Some more developments from the past week.
Raging Boar no longer has fuzzy tusks. When I added fur to all the boars in CM 1.60 I forgot to create the mask that kept this boss's face clear of the fur shader. No wonder he was so angry!
The deepest levels of the Schlun'Zum caves (lair of Thranak and Ice Lord) are now filled with T-Mutants and Ice Elementals instead of Kobolds and Wolves.
This is supposed to be a special place, the home of two fearsome bosses, but it's filled with the same enemies you've been seeing the whole game. Now it feel like a more unique and foreboding place when you enter these caves. And the bosses fit in with their surroundings better because of it.
I also noticed that Mutated Kobolds have equipment they can't use, so it's displayed wrong on their model. This will be fixed in v14.
Speaking of equipment, it has been bothering me that Orc Archers always attack with swords instead of bows. Turns out it was a deficiency of their AI that they never used their bows, This will be corrected so in v14 you will be attacked by arrows from Orc Archers.
Related to this are the Grurag and Ore-Thag clan versions of Orc Archers, who had the right behavior but the wrong equip sets. They were using Ogre throwing stones and comically oversized blades. Will also be fixed in next release.
Lupus Coldhand and Ogan Kandimiro (Orc Masters of the Hunt) benefit as well. They have increased damage, hit chance, resistances, and XP per kill. They are now equipped with weapons, as befitting "masters." Before their behavior was set to dumb brute attacks with fists.
Deranged Earth Elementals ("A Growing Danger") are now elite-class. The 2 "mature" ones are now T-Mutated Elementals in keeping with the quest lore.
The whole point of the quest is that the mages are worried about more earth elementals becoming mutated like the Gar'Colossus, and some are already beginning to "turn." So it's fitting that the opponents are challenging and look the part.