years, simple thieves and even animals have been able to sneak into the fort and swipe whatever they could get their hands (or mouths) on, but now treacherous or compromised dwarves can spirit away an item to a co-conspirator in the tavern. We force them to 'plan' the operation for a year or so in order, as the co-conspirator dips in and out of your fort, to give you a chance to investigate and stop the plot before it happens, but there'll also be plenty of witness reports to examine even if you fail, once we get to the new justice system. Which is next! Over in the rest of fort mode, which is coming into line with our history generation additions, we've brought craft guilds back to the game. When dwarves in the different professions (stonecarvers and armorsmiths, but also miners and fisherdwarves, etc.) reach critical mass (currently ten dwarves), they'll formally organize themselves into named guilds and petition you to build a guildhall for them. For now, this is a place for them to hang out together and become friends, and we'll add more functions to it over time. For now, dwarves can join the guild corresponding to their specific profession and also one for their broader group (e.g. craftsdwarves and then a subchapter for bone carvers), depending on their actual skills rather than their labor settings. Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) Since we completed villains in history generation, we're now focusing on adding these elements to the play modes. - Tarn