Hello again! We've continued on with our two threads of fortress mode work for the villains release. Concerning villains themselves, the infiltrators now roam about the fort using appropriate secret identities. This is something the vampires used previously, but because fort vampires were always dwarves, they could just assume another name and otherwise use the same profession and skills they had in life. Since our infiltrators can be humans or elves or goblins, or any of the animal people, and they can also have jobs that don't typically travel, they need to come up with a more plausible identity. They do this by scanning the sites near your fortress for matching population types, and pick professions that those sites use. So a villain might send a corrupt human justiciar to your fortress under cover as a visiting astronomer, if you have a library and there is a human civilization that values scholarship nearby. The infiltrator then seeks out dwarves to corrupt, using flattery, intimidation, promises of revenge, etc. Next up we'll see what these treacherous dwarves have in store for you. The other thread of work was finishing the temple additions by adding priests and religious petitions. When an organized religion has enough representatives in the fortress, they can petition you to build an appropriate temple space for them and to appoint a priest, and then make a second petition later to appoint a high priest over a larger temple complex. 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