Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Toady One on July 01, 2016, 06:34:16 pm

Title: Future of the Fortress
Post by: Toady One on July 01, 2016, 06:34:16 pm
Development log (http://www.bay12games.com/dwarves/index.html)
Development page (http://www.bay12games.com/dwarves/dev.html)

The purpose of the thread is to discuss current developments.  Specific bugs should be reported on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/), and specific suggestions belong for the most part in the suggestion forum (http://www.bay12forums.com/smf/index.php?board=5.0).  Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.

If you have specific questions, I'll try to answer them all, although it is difficult to respond to everything when it is busy.  I'll lean toward questions that involve current developments to avoid pulling the entire suggestion forum in here.  In the past, we've all found the practice of making questions limegreen works pretty well.  You do that like this:
Code: [Select]
[color=limegreen]making questions limegreen[/color]

Here is the last reply from the last thread (two parts):

http://www.bay12forums.com/smf/index.php?topic=140544.msg7073586#msg7073586
http://www.bay12forums.com/smf/index.php?topic=140544.msg7073587#msg7073587

At the time of this thread's creation, the current plan was to clean up and finish the 64-bit release, and then move on to artifacts, myths and magic, before tackling embark scenarios and their associated frameworks (law, property, customs, status, etc.).
Title: Re: Future of the Fortress
Post by: Capntastic on July 01, 2016, 07:02:47 pm
Go Go Go Go
Title: Re: Future of the Fortress
Post by: Putnam on July 01, 2016, 07:29:46 pm
Oh boy, we really getting into it now.
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 01, 2016, 07:37:33 pm
Wooh boy.
Title: Re: Future of the Fortress
Post by: nomoetoe on July 01, 2016, 07:39:41 pm
Oh my, things be happening.
Title: Re: Future of the Fortress
Post by: hops on July 01, 2016, 08:50:32 pm
PTW
Title: Re: Future of the Fortress
Post by: SatelliteOfLove on July 01, 2016, 09:06:10 pm
Sincere thanks for the Linux 64-bit version.  Have you considered taking a poll to see just how important 32-bit Linux versions are?
Title: Re: Future of the Fortress
Post by: Sheila on July 01, 2016, 09:23:42 pm
Toady, my dwarves keep getting stuck in trees! By the time I find some of them it's generally too late.
I'm convinced this is a vile scheme from the elves to eliminate the entire dwarven race, that must be why they're so defensive of their trees. This makes me paranoid of having trees nearby, any chance this'll be fixed soon?  :)
Title: Re: Future of the Fortress
Post by: Rose on July 01, 2016, 09:51:29 pm
Keep on trucking!
Title: Re: Future of the Fortress
Post by: 90908 on July 01, 2016, 09:58:19 pm
PTW
Title: Re: Future of the Fortress
Post by: 90908 on July 01, 2016, 10:08:16 pm
1. Are there any plans to allow for public transportation? You know, rent a wagon or something similar.

2. Will it eventually be possible to create a non-conventional transportation system? Perhaps a system of portals allowing for quick transit or a BALLOON OF GLORIOUS DWARVENNESS.
Title: Re: Future of the Fortress
Post by: Max™ on July 01, 2016, 10:09:13 pm
Sincere thanks for the Linux 64-bit version.  Have you considered taking a poll to see just how important 32-bit Linux versions are?
32 bit is much easier to get rid of for linux.
Toady, my dwarves keep getting stuck in trees! By the time I find some of them it's generally too late.
I'm convinced this is a vile scheme from the elves to eliminate the entire dwarven race, that must be why they're so defensive of their trees. This makes me paranoid of having trees nearby, any chance this'll be fixed soon?  :)
You can do this yourself, the way starts with "m" and rhymes with "quagma" and starts fires.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 01, 2016, 11:04:39 pm
Oh. Toady ate the old FotF. Doh. o3o
Title: Re: Future of the Fortress
Post by: Greiger on July 01, 2016, 11:13:09 pm
Thanks for the answers Toady and thanks for the shiny new thread!  Everything all pretty and new looking like a brand new fortress embark on a beautiful pristine volcano.

Everything will be covered in blood and vomit within the week.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 01, 2016, 11:20:56 pm
Don't forget the delicious kobold infestation.
Title: Re: Future of the Fortress
Post by: MrWiggles on July 01, 2016, 11:25:15 pm
ptf
Title: Re: Future of the Fortress
Post by: Hinaichigo on July 01, 2016, 11:59:26 pm
Do you have plans to add/increase any features that were limited by technology, once computers get more powerful?
For example I think you set the max number of sites per civ under such considerations.
Do you think after 10 years when computers are significantly stronger you will start increasing the fidelity/scale of things that you had to limit due to today's technology?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 02, 2016, 12:03:48 am
Do you have plans to add/increase any features that were limited by technology, once computers get more powerful?
For example I think you set the max number of sites per civ under such considerations.
Do you think after 10 years when computers are significantly stronger you will start increasing the fidelity/scale of things that you had to limit due to today's technology?
Isn't max sites per civ a worldgen option?
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 02, 2016, 12:35:26 am
Re:Your answer to my Discworld question in the last thread:It's called Guards! Guards! and you should totally read it if you ever have the time.

So how do you plan to actually implement magic?  Like, is it going to be in the raws, are there going to be hardcoded things?  I apologize if I'm asking a redundant question.  whoops nevermind.

Do you do Sudoku?
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 12:43:47 am
some of the FOTF answers pretty much outright stated there would be raw stuff
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 02, 2016, 12:48:25 am
I shall commit sudoku forthwith.

:x

Note to self:Actually look first next time.
Title: Re: Future of the Fortress
Post by: TBCoW on July 02, 2016, 12:56:54 am
PTW
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 01:16:14 am
Must...resist...urge to shitpost about an ancient bug that would take 5 seconds for Toady to fix...and that Toady claimed ages ago that he was GOING to fix...
Title: Re: Future of the Fortress
Post by: PTTG?? on July 02, 2016, 01:37:54 am
Everyone's shocked that the old FotF thread is full, and here I am still dealing with the earth-shattering revelation that Toady One hasn't read Guards Guards.

Mr. One, if you fail to read Guards Guards, you are doing yourself a disservice. If you aren't careful, you may find a number of forumites staging an intervention.
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 01:50:25 am
I read that and, no joke, went "wait, aren't there swamp dragons in DF?", then was absolutely amazed to find there weren't.
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 02, 2016, 01:50:54 am
Everyone's shocked that the old FotF thread is full, and here I am still dealing with the earth-shattering revelation that Toady One hasn't read Guards Guards.

Mr. One, if you fail to read Guards Guards, you are doing yourself a disservice. If you aren't careful, you may find a number of forumites staging an intervention.
^^^^^^^^^^^^^^^^
Title: Re: Future of the Fortress
Post by: riffraffselbow on July 02, 2016, 02:40:15 am
Uh, Toady? A mistake was made over here/on the RSS Feed:

http://www.bay12games.com/dwarves/

I'd point it out but I bet you'll notice it.

Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 02:46:39 am
I didn't notice anything. I'd probably be first to notice, since I use the RSS feed for bot purposes.
Title: Re: Future of the Fortress
Post by: Toady One on July 02, 2016, 02:50:02 am
There was a 2006 everywhere.
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 02:52:17 am
Woah, so now my reddit bot has been playing DF for longer than I have? Weird.
Title: Re: Future of the Fortress
Post by: Toady One on July 02, 2016, 02:56:02 am
The title of your reddit post has 2016...  does it build it from the rss pubDate instead of the (wrong) title?  Maybe it will have to get another skill rating boost.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 03:01:03 am
Can we have giant desert scorpions before they go as extinct as curious underground structures? ;w;
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 03:12:21 am
The title of your reddit post has 2016...  does it build it from the rss pubDate instead of the (wrong) title?  Maybe it will have to get another skill rating boost.

Just grabs the date from my computer, since I know that I happen to live in the same timezone and I poll the RSS often enough that that won't fail unless for some reason you decide to update within 20 seconds of midnight.

Can we have giant desert scorpions before they go as extinct as curious underground structures? ;w;

I mean... it is a raw object. I know "mod it in" is usually unsatisfactory, but here it's trivial. 0.42.04 was the last version to have them, and I'm not sure if the creature raws have changed any since then.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 03:24:18 am
I mean... it is a raw object. I know "mod it in" is usually unsatisfactory, but here it's trivial. 0.42.04 was the last version to have them, and I'm not sure if the creature raws have changed any since then.

To repeat the point I've tried to make:

It is frustrating BECAUSE it is so trivial to fix.

It takes me a whopping 5 seconds to copy-paste it when I get a new version. Or, it would take Toady the same 5 seconds to fix this permanently, or at least until he reworks them to add normal and anthro versions.
Title: Re: Future of the Fortress
Post by: Knight Otu on July 02, 2016, 03:43:03 am
Giant Desert Scorpions are extinct. Toady promised a relacement scorpion, not the return of the GDS.
Title: Re: Future of the Fortress
Post by: DG on July 02, 2016, 05:25:45 am
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.
Title: Re: Future of the Fortress
Post by: Inarius on July 02, 2016, 06:23:37 am
PTW
Title: Re: Future of the Fortress
Post by: Egan_BW on July 02, 2016, 06:31:54 am
It's a new thread! Let us celebrate the cycle of thread-death and thread-birth!
PTW
Title: Re: Future of the Fortress
Post by: hops on July 02, 2016, 06:40:41 am
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.
But most bugs tend to be complex to fix.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 02, 2016, 06:50:32 am
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.
But most bugs tend to be complex to fix.
It's not a bug. It's a missing feature. Which, yes, was there originally which is why Mr Dragon is upset, but..er...think of it as if it were the DF economy. That was there once, and now isn't. But we all know it'll be back one day having evolved into a magnificent butterfly. So just leave it be and one day the desert will be full of butterflies again (with pincers and stinging tails...).

Yeah...butterflies...sounds about right.

Now how about them Gorlak adventurers and their lack of door opening skill?
Title: Re: Future of the Fortress
Post by: MrWiggles on July 02, 2016, 07:05:48 am
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.
But most bugs tend to be complex to fix.
I'd wager most bugs are unknown to fix.
Title: Re: Future of the Fortress
Post by: Thundercraft on July 02, 2016, 09:31:12 am
PTW
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 11:33:00 am
Now how about them Gorlak adventurers and their lack of door opening skill?

Well, guess I'm adding "give gorlaks ability to open doors" to Adventurecraft while I'm at it. -_-

Any more "what the fuck" trivial raw tweaks on the list?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 02, 2016, 11:53:19 am
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.
But most bugs tend to be complex to fix.
I'd wager most bugs are unknown to fix.

Spamming minor/trivial or low priority re-distributions of issue reports on mantis is heavily not recommended (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9880) but it'd get them looked at i feel. So no awareness bumping, pity but it saves effort in having to recheck all the relations to a issue all the time.

This one is my biggest personal pet peeve bugs (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1590), and i've made numerous suggestions on how to improve it, or just somewhat improve the systems related to it #1 (http://www.bay12forums.com/smf/index.php?topic=159160.msg7073332#msg7073332) #2 (http://www.bay12forums.com/smf/index.php?topic=158617.msg7035560#msg7035560) #3 (http://www.bay12forums.com/smf/index.php?topic=158120.msg6996454#msg6996454) (And the thread where i found out this trivial bug in the first place #4 (http://www.bay12forums.com/smf/index.php?topic=155435.msg6725985#msg6725985))

---------------------------------------------------------------------------------------------------------------------------

@ToadyOne, I couldn't help but notice in the old FOTF thread that my question (http://www.bay12forums.com/smf/index.php?topic=140544.msg7071359#msg7071359) was overlooked despite being called out as a contributor on your reply statements. If it is at all possible, could you please check and re-issue any other questions you may have missed due to the thread size constraints?

---------------------------------------------------------------------------------------------------------------------------

Here's a trivial 'what the fuck' raw thing for you.

> Because dwarves never pro-actively declare offensive wars in world gen, [CONQUERED_SITE] and [POSITION:FORCED_ADMINISTRATOR] (when they are not procedurally generated for other more hostile races) are dead tags with room to be interesting because they DO work and allow responsibilities comfortably (as demonstrated by my own experiments with goblins).

If i remember correctly, dwarf worldgen hostility might be the prevailing bug with a issue already on mantis, but you could use the above raws as a basis to give some idea how it affects gameplay in order to bump up the priority.
Title: Re: Future of the Fortress
Post by: Toady One on July 02, 2016, 12:05:35 pm
Oh, I remember pasting that one into the text file...  I must have deleted it when I consolidated those two other ocean/port questions.

Yeah, we had some old dev items about kelp forests and tide pools, and we grew up on those Ray Harryhausen movies that often took place on the sea, so hopefully our first release to include adv mode captains will have some interesting additions.  The main issue (aside from any speed issues) will probably be getting them to interact properly with multitile boats in a way that threatens the player.  It'd be funny if a single-tile W could stove the ship.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 12:48:59 pm
But how do you MAKE dwarves start wars more often? Because usually I reserve the term trivial for things that are easily fixed. :V

Meanwhile...welp. Adventurecraft now has gorlaks that understand The Mysteries of The Doorknob.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 02, 2016, 01:04:36 pm
But how do you MAKE dwarves start wars more often? Because usually I reserve the term trivial for things that are easily fixed. :V

Meanwhile...welp. Adventurecraft now has gorlaks that understand The Mysteries of The Doorknob.

Give dwarves more ways to execute wars i guess. (and properly defined siege triggers if that's a problem that dwarves can't engage without them, another raw discrepancy)

Artifact stealing by civ's might fix that, right now dwarves dislike other civs but sit around moaning about it (perhaps its a psyche thing in being staunch and stubborn), humans and the like go out and settle it based on principle.
Title: Re: Future of the Fortress
Post by: crazyabe on July 02, 2016, 01:24:56 pm
PTW
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 01:28:20 pm
It might occur more often if ethics were different. Right now it seems only goblins and kobolds have the the "REQUIRED" ethic regarding attacking enemies. Or would that only affect conflict in adventure mode, like how goblins and kobolds act regarding the neutral ethic token?
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 04:58:13 pm
C'mon, RD. You've posted about it multiple times and put up a suggestion thread. Everyone has a pet bug or feature they'd wish Toady would drop everything for but the trick is not to nag about it.

Mine was the sorry state of combat before 0.43.04, but I didn't even mention it until Dwarfmoot and only after it was already announced that some proper transfer of force to joints was going in.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 05:16:00 pm
This thread will now be a dozen pages of bitching about my bitching. :V
Title: Re: Future of the Fortress
Post by: Dirst on July 02, 2016, 06:00:19 pm
This thread will now be a dozen pages of bitching about my bitching. :V
Don't forget you bitching about people bitching about your bitching.  And I suppose this counts as me bitching about you bitching about people bitching about you bitching...
Title: Re: Future of the Fortress
Post by: Capntastic on July 02, 2016, 06:04:44 pm
----NO BITCHING BELOW THIS LINE----
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2016, 06:11:04 pm
Can I shamelessly plug having fixed both giant desert scorpions and gorlaks in my main mod, instead? o3o
Title: Re: Future of the Fortress
Post by: Dirst on July 02, 2016, 06:12:51 pm
Can I shamelessly plug having fixed both giant desert scorpions and gorlaks in my main mod, instead? o3o
Only if it is in fact shameless.  I believe you are :)
Title: Re: Future of the Fortress
Post by: The Ensorceler on July 02, 2016, 06:44:08 pm
You mentioned that some artifacts might only be destroyed in specific ways. Are there any plans for artifacts (both mundane and magical) to leave behind a broken version of themselves so that they can sometimes be repaired or used to make a new artifact. Additionally, are artifacts planned to be able to break without either a very specific trigger or wear?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 02, 2016, 07:08:10 pm
You mentioned that some artifacts might only be destroyed in specific ways. Are there any plans for artifacts (both mundane and magical) to leave behind a broken version of themselves so that they can sometimes be repaired or used to make a new artifact. Additionally, are artifacts planned to be able to break without either a very specific trigger or wear?
Breaking artifacts and repairing them was covered in that same reply...
Title: Re: Future of the Fortress
Post by: The Ensorceler on July 02, 2016, 09:09:18 pm
You mentioned that some artifacts might only be destroyed in specific ways. Are there any plans for artifacts (both mundane and magical) to leave behind a broken version of themselves so that they can sometimes be repaired or used to make a new artifact. Additionally, are artifacts planned to be able to break without either a very specific trigger or wear?
Breaking artifacts and repairing them was covered in that same reply...

There was some similar stuff in the last FoTF, but I wasn't covering the exact same stuff as this:

Repairing wear damage:
Quote
Quote
Quote from: Thundercraft
As part of adding armor item damage, are there any plans to allow dwarves or other crafts-persons the ability to repair damaged armor? Or will players be forced to either obtain or make new armor and either sell or smelt badly damaged armor?
Quote from: stinkasectomy
with the new system of weapon and armour damage, do you intend to implement a way or repairing damage? if repairing is implemented, will it require more resources (some more bronze to repair a damaged bronze item etc). does (should?) the damage apply to artifacts? i like the idea of repairing any of my military's named items, even if they aren't artifacts.

We'd like to let them fix the items, but we didn't get to that and I'm not sure what's going to happen.  It might be that materials will be required for repair if you want the item to not degrade in some way, but I'm not sure what it should depend on or how far it should go.  Material use might be too much, especially for items that take just one resource item to make in the first place.  Artifacts aren't currently damage-able, but that might change once artifacts become more numerous and some are more important/magical than others.

Complex item destruction:
Quote
Quote from: stinkasectomy
will we see swords breaking into two separate pieces (blade/hilt etc), or gauntlets lose a finger, or chain mail lose some links? lots of fantasy about reforging broken swords, after all. items losing pieces would likely cause item bloat in many cases, and a pretty major rework even if it didnt bloat (so not any time soon i guess).

We've been hoping to have item components for a long while, but it hasn't happened yet.  Yeah, it's an important part of a lot of stories, enough so that it would be worth it to figure out the various issues.  As long as it isn't overzealous about blowing items into pieces all the time, the bloat shouldn't be an issue.  It would be kind of annoying to have an indoor battlefield littered with all sorts of shards and shreds to clean up beyond what we already have.

I guess I can be more specific, though.
1)Are artifacts more likely to be recoded to take damage the way a body part would ("It is mangled!", etc.) than non-artifacts are?
2)Are there currently any plans to use one artifact as a reagent to produce another, different artifact, including both cases where the original is and is not broken? Could this be also extend to turning one larger artifact into several smaller ones or several small artifacts into one larger one?
3)Are artifacts planned to occasionally be tied to specific unique entity positions (The four crowns of Narnia, the crown jewels, etc.)?
Title: Re: Future of the Fortress
Post by: Rockphed on July 02, 2016, 09:22:13 pm
I read that and, no joke, went "wait, aren't there swamp dragons in DF?", then was absolutely amazed to find there weren't.

I just killed* a swamp titan in adventure mode that breathed fire and shot fireballs.  Does that count?  They don't breath fire as hot as true dragons.  Nor did it hit as hard.  But its fireball was really annoying.  Is there any way to block those?

*Okay, so I save-scummed in order to beat it.  When things started going south, I jumped over to a pool of water.  The tile I landed in and all the tiles next to it evaporated as soon as I landed.  Then the beast caught up with me and I fought it until it died.  Lost 4 followers and had 3 other followers standing around twiddling their thumbs through the whole thing.
Title: Re: Future of the Fortress
Post by: Putnam on July 02, 2016, 09:36:55 pm
All fire breath is dragonfire. Jets and balls aren't as hot, but if it's breath it's dragon breath.
Title: Re: Future of the Fortress
Post by: Dante on July 02, 2016, 10:47:06 pm
Kelp forests! Yeah it'd be great to see the coastline get some more love.
Title: Re: Future of the Fortress
Post by: CharonM72 on July 02, 2016, 11:41:44 pm
The destruction of the previous thread gave me a thought.

Especially now with myth stuff upcoming, and their being able to affect terrain, what about worldgen disasters? Mundane stuff, maybe, such as volcanic eruptions, earthquakes, or more interestingly, meteor strikes. And for high-magic worlds, magical disasters, like an evil mage wipes out a region and turns it to desert, or the moon crashes into the planet, or a god/demon does something disastrous (great floods, smiting a city, fiery apocalypse). Something that would have major effects, at least in a part of the game world.

In a similar vein, magical artifacts will be created, but what about magical landforms made during worldgen? I know about the cosmic eggshell thing, and you mentioned that the HFS will be more abstracted, but what about something like a holy pantheon on top of a mountain, or magical creatures/gods who have a home in the sky, for example?
Title: Re: Future of the Fortress
Post by: peasant cretin on July 03, 2016, 02:20:54 am
Nevermind. An old memory tried to occupy the space of a new one.
Title: Re: Future of the Fortress
Post by: peasant cretin on July 03, 2016, 02:46:18 am
Will AIs ever have a more complex approach to combat? Will they ever make "threat assessments" and view combat as a series of stages? Players can make combat revolve around the creature type or on combat stages (address enemy charge attack, address enemy grab attack, address enemy weapon attack, address enemy body material, address enemy special attack, etc, etc).
Title: Re: Future of the Fortress
Post by: Detros on July 03, 2016, 03:37:27 am
Watching for Posts
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 03, 2016, 05:07:27 am
Quote from: Toady One
Quote from: Whatsifsowhatsit
What would "bleak and horrifying" entail? Would this include some of the things that have traditionally been avoided in Dwarf Fortress for various reasons, such as sex and (lack of) consent and whatnot? (There were, I think, some other similar things that I don't remember off the top of my head.)

Oh, and at the other side of the spectrum, is "No death [...]" to be taken literally? Will there be no death at all in this setting (and what would that mean for the demographics and such of the worlds)? Or just no death due to fights and wars and the like?

Nah, we weren't thinking of going that way.

Yeah, no death at all.  Use of the attack button in adventure mode removed, etc.  We were thinking of intermediate setting(s) where wars and attacks against intelligent critters would be off, but e.g. hunting and butchery would be permitted, so you could still do the ranch-fort thing without worrying about wars or extortion or whatever.

Slightly disappointing, but not a surprise. Perhaps eventually I will have to move away from vanilla after all (for some play sessions at least). I'm still curious, however, about the following aspect of my earlier question: How would world demographics/population dynamics work in a setting where there is no death at all (of intelligent races)?

Also, the dev page said there would be a spectrum from "No death or violence to regular settings to bleak and horrifying", but as you described it in your answer to my previous question, it sounds like you consider the regular settings to already be the bleak and horrifying end of the spectrum. Is that indeed the case, or did you just not go into the other side of things? If it's the latter, could you elaborate on what would be different on that side of the spectrum relative to the regular settings as we know them now? Perhaps just quantitatively more violence by changing some numbers around? Or would it be a qualitative difference somehow?

Title: Re: Future of the Fortress
Post by: DG on July 03, 2016, 08:24:03 am
The destruction of the previous thread gave me a thought.

what about worldgen disasters? Mundane stuff, maybe, such as volcanic eruptions, earthquakes

In the FOTF reply in the thread that was just closed, check out Heretic's 7th question.
http://www.bay12forums.com/smf//index.php?topic=140544.msg7073586#msg7073586
Title: Re: Future of the Fortress
Post by: Vattic on July 03, 2016, 06:42:40 pm
PTW
Title: Re: Future of the Fortress
Post by: PTTG?? on July 04, 2016, 12:54:09 am
PTW

By the time everyone is done posting to watch, the thread will be all filled up and we'll need to start a new one.
Title: Re: Future of the Fortress
Post by: Capntastic on July 04, 2016, 01:06:34 am
There is a Notify button you can use, folks
Title: Re: Future of the Fortress
Post by: Rose on July 04, 2016, 04:27:19 am
There is a Notify button you can use, folks
It doesn't do the same thing at all, though.

Notify button sends you an email when somebody replies.

Posting to watch makes the thread show up in your new replies list.
Title: Re: Future of the Fortress
Post by: Capntastic on July 04, 2016, 04:40:55 am
There is a Notify button you can use, folks
It doesn't do the same thing at all, though.

Notify button sends you an email when somebody replies.

Posting to watch makes the thread show up in your new replies list.

I was not aware of that!!
Title: Re: Future of the Fortress
Post by: Cormack on July 04, 2016, 04:50:31 am
Will we ever get multi-tile creatures? It is a bit weird that dragon takes one tile like a bee does. And with ships, a leviathan that attacks it needs to have its multi-tile tentacles to destroy it.
Title: Re: Future of the Fortress
Post by: Rose on July 04, 2016, 04:52:39 am
Will we ever get multi-tile creatures? It is a bit weird that dragon takes one tile like a bee does. And with ships, a leviathan that attacks it needs to have its multi-tile tentacles to destroy it.
They talked bout it in the dwarfmoot video. Bottom line, it's really hard to get it to look good.
Title: Re: Future of the Fortress
Post by: Ekaton on July 04, 2016, 04:54:05 am
Will we ever get multi-tile creatures? It is a bit weird that dragon takes one tile like a bee does. And with ships, a leviathan that attacks it needs to have its multi-tile tentacles to destroy it.
They talked bout it in the dwarfmoot video. Bottom line, it's really hard to get it to look good.

I'm curious too - what was the conclusion? Is it doable?
Title: Re: Future of the Fortress
Post by: Putnam on July 04, 2016, 04:55:37 am
it's doable, but bizarre, like, if you make a 1x1 tunnel can that keep giants out?
Title: Re: Future of the Fortress
Post by: Capntastic on July 04, 2016, 05:06:32 am
Any time you try to make sense of relative sizes in DF you're going to run into more problems that can't be elegantly solved within tile-level granularity

Edit:  This goes for pretty much any ASCII tile based game, unless it's build around it from the ground up (I'm sure there's some, but I can't think of any)
Title: Re: Future of the Fortress
Post by: Putnam on July 04, 2016, 05:09:22 am
Yeah, the current system's pretty bizarre too, with, like, just the very concept of a 12 m3 tile containing a dragon with a volume of 25 m3.

Actually, wait, the physics tile and the tree tile and the item tile and the creature tile are all very different sizes, aren't they? Just weird all around.
Title: Re: Future of the Fortress
Post by: DeKaFu on July 04, 2016, 11:44:35 am
it's doable, but bizarre, like, if you make a 1x1 tunnel can that keep giants out?
That sounds like an intended consequence, though, right? If you duck into a little hole, a huge monster shouldn't be able to follow you...
I think you'd need to introduce this alongside destructable terrain, though. If you ducked into a little hole, a huge monster would probably try to make it bigger.

And I suppose the flip side would have to be that digging 1x1 tunnels would also prevent the passage of certain things you want into your fortress. Kinda like wagons, but more generalized. Not sure what those would be though.

I'm pretty iffy towards multi-tile critters in general, anyway. It'd mean major changes to the entire game, I think, both visually and in terms of gameplay and design logic. A lot would have to be done to accommodate it. I think it'd be really cool, but maybe not the right direction for DF specifically.

Also it would probably look like hell for graphics-users. :P
Title: Re: Future of the Fortress
Post by: The Ensorceler on July 04, 2016, 01:19:29 pm
You also have to account for multiple 'tiles' of the same creature being in the same volumetric tile, which... might look a lot better? I kind of think you would want to avoid 'tile-ness' being raw defined, because literally anything could end up multitile with a magical growth effect. And then that brings up an additional kettle of fish involving a bunch more tags for bodyparts if you want it to look good. And then that much information would actually be enough to make wrestling make sense, so... multitile could show up sometime after the next combat arc?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 04, 2016, 01:38:36 pm
Also it would probably look like hell for graphics-users. :P

If we had more graphics options, it would probably be LESS of a clusterfuck if a creature had multi-tile sprites as an option. Just add a sprite large enough to cover the expected area. Though ideally, if multi-tile creatures wind up needing different sizes for younger/smaller versions, we'd ALSO need an also to change sprite based on size and/or age. Whereas I think babies/children MIGHT be an option, but only via unit type being a spriting option.

While that sounds complex, in contrast I have no clue how we're going to depict this is default mode, unless we further overused different-colored wagon tiles. :V
Title: Re: Future of the Fortress
Post by: SimRobert2001 on July 04, 2016, 03:14:35 pm
What is the plan to deal with the oceans?

What about poisons, or different syndromes?
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 04, 2016, 04:18:10 pm
Quote from: Toady One
Quote from: Whatsifsowhatsit
What would "bleak and horrifying" entail? Would this include some of the things that have traditionally been avoided in Dwarf Fortress for various reasons, such as sex and (lack of) consent and whatnot? (There were, I think, some other similar things that I don't remember off the top of my head.)

Oh, and at the other side of the spectrum, is "No death [...]" to be taken literally? Will there be no death at all in this setting (and what would that mean for the demographics and such of the worlds)? Or just no death due to fights and wars and the like?

Nah, we weren't thinking of going that way.

Yeah, no death at all.  Use of the attack button in adventure mode removed, etc.  We were thinking of intermediate setting(s) where wars and attacks against intelligent critters would be off, but e.g. hunting and butchery would be permitted, so you could still do the ranch-fort thing without worrying about wars or extortion or whatever.

Slightly disappointing, but not a surprise. Perhaps eventually I will have to move away from vanilla after all (for some play sessions at least). I'm still curious, however, about the following aspect of my earlier question: How would world demographics/population dynamics work in a setting where there is no death at all (of intelligent races)?

Also, the dev page said there would be a spectrum from "No death or violence to regular settings to bleak and horrifying", but as you described it in your answer to my previous question, it sounds like you consider the regular settings to already be the bleak and horrifying end of the spectrum. Is that indeed the case, or did you just not go into the other side of things? If it's the latter, could you elaborate on what would be different on that side of the spectrum relative to the regular settings as we know them now? Perhaps just quantitatively more violence by changing some numbers around? Or would it be a qualitative difference somehow?
Why is it disappointing that Toady wants to introduce extreme options for absolutely no violence? You can just select a different setting. I think it'd be somewhat interesting to try and could help people get into the game by allowing the option to eliminate some dangers.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 04, 2016, 05:15:11 pm
Also it would probably look like hell for graphics-users. :P

If we had more graphics options, it would probably be LESS of a clusterfuck if a creature had multi-tile sprites as an option. Just add a sprite large enough to cover the expected area. Though ideally, if multi-tile creatures wind up needing different sizes for younger/smaller versions, we'd ALSO need an also to change sprite based on size and/or age. Whereas I think babies/children MIGHT be an option, but only via unit type being a spriting option.

While that sounds complex, in contrast I have no clue how we're going to depict this is default mode, unless we further overused different-colored wagon tiles. :V

Wouldn't it make sense that after a certain amount of growth from a single tile creature (unless its some thing like a VERY large primordial octopus or something else outlandish with explicit multiple parts) as dictated by a combination of strict game growth targets at a certain age, it could trigger a raw requirement to activate that body part's expansion onto double tiles or do it relative to the relative size (as seen on vermin being maxed to larger proportions)

Say if you had a baby giraffe, all's fine for the first 5 or so years being single tile until 1 day at year 6 it is forced to engage itself in a crouching position because the neck, body and legs just reached its growth requirement and now extends onto z level 2, carrying the head along with it as a connecting joint. Carve out a little hole for the giraffe to stick its neck in or it'll end up crawling everywhere as a reflection of space constraints.

Predictably dragons and other creatures with never-ending growth under that model would likely become huge massive multi-tile monstrosities, if left for say a thousand years plus to grow to full or spawned in already very big. Raising the problem of whether the lair system would be able to limit/trap a creature there depending on its size. Coming down to enormous roaming dragons that are evicted from their caves because they are too fat to wriggle inside the entrance ready cooked to wreck civilisations, or deeply nested dragons that fit comfortably using hermit crab logic to grow only as large as required (talking of hermit crabs, if we could define a shell as a limiter, we could have creatures that individually grow larger based on what they are accommodating and fix BP variables, as to say a literal giant dragon skull 'Shen Gaoren' is a very scary prospect in DF)

All that being said. I disagree with some concepts of multi tile creatures in being able to hide in 1x1 passageways where it cannot pass, its a very dwarfy thing to do but its also cheese to the max and not fun.
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 04, 2016, 06:19:21 pm
Why is it disappointing that Toady wants to introduce extreme options for absolutely no violence? You can just select a different setting. I think it'd be somewhat interesting to try and could help people get into the game by allowing the option to eliminate some dangers.

What I found disappointing (although again, not unexpected) was that some of those other elements I had in mind (including sexuality/consent) were not the direction they were thinking with regards to the "bleak and horrifying" thing mentioned on the development page. Obviously it's cool to have options for violence and the lack of it; options are always nice and as you say, people can always choose not to use them if they don't like them. I however, as I said in an earlier post, will be excited to try both extremes, and probably also places in the middle. It's just that I would have also liked to see those other elements included.

I disagree with some concepts of multi tile creatures in being able to hide in 1x1 passageways where it cannot pass, its a very dwarfy thing to do but its also cheese to the max and not fun.

That is why DeKaFu suggested it would have to be implemented alongside something like destructible terrain, so that a monster might try to dig its prey out of such a small hole. Or, if the creature is more intelligent, otherwise lure or force them out. And I think in some cases, it might just be okay to escape certain creatures this way. With proper balancing and possibilities, I think it should be possible to allow for realism here; it need not be a case where one has to choose either realism or gaminess.
Title: Re: Future of the Fortress
Post by: Vattic on July 04, 2016, 06:29:32 pm
Quite like the idea of a massive creature clawing at the tiny cave opening you've hid yourself in. It would be best if it wasn't a tactic that completely eliminated the threat of large creatures like walling in already does.

Also it would probably look like hell for graphics-users. :P
That boat is going to sail with or without mutli-tile creatures. See how the graphics sets for Cataclysm DDA struggle with the vehicles to see what I mean, though it's admittedly trickier there as they have full rotation.
Title: Re: Future of the Fortress
Post by: Egan_BW on July 04, 2016, 06:38:02 pm
Shouldn't ships and boats eventually have full rotation? How will we deal with that?
Title: Re: Future of the Fortress
Post by: Vattic on July 04, 2016, 06:43:21 pm
In the Dwarfmoot stream Toady said he plans to have them able to move in any direction, but have it visually rotate 90 degrees at a time to avoid the holes it'd leave otherwise.
Title: Re: Future of the Fortress
Post by: Chaoseed on July 04, 2016, 07:25:17 pm
The current geology layering would pretty easily support having a biome whose ground is made out of mineable "cosmic egg shell", I think.  It would make a nice home for your dwarves.

That is AWESOME.
Title: Re: Future of the Fortress
Post by: TheFlame52 on July 05, 2016, 02:03:59 pm
Right now, jobs are set in a fixed "priority list." Will we be able to change those priorities someday? It seems like dwarves hardly ever dump items any more.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 05, 2016, 05:15:06 pm
it's doable, but bizarre, like, if you make a 1x1 tunnel can that keep giants out?
That sounds like an intended consequence, though, right? If you duck into a little hole, a huge monster shouldn't be able to follow you...
I think you'd need to introduce this alongside destructable terrain, though. If you ducked into a little hole, a huge monster would probably try to make it bigger.

And I suppose the flip side would have to be that digging 1x1 tunnels would also prevent the passage of certain things you want into your fortress. Kinda like wagons, but more generalized. Not sure what those would be though.
Depends on the monster, I guess. If a mouse ducks into hole, I'm more likely to seal the hole up rather than demolish a wall; however a hunting dog would dig in and outside I might attempt to induce a cave-in.

Knowing the players, dragons for instance. I don't remember seeing any players wanting to kill them in fort mode, with the death of a single dragon being greater tragedy than 100 dwarves.
Title: Re: Future of the Fortress
Post by: Fogsight on July 05, 2016, 08:11:34 pm
I've started several fortresses in the past with aquifers, purposefully, trying to tame them conventionally, and found it nearly impossible to do so when faced with multilevel ones. Amount of cancelled jobs even when kept trivial water levels by a dozen of pumps was tiresome, deadly work accidents, etc.

Are there any plans to revamp handling of aquifers?

Also possibility to make some man dwarf made floors collect water same way how "murky pool" works. (when you don't want to use aquifers and have no rivers nor natural pools around)

And is there any mod that makes that last thing possible, meanwhile?

Thank you.
Title: Re: Future of the Fortress
Post by: Rockphed on July 05, 2016, 09:50:28 pm
I've started several fortresses in the past with aquifers, purposefully, trying to tame them conventionally, and found it nearly impossible to do so when faced with multilevel ones. Amount of cancelled jobs even when kept trivial water levels by a dozen of pumps was tiresome, deadly work accidents, etc.

Are there any plans to revamp handling of aquifers?

Also possibility to make some man dwarf made floors collect water same way how "murky pool" works. (when you don't want to use aquifers and have no rivers nor natural pools around)

And is there any mod that makes that last thing possible, meanwhile?

Thank you.

In general, answers to "any plans for X" questions will be answered with either a "no" or a "sounds good, but no timeline".  If you have an idea for what you want, like your second question, then a suggestion thread over in the suggestion forum is much more likely to get proper attention than this thread.  Toady tries to at least skim every suggestion thread (because you never know where a gem will pop up), but he frequently misses questions in these threads.

If you don't have any natural pools or rivers, your best bet is to dig down to the caverns.  You can usually find water on one of them.  Usually.

If you are just looking to add some water to an otherwise barren map, your best bet might be some dwarfhack program.  The last one I used was 5 years ago, but it let me add either magma or water to a tile.  I imagine that more recent forays can still do that.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 06, 2016, 02:19:28 am
If you are just looking to add some water to an otherwise barren map, your best bet might be some dwarfhack program.  The last one I used was 5 years ago, but it let me add either magma or water to a tile.  I imagine that more recent forays can still do that.

To shill it a little bit. By the current development of the game now in modding, there are already functional endless 'wells' of water and lava (naturally expensive to create within that mod) that drop their contents below them or in a trap above them via dfhack generation.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 06, 2016, 03:08:19 am
@Fogsight: There are a number of reliable aquifer piercing methods available. Off the top of my head:
- The double-slit (documented on the wiki)
- Portable Drain based piercing
- Cave-in based piercing
- Freezing biome piercing (turning the water into ice that can be mined through).

The first two suffer from tiresome job cancellations, but I've never had any accidents when performed properly. Even if the pumping dorf in a double slit stops pumping the builder below has always gotten out.
The third one requires you to know/guess the aquifer depth. It also requires enough head room above the aquifer to allow you to dig out the rings properly, and if you want to be protected from menaces on the surface you need an additional level.
The fourth one requires a freezing biome and exposure to the sky, which might not be ideal with undead fliers around...
Title: Re: Future of the Fortress
Post by: Fogsight on July 06, 2016, 05:07:59 am
@Rockphed. Thanks, I'll try to come up with a reasonable aquifers solution for the suggestion thread.

@PatrikLundell. Yea, that's why I said "conventional", those methods are quite specific, with many limitations. And one mistake can ruin the whole thing.

Having a sustainable fortress is much more fun, and also being able to re-engineer/rebuild anything without fear of loosing object's pristine state irreversibly.
Title: Re: Future of the Fortress
Post by: therahedwig on July 06, 2016, 08:52:54 am
I think there has been acknowledgement that current aquifers are awkward and that it is actually pretty impressive players can pierce them to begin with.

Here, I made an aquifer suggestion thread for your aquifer suggesting needs (http://www.bay12forums.com/smf/index.php?topic=159247.0).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 06, 2016, 09:20:58 am
A handful of questions about armies in relation to settlements toady. I apologise if I've jumped ahead with the assumption players could in future arcs lead armies but this is pretty bread and butter questions in general.

Question 1 - If you are personally in charge of a army in adventure mode (or some kind of abstract fortress mode) will the player have any say in how a battle's victorious result is handled or will it be pre-determined? Such as determining a slaughter of the inhabitants in order to move in your own entity (typically building on top) or integrating them with a forced administrator (alternatively just pillaging/razing the place and running back home) with some small details of additional policy.

Question 2 - Will in the future more flexibility be given to adventure (in leading/being part of army) or fortress mode players in wiping out non major settlements off the map entirely (such as goblins destroying hillocks/hamlets to burnt smears and smashed houses the player can embark on freely with the space unoccupied but leaving the market bearing fortresses in reclaimable ruins) such is the case you might want to force the goblins to retreat to their towers to cut down their max population and huddle them all up for a final killing blow to take the citadel.

Question 3 - Are there any plans for adventurers to commit to their own hearth loyalties (ground up little kingdom respected as a minor independent model of the parent civilisation for simplicity) or have any function to forcibly (or be coerced into it) join opposing/alternative hearths (such as a knowledgable flip from dwarf civ to goblin civ in line with betraying your race etc) even if its functioning as a sell-sword for getting caught up in foreign conflicts rather than a blood-pact or anything requiring solid commitment.

Final question - Will goblins (and anyone else) ever be able to realise and fulfill their dreams on ruling the world.
Title: Re: Future of the Fortress
Post by: Fogsight on July 06, 2016, 10:39:33 am
Here's one vision of the Future of the Fortress - combining two modes:

"Possessing" any character in the world, roaming the world. Controlling from single entity, to warbands, to cities/forts, to civilizations. Settling in any spot you like, capturing anything you like or imposing your rule by making them puppet states.

There was a talk about possible dwarf AI automation and self-reliance - this would be just the next step. :)
Title: Re: Future of the Fortress
Post by: DG on July 06, 2016, 10:45:23 am
Lime green is usually reserved for questions. But yeah, that would be cool.
Title: Re: Future of the Fortress
Post by: Afghani84 on July 06, 2016, 12:09:09 pm
Thanks for all the great work, Tarn!

I'm curious to know whether there are any plans to create a "race survival" option in fortress mode. What I mean by that: right now you can only select fortress mode if a dwarven civ is still around. It would be great to have the option to play as the last hope of dwarven kind after all other dwarves were wiped out by world generation. I think it would make for great stories!

In a similar vein, it would be great to (at some point in the future) be able to choose the number of starting dwarves. Any plans for that?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 12:39:56 pm
Thanks for all the great work, Tarn!

I'm curious to know whether there are any plans to create a "race survival" option in fortress mode. What I mean by that: right now you can only select fortress mode if a dwarven civ is still around. It would be great to have the option to play as the last hope of dwarven kind after all other dwarves were wiped out by world generation. I think it would make for great stories!

In a similar vein, it would be great to (at some point in the future) be able to choose the number of starting dwarves. Any plans for that?

Right now this is largely hindered by the other civilizations all missing SOMETHING they'd need to be playable, which is the subject of several mods. For one, all of them are lacking basic positions you'd be able to assign in fortress mode. Other than that, humans are playable as-is, goblins lack any of their normal animals besides trolls, elves are royally FUBAR (modding in grown wood is not yet doable), and kobolds are fucked over by not having CAN_SPEAK (this makes them count as pets, not citizens).
Title: Re: Future of the Fortress
Post by: burned on July 06, 2016, 03:02:53 pm

I'm curious to know whether there are any plans to create a "race survival" option in fortress mode. What I mean by that: right now you can only select fortress mode if a dwarven civ is still around. It would be great to have the option to play as the last hope of dwarven kind after all other dwarves were wiped out by world generation. I think it would make for great stories!

You can already do what you just described.

Pictured below is the message you get when you select Fortress Mode with all dwarven civs dead.
Spoiler (click to show/hide)


In a similar vein, it would be great to (at some point in the future) be able to choose the number of starting dwarves. Any plans for that?

Yes, check out the "Fortress Starting Scenarios" notes on the dev page (http://www.bay12games.com/dwarves/dev.html).


Ignore Random_Dragon. He normally takes five seconds to read the question(s), but he keeps spending that five seconds on adding giant desert scorpions (http://www.bay12forums.com/smf/index.php?topic=159116.msg7070806#msg7070806). ;]
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 03:09:24 pm
EDIT: Okay yeah, turns out you said nothing about playing on-dwarves. Doh.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 06, 2016, 03:12:44 pm
@Afghani84: You can already play a dead civ. It's fairly difficult to achieve, at least consistently, as in most cases you get a struggling civ instead. I believe vjek has some dead civs up the sleeve in the world gen cookbook thread (and I'm playing one right now).
A dead civ has the following characteristics:
- You get your 7 starting dwarves, plus two waves of migrants. That's it (not counting recruited visitors and gremlins).
- Your civ won't send caravans or a liaison.
- You won't get a monarch, nor any civ appointed nobles, but you will get a mayor when the pop has increased enough.
- You won't get insulted by the pointy ears demanding you to stop removing the unsightly starvation inducing trees (the noble they need to meet is never appointed). However, human and elven caravans behave normally otherwise.
- There can occasionally exist other dwarves in the world, but normally they're hostile necromancers. I haven't encountered a case where any dwarves were members of other civs, but it might be possible.

The only know sure sign of a civ being truly dead is to embark, look at the 'c'iv screen and find it completely empty (normally you start with the dwarven civ there). No dwarf in existence for 1000 years is NOT a sufficient criterion.

Unfortunately, burned is misinformed. The message is the same both for a truly dead civ and for a "struggling" one. A struggling civ provides a caravan and a liaison, and you're likely to be saddled with an emergency monarch selection early on. You'll also get an unlimited number of migrant waves.
Title: Re: Future of the Fortress
Post by: burned on July 06, 2016, 03:29:11 pm
Unfortunately, burned is misinformed. The message is the same both for a truly dead civ and for a "struggling" one. A struggling civ provides a caravan and a liaison, and you're likely to be saddled with an emergency monarch selection early on. You'll also get an unlimited number of migrant waves.

You definitely provided more information than myself, but I don't see where I provided misinformation.
Please do correct me where I contradict how the game works.




And, next time I'll spend the five seconds on a remark about at Random_Dragon to get it right. ;]




edit: emoticon for friendly jest emphasis!
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 03:33:19 pm
Pay attention to the part about the message saying dead or DYING. That's the part you got wrong.

Are you seriously just gonna shitpost about my earlier complaining from now on? -_-
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 06, 2016, 03:36:46 pm
Pay attention to the part about the message saying dead or DYING. That's the part you got wrong.

Are you seriously just gonna shitpost about my earlier complaining from now on? -_-

This thread will now be a dozen pages of bitching about my bitching. :V

I rest my -well crafted- case.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 03:41:46 pm
I rest my -well crafted- case.

This is a "Random_Dragon is a derp" thread. All craftsdwarfship is of the highest quality. It menaces with spikes of shitpostite, and is encircled with bands of griping metal. On the item is an image of Random_Dragon and giant desert scorpions in shitpostite. The giant desert scorpions are weeping. Random_Dragon is raising the giant desert scorpions.

:V
Title: Re: Future of the Fortress
Post by: burned on July 06, 2016, 03:44:45 pm
Pay attention to the part about the message saying dead or DYING. That's the part you got wrong.

Are you seriously just gonna shitpost about my earlier complaining from now on? -_-

For what it's worth, I was sincerely making a friendly jest. I do apologize if it was taken otherwise.

I know what the message says. I know that it displays whether your civ is dead or dying. I commend PatrikLundell for providing way more information than I did for Afghani84 to consume, but I didn't provide anything contradictory.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 03:51:05 pm
It's fine. :V

And yeah, I guess the idea was that it can mean more than the situation you presented, thus it's more than what your answer suggests but not an outright contradiction.

The idea that the parent civ might not be DEAD does carry different implications compared to a fully extinct one though, mostly via getting more migrants, receiving trade, and the wonderul risk of getting a monarch and thus abruptly having room requirements and mandates to deal with way earlier than you would otherwise.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 06, 2016, 04:00:47 pm
If it helps you feel better random_dragon, there is a "stay alive" lifetime goal that might fit in well with a interpretation of all dwarves/a particular entity/species living as homeless refugees living from meal to meal rather than focusing on anything particular. No idea how to generate it, but its there. (some input would be nice from more travelled adventure mode players)

So, uh. Im pretty sure that creature/adventurer is just going to sit still holding a leaf over its head hoping nobody sees it with its legendary ambusher statistics. Pretty anti-climatic to fufill your dream just before your adventurer dies of old age, what are you supposed to do? Practice elven flower embroidery for the rest of your life peacefully on a ranch?

Urgh. makes me feel ill.
Title: Re: Future of the Fortress
Post by: burned on July 06, 2016, 04:06:33 pm
The idea that the parent civ might not be DEAD does carry different implications compared to a fully extinct one though . . .

Fair enough, but Afghani84's question was about a dead civ. I generated a world that had no dwarves, no elves, no humans, and only 5 goblins left at the end of 1000 years (hence, the note under the image) mainly to address the scenario he asked about. And again, PatrikLundell followed up with more details than I did. I would argue that I was more direct with his specific question, rather than "misinformed" as PatrikLundell suggested.


I mainly answer questions to save Tarn five seconds, so he could . . . omg, I'm kidding!
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 06, 2016, 05:04:32 pm
@burned: The way I read your post was that the message implied you had a dead civ, and for the last year or so it has been a common mistake to fail to realize there is a significant game play difference between dead and dying, with a number of people quite insistently claim civs that exhibit the dying traits are in fact dead based on the (logical but incorrect) conclusion that since no dwarf had existed for the last 1000 years and the civ haven't had any non dwarven members either, the civ must be dead as a door nail. I didn't want Afghani84 to get the impression that the message meant a civ was truly dead, as it's actually only a rather weak indication it could be, if you're (un)lucky.
And unless you embark in your generated world you don't know if the dwarven civ is dead or struggling, as logic doesn't apply to civ survival.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 06, 2016, 05:28:40 pm
Exactly. It's hard to them apart at first glance, but the differences are enough that expecting one and getting the other can be Fun. XP
Title: Re: Future of the Fortress
Post by: burned on July 06, 2016, 06:15:39 pm
@burned: The way I read your post was that the message implied you had a dead civ, and for the last year or so it has been a common mistake to fail to realize there is a significant game play difference between dead and dying, with a number of people quite insistently claim civs that exhibit the dying traits are in fact dead based on the (logical but incorrect) conclusion that since no dwarf had existed for the last 1000 years and the civ haven't had any non dwarven members either, the civ must be dead as a door nail. I didn't want Afghani84 to get the impression that the message meant a civ was truly dead, as it's actually only a rather weak indication it could be, if you're (un)lucky.
And unless you embark in your generated world you don't know if the dwarven civ is dead or struggling, as logic doesn't apply to civ survival.

I got lost in that response. Are you saying I am still misinformed (because I don't see it AND want to!) or that you assumed I was misinformed because others have been?

I posted after checking the legends xml dump of this particular world (http://burnedfx.com/DF/deadcivlegends.zip) in order to answer Afghani84's question.

(http://burnedfx.com/DF/DeadCiv2.png)
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 07, 2016, 02:50:38 am
@burned: Sorry, I'm not trying to pick a fight. You're obviously aware of the differences between a dead and a dying civ, but I'm afraid you might not have a correct picture of the signs that indicate what you'll get. If you repeat a legends mode export of a struggling civ, you'll find it will also be listed as a Fallen Civ by Legends Viewer (i.e. a listing here just means you'll get the "dead or dying" message on embark). So far I've found no indicator apart from embarking and looking at the civ screen to distinguish between a dead and a dying civ. I thought, for instance, that Legends Mode reporting the goblins being at war with a fallen dwarven civ was a sign the civ was in fact just struggling, but I've recently found at least two cases where the civ was actually dead. I've looked at a number of Legends Viewer things to try to make a distinction, only to find that each candidate can be present for both a dead and a struggling civ. Currently I'm just embarking, looking at the civ screen, and only then turn to Legends info to look for other stuff I'm after.
Title: Re: Future of the Fortress
Post by: Afghani84 on July 07, 2016, 01:36:58 pm
holy...I have to say I am quite surprised at the verocity of the argument that I ensued  ;D

just to extend on what exactly I have in mind:
i want to create a smaller (33*33) world with 5 civs (since they are equally distributed, one of them has to be dwarven) and the dwarven one wiped out during worldgen.
to make it happen, I usually increase the number of megabeasts and titans for some extra FUN. If the "world_sites_and_pops" text file (pressing 'p' after worldgen) shows no dwarves, I assume the dwarven civ is dead. LegendsViewer also shows it as "fallen".

If I understand correctly, a dying civ cannot be distinguished from a dead civ before you check ingame. That puzzles me somewhat...so even if "world_sites_and_pops" as well as LegendsViewer shows no surviving dwarves, some are still hidden somewhere? Excuse my logic but "every dwarf is dead = civ dead", at least in my book. I'm aware that DF logic might absolutely disagree with me here...

As for the differences: a dying one will provide unlimited migrant waves, caravans with liaisons etc. A dead dwarven civ means only 2 hardcoded migrant waves and no caravans before the winter. Has anyone tried whether it is doable to create a big fortress (150+ dwarves) with just two waves and many many kids?
Also, if my civ is dead, would one of my grand-grand-grand-kids be appointed monarch once the fortress hits a certain threshold?


thanks for all of your answers! it seems like they have only sparked further questions though haha...
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 07, 2016, 01:37:16 pm
Another rapid fire question for you toady.  :D

> Now that materials are more accountable for their material properties post-armor nerf, are there any plans to use this to forward (as detailed by threetoes stories (http://www.bay12games.com/dwarves/story/tt_dwarven_assault.html)) a way of chemical warfare by bringing vials and other potentially breakable containers into the domain of [TOOLS] (therefore additional modding support) rather than hardcoded objects (giving players moddability for advanced concepts like very crude fuse lit and comically heavy and large iron hand grenades/barrels that explode and because they are wood, splinter outwards/shrapnel)

A bit suggestiony, but a adventurer could take account of a particularly corrosive/flammable substance such as a cave blob's substance, scoop it up in the item then throw at the floor/target to shatter and release/load it as a ammo type into a specially made crossbow to deliver to the target OR catch some smoke/compounds to create smoke to load into a tiny handheld bomb to reduce visibility and sneak away

Quote
TL;DR : with future mods and a ability to load fire snake extract directly into a weapon
(http://puu.sh/pTGig/f8c0025e46.png)
(http://puu.sh/pTGmN/f8b9415144.png)
(http://puu.sh/pTGBb/126633d342.png)
(https://media.riffsy.com/images/21499df3d3117f4092de4fdf39a275a6/raw)
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 07, 2016, 02:21:28 pm
Excuse my logic but "every dwarf is dead = civ dead", at least in my book. I'm aware that DF logic might absolutely disagree with me here...
Maybe the community's parlance for this may not be most intuitive for what you'd expect "dead" or "dying" to mean from the perspective of IRL, but given the message has been there for years it is natural to use it's distinctive words when distinguishing between a civ that gets early monarch and 3+ migrant waves and one who is limited to just two waves.

I'm not sure what it takes to kill a dwarf civilization, tbh.
Title: Re: Future of the Fortress
Post by: Cthulhu_Pakabol on July 07, 2016, 03:06:40 pm
Hey Toady, I know you've probably gotten this question a thousand times, but...

> With the coming focus on artifacts/myth, which seems like it'll really improve the immersiveness and interactivity of the world both in adventure mode and fort mode, do you think there may be any thought given to implementing mounts in both adventure and fort mode? Siegers have been able to ride beasts for quite some time, so why not allow our dwarves/intrepid explorers to do the same? I suppose the feature just hasn't ever really been important enough to dedicate a lot of thought to or spend much time on, but with the world suddenly increasing in depth and complexity by leaps and bounds, this seems like an addition that would be pretty beneficial to immersion and !!fun!!.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 07, 2016, 03:19:02 pm
Excuse my logic but "every dwarf is dead = civ dead", at least in my book. I'm aware that DF logic might absolutely disagree with me here...
Maybe the community's parlance for this may not be most intuitive for what you'd expect "dead" or "dying" to mean from the perspective of IRL, but given the message has been there for years it is natural to use it's distinctive words when distinguishing between a civ that gets early monarch and 3+ migrant waves and one who is limited to just two waves.

I'm not sure what it takes to kill a dwarf civilization, tbh.

To kill the civilisation - rob all its artifacts, disband/crush its armies and conquer its holdings.

To kill the race - All of the above and destroy the refugee camps plus hunt down those in exile, migrant waves are mandatory 'game requirements', if you pitch up directly outside your capital home and don't get more than 2 & a monarch is appointed then the dwarf civ is brown bread.

Reading off DFhack statistics also helps if you need council on whether subject A is dead in comparison to subject B.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 07, 2016, 03:52:14 pm
Hey Toady, I know you've probably gotten this question a thousand times, but...

> With the coming focus on artifacts/myth, which seems like it'll really improve the immersiveness and interactivity of the world both in adventure mode and fort mode, do you think there may be any thought given to implementing mounts in both adventure and fort mode? Siegers have been able to ride beasts for quite some time, so why not allow our dwarves/intrepid explorers to do the same? I suppose the feature just hasn't ever really been important enough to dedicate a lot of thought to or spend much time on, but with the world suddenly increasing in depth and complexity by leaps and bounds, this seems like an addition that would be pretty beneficial to immersion and !!fun!!.
The connection between artifacts and adventurer mounts seems incredibly tenuous. Regardless Toady has planned to add them for a long time, and so the answer unless it turns out Toady has decided that artifacts and adventurer mounts need to be added at the same time is going to be "Sounds good, no timeline." None of the current development plan really leads into mounts. That would be more when adventurer mode economy or something is being improved.
Title: Re: Future of the Fortress
Post by: falcc on July 07, 2016, 04:03:27 pm
Babies have been seriously nerfed lately. Not only did they lose their vestigial self-defense knives but as of this last update they're no longer competitive footracers or hammer throwers either. No wonder they're always getting kidnapped. Any short/long term plans for babies to gain any interesting roles in world gen? Heirs of kingdoms being hidden away by evil uncles, babies being visited by religious leaders upon their birth and having prophecies told about them, babies being sent down the river and adopted by monarchs or just eaten by elves? You know, baby stuff. Seems like at least some of it would fit in with myths.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 07, 2016, 04:14:04 pm
Hey Toady, I know you've probably gotten this question a thousand times, but...

> With the coming focus on artifacts/myth, which seems like it'll really improve the immersiveness and interactivity of the world both in adventure mode and fort mode, do you think there may be any thought given to implementing mounts in both adventure and fort mode? Siegers have been able to ride beasts for quite some time, so why not allow our dwarves/intrepid explorers to do the same? I suppose the feature just hasn't ever really been important enough to dedicate a lot of thought to or spend much time on, but with the world suddenly increasing in depth and complexity by leaps and bounds, this seems like an addition that would be pretty beneficial to immersion and !!fun!!.
The connection between artifacts and adventurer mounts seems incredibly tenuous. Regardless Toady has planned to add them for a long time, and so the answer unless it turns out Toady has decided that artifacts and adventurer mounts need to be added at the same time is going to be "Sounds good, no timeline." None of the current development plan really leads into mounts. That would be more when adventurer mode economy or something is being improved.

In fairness, unless each settlement generated a little stable area and some sort of context of who owns this horse before you jump on the back of it, you could just buy a caged animal from a depot/shop for a bag of coins as it is right now and jump on its back. Pressing this line of inquiry would also put pressure on creature<adventurer relationships (elf telepathy etc) and taming (for your companion posse of beasts/mounts), which right now are semi-important things not really explicitly put on the dev log.

But yeah, more economy to move things around, we already know that villages feed local materials into markets via trade relations, but besides from farming and butchering which we can see in action, how villages and such explictly produce materials is all a bit 'out of thin air', lest to think where they store their horses/caged localised pet worth animals before they sell them to the market.
Title: Re: Future of the Fortress
Post by: RoaryStar on July 07, 2016, 04:47:47 pm
In what cases does the worldgen 'dead' counter go down?

During a worldgen, around year 250, there were over 4000 dead, but by year 300 there were only 3700 dead.
It wasn't a necromancer (I think - there weren't any necromancer towers) or good/evil regions (disabled in the params).
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 07, 2016, 04:52:35 pm
@Afghani84: The 7 starting dwarves are all generated out of the void regardless of the state of your civ. Healthy a dying civs can send a mixture of void dwarves and ones that come from other fortresses (including retired player ones). And yes, RL logic doesn't apply to DF in a lot of cases. I'm not aware of what the conditions are for a civ to be fully dead.
And yes, it's possible to revive dwarvenkind from the starting 7+2 waves, but bringing a fortress up to 140 dwarves and fulfilling all the other requirements for a metropolis is not sufficient to get a monarch (I've tried. It took 75+ years to reach a pop of 140). I've heard it said you can get a monarch through generation of multiple fortresses that are then retired, but that's likely to require some care so you're not just shifting the same population around as migrants.
Title: Re: Future of the Fortress
Post by: Max™ on July 07, 2016, 08:02:02 pm
It's 2018, Toady got the artifacts and myth stuff out quickly, and whipped out a surprise economy update for early scenario groundwork.

In the process he did two other things, he resolved the adventurer/npc mount generation issues, and accidentally resurrected a bug from 42.01.

Every citizen, in every site, regardless of age, position, or tasks, can be found constantly astride a horse.

In sites where there are not enough citizens, horses can be found riding other horses in stacks a hundred high.

The DF Horse Bug Part 2: The Horsening.

Oh won't you be my neigh-eigh-eigh-bor?
Title: Re: Future of the Fortress
Post by: Rockphed on July 07, 2016, 09:01:28 pm
It's 2018, Toady got the artifacts and myth stuff out quickly, and whipped out a surprise economy update for early scenario groundwork.

In the process he did two other things, he resolved the adventurer/npc mount generation issues, and accidentally resurrected a bug from 42.01.

Every citizen, in every site, regardless of age, position, or tasks, can be found constantly astride a horse.

In sites where there are not enough citizens, horses can be found riding other horses in stacks a hundred high.

The DF Horse Bug Part 2: The Horsening.

Oh won't you be my neigh-eigh-eigh-bor?

Wait, what?  I don't remember that bug.  Was that really a thing?  If so, I have to go reenact it.  For SCIENCE!
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 07, 2016, 10:01:46 pm
We were just up to our eyeballs in horses.
Title: Re: Future of the Fortress
Post by: Max™ on July 07, 2016, 10:50:20 pm
Quote
Bugs from Normal Games: "The game stutters for six seconds before crashing."
Bugs from Broken Games: "The lighting is weird and the characters have no faces."
Bugs from Dwarf Fortress: "The horses outnumber us. I have seen settlements with a thousand horses to a man. I have seen them in the deepest caverns. They are everywhere. Save us."
Yeah, 42.01 was very amusing in that way.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 08, 2016, 05:16:48 am
What if the magical artifact was a glove that transformed people into talking horses?
Title: Re: Future of the Fortress
Post by: Ergzay on July 08, 2016, 03:35:56 pm
What compiler do you use for compiling the new versions of Dwarf Fortress? Did you upgrade the mac and linux compilers for the 64-bit version as well? Do you use -O3 on the mac and linux compilers to provide optimizations to the software?
Title: Re: Future of the Fortress
Post by: PTTG?? on July 08, 2016, 03:36:44 pm
Quote
Bugs from Normal Games: "The game stutters for six seconds before crashing."
Bugs from Broken Games: "The lighting is weird and the characters have no faces."
Bugs from Dwarf Fortress: "The horses outnumber us. I have seen settlements with a thousand horses to a man. I have seen them in the deepest caverns. They are everywhere. Save us."
Yeah, 42.01 was very amusing in that way.
I still love the legends of dwarves wearing an ikea catalog full of furniture as armor, wandering around the farms, planting beds in rows.
Title: Re: Future of the Fortress
Post by: Max™ on July 08, 2016, 04:53:08 pm
What compiler do you use for compiling the new versions of Dwarf Fortress? Did you upgrade the mac and linux compilers for the 64-bit version as well? Do you use -O3 on the mac and linux compilers to provide optimizations to the software?
A lot of this was covered in the 43.04 and 43.05 release threads, I think.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 08, 2016, 05:07:55 pm
Another thing that recently propped up in the modding section for another quick fire question.

> Will small item tools like boning knives/ladels cast out into adventure mode only, ever find their way into the fortress mode gradually as a component of reactions in order to create alternative results/constructive new use without a new take on zone based workshops? As per methodically skinning and slaughtering a animal with a slicing knife, deboning it with a boning knife (especially useful in fish), then carving the valuable meats off it with a carving knife for greater productive output.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 08, 2016, 10:32:19 pm
You mention specifcally Dwarvern historical figures will make artifacts through worldgen Strange Moods, will other races also get a chance to make stuff? If not by moods (which seem kind of Dwarfy) then by some other mechanic? Or is that what holy relics are? How about goblins - will they or their demon masters make evil artifacts?

Actually as a part two to that question, will Strange Moods actually be limited to Dwarves (as a race) or be available to anyone who's part of a Dwarf civ? Maybe not now but after Mythgen in the future will we start to see some difference in behaviour and ability between races from the same civ?
Title: Re: Future of the Fortress
Post by: Max™ on July 08, 2016, 11:07:56 pm
[STRANGE_MOODS] is a tag now, in the current "mythicality" setting of vanilla one might assume that'll just be a dorf thing, while a world with fully randomly generated creatures may have many, and he might add it to other races with different conditions to get them produced more often during world-gen anyways.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 08, 2016, 11:20:52 pm
[STRANGE_MOODS] is a tag now, in the current "mythicality" setting of vanilla one might assume that'll just be a dorf thing, while a world with fully randomly generated creatures may have many, and he might add it to other races with different conditions to get them produced more often during world-gen anyways.
Is that a creature tag or an entity tag?
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 09, 2016, 12:33:26 am
[STRANGE_MOODS] is a tag now, in the current "mythicality" setting of vanilla one might assume that'll just be a dorf thing, while a world with fully randomly generated creatures may have many, and he might add it to other races with different conditions to get them produced more often during world-gen anyways.
Is that a creature tag or an entity tag?
Creature. So only dwarves get it, and the civilization they live in is irrelevant to it. Same for the reverse, humans in a dwarf civilization don't get moods. I'm pretty sure it's actually the whole reason the token was added. Because now humans can end up in your fortress, Toady specifically wanted only dwarves to be getting strange moods.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 09, 2016, 12:51:41 am
Currently adventurers can use any item as a weapon, including weapons that are supposedly too big for them like an elf using a great axe, or even more extreme, and elf using a great axe in one hand. Which should require size 77500. Is there any penalty to this? Is it intentional? If there isn't a penalty, then do you plan to do anything about it, such as make adventurers unable to attack with such weapons, or to introduce a penalty? Similarly is there any penalty to holding multiple items in one hand? There used to be a really powerful trick where you just hold as many shields as you can get your hands on and then block any attack easily. I think I heard something about that being fixed, but I don't actually know how.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 09, 2016, 01:03:23 am
[STRANGE_MOODS] is a tag now, in the current "mythicality" setting of vanilla one might assume that'll just be a dorf thing, while a world with fully randomly generated creatures may have many, and he might add it to other races with different conditions to get them produced more often during world-gen anyways.
Is that a creature tag or an entity tag?
Creature. So only dwarves get it, and the civilization they live in is irrelevant to it. Same for the reverse, humans in a dwarf civilization don't get moods. I'm pretty sure it's actually the whole reason the token was added. Because now humans can end up in your fortress, Toady specifically wanted only dwarves to be getting strange moods.
Well that's good. It's already clear from the devblog that non-dwarf civs won't be producing artifacts from strange moods. Was wondering how the rest of the world is going to fit into the artifacts release.
Title: Re: Future of the Fortress
Post by: Putnam on July 09, 2016, 01:24:24 am
Currently adventurers can use any item as a weapon, including weapons that are supposedly too big for them like an elf using a great axe, or even more extreme, and elf using a great axe in one hand. Which should require size 77500. Is there any penalty to this? Is it intentional? If there isn't a penalty, then do you plan to do anything about it, such as make adventurers unable to attack with such weapons, or to introduce a penalty? Similarly is there any penalty to holding multiple items in one hand? There used to be a really powerful trick where you just hold as many shields as you can get your hands on and then block any attack easily. I think I heard something about that being fixed, but I don't actually know how.

Yes, there is a penalty and it is intentional, for all of that.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 09, 2016, 03:46:55 am
[STRANGE_MOODS] is a tag now, in the current "mythicality" setting of vanilla one might assume that'll just be a dorf thing, while a world with fully randomly generated creatures may have many, and he might add it to other races with different conditions to get them produced more often during world-gen anyways.
Is that a creature tag or an entity tag?
Creature. So only dwarves get it, and the civilization they live in is irrelevant to it. Same for the reverse, humans in a dwarf civilization don't get moods. I'm pretty sure it's actually the whole reason the token was added. Because now humans can end up in your fortress, Toady specifically wanted only dwarves to be getting strange moods.
Well that's good. It's already clear from the devblog that non-dwarf civs won't be producing artifacts from strange moods. Was wondering how the rest of the world is going to fit into the artifacts release.

From what is understood, magical artifacts are different to typical dwarf artifacts.

Most of them are related to the creation story (coming in the generator that determines lore/settings etc) and will probably be passed down as heirlooms within civs until they are stolen/seized. There is still little detail how they come about besides coming into being in creation, and whether one magical artifact can aid the creation of others (as to say to be a catalyst for magical essence)

Its important to note 'magical artifacts' and 'artifacts' are right now seperate concepts, though its up to the brothers to determine whether a dwarf can via a strange mood construct a well made object with some mundane/extreme magical properties.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 09, 2016, 03:55:50 am
Yes, there is a penalty and it is intentional, for all of that.

Can you !!science!! up what the actual penalty is, though?
Title: Re: Future of the Fortress
Post by: Inarius on July 09, 2016, 05:01:31 am
Can historical figures fail their mood during worldgen ?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 09, 2016, 09:15:14 am
Can historical figures fail their mood during worldgen ?
Oh, that would be fun!
- Any troubles?
- Well, Urist McBone Carver went completely insane the other day. He should be right around here...
Title: Re: Future of the Fortress
Post by: PTTG?? on July 09, 2016, 11:46:15 am
It's been a while since I've been able to generate a 1050 year large world, but it worked just fine on my computer. Time to dig into history!
Title: Re: Future of the Fortress
Post by: kontako on July 09, 2016, 10:25:29 pm
I couldn't find a specific reference to our adventurers naming items in the development notes, only that it would occur in worldgen.

You've mentioned that you intend to allow heroes in worldgen to name their weapons and armour, will this extend to our adventurer characters (say, after our character earns a nickname for heroic deeds)?
I could imagine my companions beginning disputes over who inherits my named items after my character dies.

I can't wait to become Caligula and insult hundreds by desecrating the relics of past heroes.
Title: Re: Future of the Fortress
Post by: Bumber on July 09, 2016, 11:12:25 pm
Can historical figures fail their mood during worldgen ?
Oh, that would be fun!
- Any troubles?
- Well, Urist McBone Carver went completely insane the other day. He should be right around here...
- Where can I find Urist McBone Carver?
- Urist McBone Carver is behind you.
Urist McBone carver strikes you in the head from behind with the iron carving knife, tearing the brain's tissue.
You have been struck down. You are deceased.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 10, 2016, 02:51:58 am
Can historical figures fail their mood during worldgen ?
Oh, that would be fun!
- Any troubles?
- Well, Urist McBone Carver went completely insane the other day. He should be right around here...
- Where can I find Urist McBone Carver?
- Urist McBone Carver is behind you.
Urist McBone carver strikes you in the head from behind with the iron carving knife, tearing the brain's tissue.
You have been struck down. You are deceased.

How would you be sure that wasn't a fell mood?

LEGENDS

> The rumour Urist McBone Carver was insane spread inside Rockfell to a point of hysteria
> Urist McBone Carver in a fell mood struck down the Urist Adventurer
> Urist McBone Carver crafted "Uhilo" a bone cup detailing the adventurers lusterous career out of Urist Adventurer's corpse, it is embedded with the adventurers teeth depiction detailing how he stole a cheese roll from MussleTowers, it has jagged spikes of Adventurers skin.
> Urist McBone Carver is struck down by palace guards
Title: Re: Future of the Fortress
Post by: Bumber on July 10, 2016, 09:20:17 pm
How would you be sure that wasn't a fell mood?

LEGENDS

> The rumour Urist McBone Carver was insane spread inside Rockfell to a point of hysteria
> Urist McBone Carver in a fell mood struck down the Urist Adventurer
> Urist McBone Carver crafted "Uhilo" a bone cup detailing the adventurers lusterous career out of Urist Adventurer's corpse, it is embedded with the adventurers teeth depiction detailing how he stole a cheese roll from MussleTowers, it has jagged spikes of Adventurers skin.
> Urist McBone Carver is struck down by palace guards
The shitty twist is that we were Urist McBone Carver all along. Urist McAdventurer has been dead for years.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 11, 2016, 03:55:04 am
How would you be sure that wasn't a fell mood?

LEGENDS

> The rumour Urist McBone Carver was insane spread inside Rockfell to a point of hysteria
> Urist McBone Carver in a fell mood struck down the Urist Adventurer
> Urist McBone Carver crafted "Uhilo" a bone cup detailing the adventurers lusterous career out of Urist Adventurer's corpse, it is embedded with the adventurers teeth depiction detailing how he stole a cheese roll from MussleTowers, it has jagged spikes of Adventurers skin.
> Urist McBone Carver is struck down by palace guards
The shitty twist is that we were Urist McBone Carver all along. Urist McAdventurer has been dead for years.

Are you sure it didnt happen like this? (imagine more hair obscuring the face etc, i haven't edited it so people recognize the reference)

(http://images4.static-bluray.com/reviews/385_4.jpg)

Urist Mcbonecarver|Urist McAdventurer
-------------------------------------
                BEARD - OFF
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on July 11, 2016, 09:34:11 am
-Will bookkeepers use sheets/scrolls/books for recordkeeping in the distant, obscure future?
-Will holy relics be tied to specific gods (so a relic associated with the god of war would be a weapon, for example) or just cultures in general?
-Will there be artifact instruments? Something like the Ocarina of Time from Zelda, for example.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 11, 2016, 12:37:28 pm
-Will there be artifact instruments? Something like the Ocarina of Time from Zelda, for example.

"Urist McHylian cancels play Song of Time: interrupted by time paradox."
Title: Re: Future of the Fortress
Post by: MrWiggles on July 11, 2016, 09:21:39 pm
-Will bookkeepers use sheets/scrolls/books for recordkeeping in the distant, obscure future?


This has been touched upon a few times. And ToadyOne, hasnt given a firm answer in either way. So basically, this is about how much resolution you want give to dorfs actions. Right now, in Fort Mode, tools, are assumed to exists. Minus the military, dorfs are assumed to have all the tools to do their job. So if you start to give the various administrative jobs the requirement for paper, then you start opening up a rabit hole. Like, how much resolution, to you give to blacksmiths? Do you need the dorfs to have the various different hammers, and tongs and anvil shaped objects? Or cools? All their knives, pots, and pans?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 12, 2016, 04:59:01 am
When mythgen is complete will the civilizations be limited to Dwarf, Elf, Human, Goblin, Random Monstrosity (depending on your 'random' setting) or are you looking into having it throw out existing races as civs too (gnome, minotaur, gorlak, mountain goat, etc)?

Wait, is that a suggestion? Oh how I hate myself...
Title: Re: Future of the Fortress
Post by: Max™ on July 12, 2016, 08:50:57 am
He's looking to have it produce generated civs from scratch at high enough settings, with nothing we might recognize necessarily even showing up.
Title: Re: Future of the Fortress
Post by: Migrant on July 12, 2016, 09:11:31 am
Weird question: You have previously said that the version number is derived from a list of the features you are going to implement. It would be impractical if this list was mutable (because the version number could go down between releases) but assuming it is immutable where do your new ideas / player suggestions go?

Title: Re: Future of the Fortress
Post by: DG on July 12, 2016, 09:26:48 am
I suspect the broad categories that make up the list are immutable but that suggestions can be added to categories they match without bothering version numbers. So for instance Toady's finishes the "Economy" and then alters the version number but then someone comes up with a good suggestion that fits within "Economy". He can just add it in if he likes at any time without changing the version number. If it's a suggestion that's beyond the scope of the current vision the brothers have decided constitute version 1.0 they can leave it for the mythical DF2.

Maybe. *shrug*
Title: Re: Future of the Fortress
Post by: pikachu17 on July 12, 2016, 09:35:28 am
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Title: Re: Future of the Fortress
Post by: Repseki on July 12, 2016, 09:55:39 am
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Wouldn't having the dragonfire not make creatures go poof, while also effecting shields that block it like other items (which basically went poof by themselves even before the change), be just as bad as going poof in the first place? As anything but a fixed-temp shield would just melt/evaporate in your hand and mean death.

I understand having dragonfire blockable by wooden shields is kinda wonky, but dragons would just = death without some way of countering the breath attack. At least for the moment, before the artifact/magic stuff is fleshed out and all that.
Title: Re: Future of the Fortress
Post by: pikachu17 on July 12, 2016, 09:58:58 am
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Wouldn't having the dragonfire not make creatures go poof, while also effecting shields that block it like other items (which basically went poof by themselves even before the change), be just as bad as going poof in the first place? As anything but a fixed-temp shield would just melt/evaporate in your hand and mean death.

I understand having dragonfire blockable by wooden shields is kinda wonky, but dragons would just = death without some way of countering the breath attack. At least for the moment, before the artifact/magic stuff is fleshed out and all that.
But wouldn't adamantium be able to still block it? and if Dragon fire is un-buffed, then iron and steel can still block it(although in real life, steel armor + heat = more heat).
Not to mention Nether-cap would be great, as it would make you cooler as well, so the dragonfire has less of an effect. If a deep-elf were wearing full Nether-cap armor, but no shield, wouldn't he be invincible(from heat, as least)?
Title: Re: Future of the Fortress
Post by: Imic on July 12, 2016, 11:32:38 am
Everyone's shocked that the old FotF thread is full, and here I am still dealing with the earth-shattering revelation that Toady One hasn't read Guards Guards.

Mr. One, if you fail to read Guards Guards, you are doing yourself a disservice. If you aren't careful, you may find a number of forumites staging an intervention.
Tr la la la- OMYGOSHHAVEYOUNOTREADGUARDSGUARDS?
Read the truth as well. Has dorfs in it. Making printing presses. And munny,
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 12, 2016, 11:59:59 am
Adamantium has melting point of 25k, dragonfire has temp of 50k.
Leaving nether-cap aside for the moment, you'll need slade, or perhaps shield made from a (cave) dragon.

The latter bit would be incredibly cool if non-artifact leather/bone shields wouldn't start to break in a single tussle. You can't go out to kill a single thief and be sure you'll come back with all your gear.
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 12, 2016, 12:02:19 pm
He's looking to have it produce generated civs from scratch at high enough settings, with nothing we might recognize necessarily even showing up.

That's true enough, but I don't think it fully answers Shonai_Dweller's question.

I suspect the broad categories that make up the list are immutable but that suggestions can be added to categories they match without bothering version numbers. So for instance Toady's finishes the "Economy" and then alters the version number but then someone comes up with a good suggestion that fits within "Economy". He can just add it in if he likes at any time without changing the version number. If it's a suggestion that's beyond the scope of the current vision the brothers have decided constitute version 1.0 they can leave it for the mythical DF2.

I think that's probably how it is, but it would be nice to get Toady's input on it to see if you got it right.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 12, 2016, 12:03:08 pm
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Wouldn't having the dragonfire not make creatures go poof, while also effecting shields that block it like other items (which basically went poof by themselves even before the change), be just as bad as going poof in the first place? As anything but a fixed-temp shield would just melt/evaporate in your hand and mean death.

I understand having dragonfire blockable by wooden shields is kinda wonky, but dragons would just = death without some way of countering the breath attack. At least for the moment, before the artifact/magic stuff is fleshed out and all that.
But wouldn't adamantium be able to still block it? and if Dragon fire is un-buffed, then iron and steel can still block it(although in real life, steel armor + heat = more heat).
Not to mention Nether-cap would be great, as it would make you cooler as well, so the dragonfire has less of an effect. If a deep-elf were wearing full Nether-cap armor, but no shield, wouldn't he be invincible(from heat, as least)?
Actually dragonfire is hot enough to boil adamantine.
Realistically dragonfire is hot enough to start nuclear fusion and would probably turn the planet into a tiny star. At least until it ran out of fuel because there's not nearly enough easily fusable materials on Earth or an Earth-like planet to support being a star for very long. Toady went really overboard on the mythical materials. Adamantine pretty much breaking the laws of physics with how rigid and sharp it is, slade being denser than the core of the sun, and dragonfire being hotter than the surface of the sun (though not the core of the sun that's still far hotter).
Title: Re: Future of the Fortress
Post by: Dirst on July 12, 2016, 12:07:44 pm
Everyone's shocked that the old FotF thread is full, and here I am still dealing with the earth-shattering revelation that Toady One hasn't read Guards Guards.

Mr. One, if you fail to read Guards Guards, you are doing yourself a disservice. If you aren't careful, you may find a number of forumites staging an intervention.
Tr la la la- OMYGOSHHAVEYOUNOTREADGUARDSGUARDS?
You do not want Carrot Ironfoundersson as your Hammerer.
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 12, 2016, 12:10:25 pm
Well of course he wouldn't be hammerer, he'd be [lots of spoilers:King].
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2016, 12:19:12 pm
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Strange. Is this new to .05? Because I'd blocked dragonfire in .04 with no ill effects.
Title: Re: Future of the Fortress
Post by: golemgunk on July 12, 2016, 12:28:07 pm
-Will there be artifact instruments? Something like the Ocarina of Time from Zelda, for example.

Speaking of this, will artforms be able to have artifact/magical properties?
I'm thinking of someone going into a mood and coming out with a song/dance/poem that causes weird things to happen to people who perform or witness it, or maybe certain wizards using songs or poems in their spells.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 12, 2016, 03:11:34 pm
I'm not sure cave dragon gear would work. The first one I ever saw was swimming around in a magma pool while beset by a web slinging FB. As far as I could see the heat->bleeding, not the FB, did the cave dragon in (At a guess it was around 0.40.09, so not too long ago, and I don't think cave dragons have been changed since).
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 12, 2016, 03:27:22 pm
That's interesting. Looking at raws, they do have [FIREIMMUNE_SUPER], but normal body temperature.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 12, 2016, 03:57:40 pm
That's interesting. Looking at raws, they do have [FIREIMMUNE_SUPER], but normal body temperature.

Regular dragons have body parts & blood that is resistant to boiling for this purpose in making them immune from internal injuries. They could comfortably swim around in lava but they'd probably not want to on account that they could still drown in it.
Title: Re: Future of the Fortress
Post by: Putnam on July 12, 2016, 03:58:18 pm
Well of course he wouldn't be hammerer, he'd be [lots of spoilers:King].

That sort of comes up in every book he's in, but I guess that's a spoiler? Kinda weird, come to it.

That's interesting. Looking at raws, they do have [FIREIMMUNE_SUPER], but normal body temperature.

FIREIMMUNE_SUPER is a creature tag, doesn't do anything to materials AFAIK. You'd have to have materials made of dragon leather to survive dragonfire.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2016, 04:01:17 pm
If I recall, it's the tags that set all materials to have no heat damage and/or melting point. The part that sets blood and pus back to normal is to unfuck body fluids so they aren't frozen at normal temperatures.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 12, 2016, 04:14:10 pm
I forget if [fire-immune] and co. regardless just stop the actual creature from being able to be lit on fire (!!) or not if its all handled in the localised materials. When you've got three different things going at the same time (homeotherm to regulate overall temprature/materials to regulate contact and internal temprature/fire related tags) its difficult to keep track of them all and make sure they are accountable.
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 12, 2016, 04:16:06 pm
Well of course he wouldn't be hammerer, he'd be [lots of spoilers:King].

That sort of comes up in every book he's in, but I guess that's a spoiler? Kinda weird, come to it.
Toady hasn't read any of them though :x
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2016, 04:22:59 pm
I've literally only read Thud! and that's it. ;w;
Title: Re: Future of the Fortress
Post by: TheBiggerFish on July 12, 2016, 04:26:11 pm
READ MORE DISCWORLD
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2016, 04:28:42 pm
Maybe. :V
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 12, 2016, 04:36:03 pm
READ MORE DISCWORLD

The last hero is a good one, practically a short picture-book but the artwork and attention to detail is really remarkable.

> Back on topic, i can't help but feel some of these questions are deja-vu from the last iteration of the thread.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 12, 2016, 05:08:40 pm
He's looking to have it produce generated civs from scratch at high enough settings, with nothing we might recognize necessarily even showing up.
Thanks. But that's not what my question was about.
Title: Re: Future of the Fortress
Post by: Juan117 on July 12, 2016, 07:22:31 pm
Hey i was wondering if DF is going to be comptaible with windows 32 bit systems?

Thanks  :)
Title: Re: Future of the Fortress
Post by: RoaryStar on July 12, 2016, 07:42:43 pm
Hey i was wondering if DF is going to be comptaible with windows 32 bit systems?

Thanks  :)

Greenify.

That's incredibly unlikely. You can still download the 0.43.04 version, which is 32-bit, but maintaining two bitnesses would be rather difficult, not to mention that by now 32-bit operating systems are very obsolete.
Even
if one was to be maintained, soon it would be useless as the code gets more and more complex, and so the game would grind to halt.

Edit: as ShimmerFairy says below, it is still available for download.
Title: Re: Future of the Fortress
Post by: ShimmerFairy on July 12, 2016, 07:45:32 pm
Hey i was wondering if DF is going to be comptaible with windows 32 bit systems?

Thanks  :)

It already is; if you can't find it, click on "all versions" on the home page. But I don't expect it to be supported for too much longer, myself; 32-bit is a bit of a fossil by now, methinks.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2016, 08:45:17 pm
Hey i was wondering if DF is going to be comptaible with windows 32 bit systems?

Thanks  :)

If Toady drops 32-bit compatibility, I will be saddragon.
Title: Re: Future of the Fortress
Post by: kontako on July 12, 2016, 09:11:19 pm
-Will there be artifact instruments? Something like the Ocarina of Time from Zelda, for example.

Speaking of this, will artforms be able to have artifact/magical properties?
I'm thinking of someone going into a mood and coming out with a song/dance/poem that causes weird things to happen to people who perform or witness it, or maybe certain wizards using songs or poems in their spells.

I've seen in images of the magic system that in order to cast certain spells you have to sing in a certain way or with certain items, so it's possible that artforms will be incorporated in the final release.
Title: Re: Future of the Fortress
Post by: Max™ on July 12, 2016, 11:52:13 pm
He's looking to have it produce generated civs from scratch at high enough settings, with nothing we might recognize necessarily even showing up.
Thanks. But that's not what my question was about.
I guess I should have expanded, if a system can insert Kleer'G tree people and Mahunis town builders into working civs then I would expect it to be possible for a setting a bit more mythical than vanilla but not full blown crazylegendland to have things like a clan of giants that affiliated itself with the dwarves to help stem the onslaught of a goblin civ that had ethics which kept them from killing each other and led to a mutual defense alliance with the humans, producing an unstoppable olive drab horde sweeping settlement after settlement, not even the high elf army with their squadron of War Rocs were able to keep them at bay long, perhaps had they not been so haughty regarding the insistence of dwarves on having charcoal for steel production, they might have been able to help quell the onslaught before it conquered half the world.

I hear there are still a few unenslaved elves hiding in a cave somewhere hoping to wait out the scourge of commerce and murder... myself, I look forward to seeing the shock on those pink and green faces when they see our Giant Batallions stomping along in the midst of a horde of beards and axes.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 13, 2016, 04:15:20 am
Max, really thanks. I do appreciate the speculation and awesome imagery, but, there's a reason I asked in lime green. It's something Toady hasn't mentioned yet (unless my obssessive scouring of his every online word has somehow missed a spot), which, as you say, seems like a reasonable function based on what we know right now, and I'd like to know what he thinks.

I'm patient, end of the month is only a couple of weeks away.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 13, 2016, 11:13:07 am
True, probably best to hope Toady drops an answer.

Until then, that's two weeks for us to engage in wild mass guessing. o3o
Title: Re: Future of the Fortress
Post by: Max™ on July 13, 2016, 11:42:52 am
Yeah, I'm mostly going off of the stuff from the procedural generation talk and whatnot you could see in the screenshots to extrapolate out how different things could play out with it.
Title: Re: Future of the Fortress
Post by: Dirst on July 13, 2016, 02:50:38 pm
Until then, that's two weeks for us to engage in wild mass guessing. o3o
Don't worry, there will be more things to guess wildly about by then!
Title: Re: Future of the Fortress
Post by: Shinziril on July 14, 2016, 02:08:46 pm
Actually dragonfire is hot enough to boil adamantine.
Realistically dragonfire is hot enough to start nuclear fusion and would probably turn the planet into a tiny star. At least until it ran out of fuel because there's not nearly enough easily fusable materials on Earth or an Earth-like planet to support being a star for very long. Toady went really overboard on the mythical materials. Adamantine pretty much breaking the laws of physics with how rigid and sharp it is, slade being denser than the core of the sun, and dragonfire being hotter than the surface of the sun (though not the core of the sun that's still far hotter).

Dragonfire is a bit over 22,000 °Celsius (or Kelvin). While that is indeed absurdly hot (over 3x hotter than the effective temperature of the Sun's photosphere, and more than hot enough to convert any real matter to plasma), it's not nearly hot enough to cause self-sustaining fusion. It's not even hot enough to cause fusion if you assume the dragon is breathing fire constantly. Fusion temperatures are more like millions of Kelvin. The Sun's core is modeled as being roughly 16 million K, and proton-proton fusion is still so slow that the core material produces about as much power per volume as a compost heap. Fusion stops entirely once you move out past 30% of the Sun's radius, and at that point the temperature is still around 7 million K.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 14, 2016, 04:45:58 pm
So, if you combined a dragon with a magma forge AND a compost heap, would we get a dwarven fusion reactor? o3o
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 14, 2016, 07:37:37 pm
Until the wind and 'power' is streamlined to be less of a magic force (who knows maybe in the future it will be 'magic') a fusion reactor is a well touched upon subject but has no means or basis in DF reality to come into being. What realistically are you going to power on 14th century technology that doesn't stretch further than a windmill?

Question

When the game is more optimised in the future, will we ever see any development on 'the wind' in regular fortress play/greater map extent, since it is mostly defined by static air tiles at the moment and has no basis on the game. Its either in the air tiles or it is not for windmills, thermodynamics would be greatly aided by more hot/cold air gas floating around and weather patterns akin to 'evil rain' would have reason to exist and travel instead of being static to a biome to where even side by side tiles of a different temperature and biome can rain and the other will snow heavily.

In that kind of extent, i guess nether cap wood would be constantly condense ridden in hot humid tempratures from the humid air interacting with the constantly cool surface like a dwarven damp catcher, as well as dusty abandoned fortresses and tombs spluttering when opened. Mmm, theoretically with some more world meddling you could force a ecological disaster (a hot plume of dwarven industries melts away the glaciers flooding sea level tiles/magical event or a world event of a global ice age where temperatures via a super high amount of cold air circulating in override of natural patterns plummet to tundra conditions, destroying agriculture leading to famine and war)

Hot and cold air currents meeting between biomes sounds like a fun recipie for a thunderstorm/extreme weather and a bad time to be wearing metal on high ground and have stubby little legs that can't run that fast when you think walking across the mountains is a cheap shortcut.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 14, 2016, 08:22:16 pm
Same reason you'd build a waterfall-based perpetual motion engine. You'd use it to power screw pumps, of course. XP
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 15, 2016, 01:41:52 am
So, if you combined a dragon with a magma forge AND a compost heap, would we get a dwarven fusion reactor? o3o
No, you'd at least have to add a cave-in to compress matter sufficiently to induce fusion ;)
(And it would still be orders of magnitudes too cold..)
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 15, 2016, 02:00:57 am
Cave it into magma for good measure, because you can ensure it'll be warm there.
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 15, 2016, 08:38:40 am
Question copied over from another thread (http://www.bay12forums.com/smf/index.php?topic=159061).

Is there any chance that some of the abstraction that has to be in due to memory/processor constraints and whatnot will be taken out in the future due to improving technology? An example would be how currently, only some fraction of the creatures in the world can be a historical figure that is tracked in any level of detail, because it would be too much to do this for all of them. Similarly, not all items are tracked individually, etc.

I understand that for most purposes, this doesn't matter too much, and it's unlikely that a player actually notices the difference, but I'm the geeky sort of guy who would get pleasure just knowing things are simulated faithfully. (Small wonder Dwarf Fortress already is my favorite game as is.)
Title: Re: Future of the Fortress
Post by: Bumber on July 15, 2016, 07:54:25 pm
Question copied over from another thread (http://www.bay12forums.com/smf/index.php?topic=159061).

Is there any chance that some of the abstraction that has to be in due to memory/processor constraints and whatnot will be taken out in the future due to improving technology? An example would be how currently, only some fraction of the creatures in the world can be a historical figure that is tracked in any level of detail, because it would be too much to do this for all of them. Similarly, not all items are tracked individually, etc.

I understand that for most purposes, this doesn't matter too much, and it's unlikely that a player actually notices the difference, but I'm the geeky sort of guy who would get pleasure just knowing things are simulated faithfully. (Small wonder Dwarf Fortress already is my favorite game as is.)
I very much doubt it if we don't get multithreading. Improving technology has been focusing on parallelism, DF has not.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 15, 2016, 09:36:05 pm
Question copied over from another thread (http://www.bay12forums.com/smf/index.php?topic=159061).

Is there any chance that some of the abstraction that has to be in due to memory/processor constraints and whatnot will be taken out in the future due to improving technology? An example would be how currently, only some fraction of the creatures in the world can be a historical figure that is tracked in any level of detail, because it would be too much to do this for all of them. Similarly, not all items are tracked individually, etc.

I understand that for most purposes, this doesn't matter too much, and it's unlikely that a player actually notices the difference, but I'm the geeky sort of guy who would get pleasure just knowing things are simulated faithfully. (Small wonder Dwarf Fortress already is my favorite game as is.)
I very much doubt it if we don't get multithreading. Improving technology has been focusing on parallelism, DF has not.
And Toady has been looking at multithreading. So...what's the problem?
Title: Re: Future of the Fortress
Post by: King Mir on July 15, 2016, 11:01:21 pm
Question copied over from another thread (http://www.bay12forums.com/smf/index.php?topic=159061).

Is there any chance that some of the abstraction that has to be in due to memory/processor constraints and whatnot will be taken out in the future due to improving technology? An example would be how currently, only some fraction of the creatures in the world can be a historical figure that is tracked in any level of detail, because it would be too much to do this for all of them. Similarly, not all items are tracked individually, etc.

I understand that for most purposes, this doesn't matter too much, and it's unlikely that a player actually notices the difference, but I'm the geeky sort of guy who would get pleasure just knowing things are simulated faithfully. (Small wonder Dwarf Fortress already is my favorite game as is.)
I very much doubt it if we don't get multithreading. Improving technology has been focusing on parallelism, DF has not.
And Toady has been looking at multithreading. So...what's the problem?
DF is the antithesis of a parallel application. Everything effects everything. Every subsystem effects every other. The mechanism system effects the fluid system, which effects the temperature system, which effects the damage system, which effects the psychology system. And all of them have to sync every tick. There's no room for big gains from parallelism even if Toady were an expert in it, instead of just starting to dabble. This isn't even a design problem; it's a project objective problem: everything is supposed to interact with everything to be a complete simulation.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 15, 2016, 11:54:20 pm
There already are some things that act/register with 1-step lag sometimes or always, such as timing dependent on build order or minecarts on pressure plates, and I don't think we'd even notice slight lag in something as random as water motion outside of edge cases.

Making DF parallel would be a crazy difficult rewrite of the game, but I don't think because of this.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2016, 02:18:45 am
I agree with Fleeting Frames, although King Mir is correct in that DF is very far from s a perfect candidate for parallelization. Since everything has to synchronize at the end of a tick, you can run things in parallel DURING the tick and consolidate the results at synchronization points during the tick. Different methods can be used for different sub problems.
One example is pathing, where you can have separate threads calculate paths for creatures. At a synchronization point you then validate the paths (to ensure they paths calculated are still valid) and recalculate the ones that are not. Validating a path is a reasonably cheap operation compared to calculating the path in the first place, so there's a potential for a gain here, but there's overhead in organizing the farming out of the path calculation, in addition to the rather substantial effort of ensuring the data used for path calculations is stored in a thread safe manner that doesn't slow down things more than you gain.

I'd worry more about the huge volume of work and how to reorganize things such that bugs introduced by unanticipated consequences of parallelism can be identified than the very substantial work of the parallelization itself. In particular I'd worry about the several years of (part time) preparation work where data stores are secured for parallel access and DF gets SLOWER as a consequence.

Parallelism is by no means a free lunch. There's a lot of organizational overhead introduced, so I wouldn't be surprised if the total number of CPU cycles of DF parallelized would be 2 or 3 times the single threaded version. The speed gain would come from spreading the X times as many cycles over (many) more than X cores. All of this is dependent on the CPU being the bottleneck and not memory bandwidth, though. If memory is the bottleneck, the additional administration of threading might actually result in a loss.
Thus, before threading is introduced somewhere, you should try to determine that it will actually result in a net speed gain (of course, one way to determine it is to hack it in crudely, see if it seems to work, and roll back if it doesn't, and do it properly if it does, possibly rolling back in that case as well, if the hack is ugly enough).
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 16, 2016, 04:10:32 am
Hey tarn/forums, been awhile since i was on the forum.

What happens when your adventurer dies post worldgen via world-activation, for example your adventurer dies by say dying in an invasion/insurrection or dying from starvation or dying from old age due to world activation while you were playing another adventurer or playing a fort. Does the adventurer get entombed in the crypts underneath the city or do they just cease to exist or does it just drop their corpse somewhere in the city?
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 16, 2016, 04:13:52 am
Thanks for your insights, everyone, and PatrikLundell in particular. I don't have a lot of understanding about these matters, myself, but I think I could follow along for the most part. It sounds like, even if it does ever happen, it would have to be quite a timesink, and to be honest even I don't want that to happen if it keeps development on other areas of the game back. So perhaps it could be something for after version 1.0 is out or something? I dunno. I'd still be interested to hear Toady's thoughts on it. I think multithreading was addressed in a question to him before, but I'm specifically interested to know if that (or other elements of progressing technology) could be used to make the simulation more complete and faithful, with less abstraction, like I said in the question.
Title: Re: Future of the Fortress
Post by: Migrant on July 16, 2016, 05:34:33 am
When during play does world activation happen? Does it happen all the time during play or does it catch up at the end of every year?
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 16, 2016, 06:14:33 am
When during play does world activation happen? Does it happen all the time during play or does it catch up at the end of every year?

It happens as you play. Otherwise no armies would ever visit your fortress, and no one would come to your tavern, and it would cause weird issues with adventure mode.

http://dwarffortresswiki.org/index.php/DF2014:World_activities

(First section)
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2016, 08:30:49 am
@Whatsifsowhatsit:
1.0 is a decade or two away, and I think DF will have slowed down too much by that time unless parallelism is used to some extent, in particular since most of the computer speed increases lately comes from increasing the number of cores, although a major memory speed/bandwidth breakthrough might help a lot if one would happen.
Farming out work to side threads offloads CPU time for the primary thread, and if the side thread work is CPU bound you might afford an additional level of simulation within the tick time budget, so if the simulation is more number crunching on the same set of information it could certainly be done to some extent, but often it's also a matter of increasing the amount of data crunched, which brings us back to the memory bottleneck. Also, you can't use parallelism to such a level that DF won't work at an acceptable speed on a somewhat outdated (laptop) computer with a limited number of cores when running a reasonable scenario.
Finally, developing a more detailed simulation of some details will be time spent not implementing some other feature... It's always a decision of where to spend the time and effort now, and whatever decision Toady makes most other people would have wanted the time spent differently (namely on their pet features/bugs).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 16, 2016, 10:18:49 am
@Whatsifsowhatsit:
1.0 is a decade or two away.

That's a particularly pessimistic but reasonable estimation. I agree very slightly with that number.

Also to take note ten - twenty years is a long time, especially given that both Tarn (38) and Zach (40) aren't particularly young. None of us can properly read the future how their personal lives will unfold, but by the latter end of that estimate, they'll be in their 50's and 60's, though in a noble fashion we'd be honoured if they continued on with it, it'd be understandable if they wanted to step back from DF and mentor the new development hosts (if any are ever any 'successors') so that they can focus on themselves and have a well earned break and enjoy a legacy.

Technology as well, in 10-20 year may be better than we imagined. To pull a early 90's Jeff Goldblum film role monologue, 'life will find a way' and the least probable result in terms of scientific progression always remains within the realm of possibility for as long as the possibility exists that can be achieved by obscure but methodical happenings to be exploited (a butterfly's wings in Brazil causes a hurricane in Arkansas, or a creature revived and copied via genetic mutation is able to divide its sole gendered caste by exploiting a oversight of its creators in the content of its creation, its a unlikely and usually unforseen methodical process.)

Such as the eventual move to scientific testing method in space not constrained to a space centre, such as a laboratory on the moon, or storing data (as microsoft are making breakthroughs now) inside DNA so that one day we may run computer hardware off a liquid container of hybrid silicon carbon organic material at super high bit capacity that creates little to no heat. Then of course there is the challenge of keeping up with this technology and keeping it relevant to DF's application (moving 64 bit to 126 bit/whatever is relevant).

Look at the computer's 30 years ago compared to a laptop today. I've mentioned this before here and there but computers are slowing down development as per every 2 years due to the development process being stifled. In some abstract kind of way, zach and tarn NEED a market breakthrough in order to achieve their goals in a 'reasonable time' else DF will have a longer road to the set 1.0 finish line.

That's beside anything else that might happen across the way.
Title: Re: Future of the Fortress
Post by: Max™ on July 16, 2016, 11:54:24 am
You mentioned world-gen heroic items and holy relics (the temples will be so awesome!) and I am curious if this will be a thing where you get the option to name something after some point, or even having them acquire names like we do after 5 hist-fig kills?

On that note, I'm sure you intend to get around to it at some point, but would other things which would/could bestow a title besides the kills mechanism in place now be a sooner or later type of change, like something that comes in with a language structure/dictionary rewrite?
Title: Re: Future of the Fortress
Post by: Inarius on July 16, 2016, 12:45:46 pm


Quote
sometimes you get an elf commemorating the slaying of a minotaur by naming their wooden low boot which presumably saved their life or something


Toady, I quoted the last dev blog about magical items. I'm not sure I have understood it perfectly.
Does it mean "heroic items" are the item counterpart of the "heroic name" given to people when they have fought enough ?
If this is the case, will magical items/artifact still have a name before they are involved in some fights ?

Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2016, 02:46:16 pm
@FantasticDorf:
The time to produce the DF 1.0 version will likely change significantly only if there are significant changes to the production process such as the expansion of the production crew to a significantly larger team (but I absolutely share Tarns view of the horror of becoming an administrator rather than someone who does hands on production) or a radical change of production methods, such as e.g. where some kind of AI would do the coding and testing based on descriptions of what to achieve, and be smart enough to ask what to do about boundary cases (unlike the current manager wet dreams of automatic error free code from high level sloppy "specifications", without the need for pesky programmers). If Tarn leaves DF for whatever reason DF 1.0 will never happen, because the group taking over would not share his vision or patience, so DF would take off in a rather different direction, and the results left when that group gets bored is going to be something else (not necessarily all, or even mostly, bad, but quite different).

While it's an impressive stunt to manipulate DNA to encode info, it's just that, at least for any kind of general computing. It's a slow, noisy, and messy process, and reading the data is very slow and noisy as well. In general, biology is a very poor model for digital reliable processing at it excels at producing similar results from a noisy and unpredictable environment, while sort of recovering from errors, and at a biologically relevant speed. If you're looking for something near magical I'd rather look towards 3D holographic storage technology, but whether that will work is of course unknown.
Title: Re: Future of the Fortress
Post by: Max™ on July 16, 2016, 02:51:46 pm
Think they're the "Urist McAxeLord has bestowed a name upon a steel battle axe!" items in game now, blue in the artifacts list instead of yellow.

Where did you get 'Urist' from? Has it always been (oor-ist) like "urge" instead of (yer-ist) like "urine" as I assumed? I was dismayed to hear you using the "urge" (oor-ist) sound in a podcast recently.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 16, 2016, 03:05:11 pm
I've always wondered how those two created the in-game languages, yeah.
Title: Re: Future of the Fortress
Post by: Sizik on July 16, 2016, 05:04:01 pm
I've always wondered how those two created the in-game languages, yeah.
'

From DF Talk 17:
Quote
Capntastic:   EggFibre asks, 'How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?'

Toady:   We created all the languages. They were not based on anything in real life and the main reason for that is because we haven't added grammar yet. What we did is we had the list the words, which took a while to just type in all the words - the English versions of the words - and then we had a generator that just had certain rules about how consonants could be combine and what frequencies there were for the vowels, and that kind of thing. It had to generate a list of words and then we went through by hand and picked out words that were either existing words - especially words that are profanity, because it would generate plenty of those - and words that just sounded wrong; when you look at the word for candy or something and when you end up with some really harsh sounding word, and then you just roll the generator on that again until it gets something that matches. That's really all it was. With goblins we let more things go through regardless of their tone because we wanted the language to sound more alien, but it was pretty much just that. When we get to things like grammar it's going to be harder to completely ... we'll just put in different processes there, but I don't think it's going to be randomly generated because you either have a rule or you don't, or you have variants of a rule or whatever, but there's only four or five stock languages, so we're probably just going to pick and choose which rules we think are appropriate and place them in.

Then there's the larger question or what about a randomly generated language. The computer can spit one of those out really fast with random grammar and random words and all that, but then you will have the problem where some of the words are really not something you want to have. We haven't tried that yet, and it might not be that bad of a problem in retrospect so it could be that we do the random generation and then what we'd do it just ... depending on how we store our sentence trees, when we get to that kind of thing, because computers are good at that sort of thing, so you can just throw it in ... It's obviously going to be simplified from the giant thousands of pages of, you know, even entry-level textbooks you can get on this kind of thing, it's progressively more complicated theory that they've got floating around now, but we throw some simple stuff in there and I imagine it'll all work really nicely. The only thing I'm not sure about is when you get a lot of words that are recognizable or so on, if that breaks it too badly. I mean it would be interesting to have a conlang generator and just see how it turns out.
Title: Re: Future of the Fortress
Post by: Max™ on July 16, 2016, 06:04:30 pm
Oh yeah, I recall seeing that somewhere else in part, it's just funny how much Urist feels like it should have existed already, is that just me?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 16, 2016, 06:29:01 pm
Oh right, I could've sworn I saw t hat before, seeing it again. And that sounds almost as derp as just doing my normal worldbuilding exercises for fictional words. :V
Title: Re: Future of the Fortress
Post by: King Mir on July 16, 2016, 09:20:20 pm
I agree with Fleeting Frames, although King Mir is correct in that DF is very far from s a perfect candidate for parallelization. Since everything has to synchronize at the end of a tick, you can run things in parallel DURING the tick and consolidate the results at synchronization points during the tick. Different methods can be used for different sub problems.
One example is pathing, where you can have separate threads calculate paths for creatures. At a synchronization point you then validate the paths (to ensure they paths calculated are still valid) and recalculate the ones that are not. Validating a path is a reasonably cheap operation compared to calculating the path in the first place, so there's a potential for a gain here, but there's overhead in organizing the farming out of the path calculation, in addition to the rather substantial effort of ensuring the data used for path calculations is stored in a thread safe manner that doesn't slow down things more than you gain.
The trouble is, syncing every tic, by default every 10 ms, is expensive. An that has to happen for every shared bit of data, one way or another. That's going to eat away any gains you might have gotten from parallelism. Plus there's going to be a significant portion that you can't parallelize. Plus there's the challenge of breaking of breaking up work into suitably equal size chunks...

It all means there's just not going to be significant gains from multi-threading.

Quote
All of this is dependent on the CPU being the bottleneck and not memory bandwidth, though. If memory is the bottleneck, the additional administration of threading might actually result in a loss.
Yeah, that's another problem. DF is known to be significantly bound by memory latency.
Title: Re: Future of the Fortress
Post by: King Mir on July 16, 2016, 11:20:24 pm
@Whatsifsowhatsit:
1.0 is a decade or two away, and I think DF will have slowed down too much by that time unless parallelism is used to some extent.
I don't think this is necessarily true. Adding new features does not have to mean making the game slower. AFAIK, Toady does not update his hardware often, and the game will continue to be playable on the hardware he uses.
Title: Re: Future of the Fortress
Post by: Putnam on July 17, 2016, 12:30:59 am
Consider how the game runs currently.
Title: Re: Future of the Fortress
Post by: Bumber on July 17, 2016, 07:56:43 am
@Whatsifsowhatsit:
1.0 is a decade or two away, and I think DF will have slowed down too much by that time unless parallelism is used to some extent.
I don't think this is necessarily true. Adding new features does not have to mean making the game slower. AFAIK, Toady does not update his hardware often, and the game will continue to be playable on the hardware he uses.
Playable to the extent that he plays. His forts don't last long enough for FPS death.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 17, 2016, 11:58:44 am
How many players even HAVE forts that last long enough to suffer FPS death? More often than not, death by boredom claims my forts, especially these days since kobolds and goblins never seem to visit. :V
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 17, 2016, 02:10:32 pm
How many players even HAVE forts that last long enough to suffer FPS death? More often than not, death by boredom claims my forts, especially these days since kobolds and goblins never seem to visit. :V
Most fortresses suffer FPS slowdown if played any length of time, but where the death threshold is individual. Enjoyment falls as the (real) time it takes to do something increases without any "valid" reason.  I certainly constrain my fortresses because of it (playing dead civs to keep the number of dorfs down, having minimal amount of trees on the surface [a rainfall of 3 seems to cause some trees to be present on embark, but no saplings to appear], constant house cleaning to get rid of old clothes, avoiding flowing fluids,..., but haven't yet shrunk the embark size below 3*3). Boredom is likely to set in unless you have some kind of goal for your fortress: random plodding along when you've already probed the secrets isn't likely to keep the interest up. Getting sieges seems to require more careful planning than it should, since you run a significant risk of having a crappy outpost as the closest goblin settlement (and it's not unusual for it to be set up during the 2 week embark period), causing the sieges to be drawn from a goblin pop of 50 or so, and thus be rapidly depleted.
Title: Re: Future of the Fortress
Post by: ShimmerFairy on July 17, 2016, 10:33:20 pm
All this multithreading talk made me realize something:

Have you looked into OpenCL as a way to help offload calculations, in roughly the same way people talk about multithreading? It would have to be optional, but could still be beneficial.

I ask because graphics cards are pretty much built to do a lot of calculations, so any math-heavy portions of Dwarf Fortress (e.g. pathfinding, temperature, anything physics-based potentially) could benefit from offloading such calculations to the GPU. Assuming the transfer between GPU and CPU/RAM/etc. doesn't kill any benefits.

And the reason why I say "optional" is because I could never get Cycles or LuxRender kernels to play nice with CUDA (or OpenCL, I think), and now that I had to switch back to nouveau drivers I don't have OpenCL at all!
Title: Re: Future of the Fortress
Post by: Amperzand on July 17, 2016, 10:37:17 pm
Hey, didn't know this was here. PTW
Title: Re: Future of the Fortress
Post by: penguinofhonor on July 18, 2016, 03:07:07 pm
How far off are plans to expand the dye system? Specifically to the point where we might get earth-based dyes like ochre?

I was reading about earth pigments today and I was surprised they hadn't already been put into the game. They seem like the right blend of geology and craftsmanship.
Title: Re: Future of the Fortress
Post by: Eric Blank on July 18, 2016, 07:18:01 pm
Thats almost definitely not a priority related to developing the code so it won't happen anytime soon, but I imagine it would be a fairly simple matter of preparing the dye from a stone or glob of clay via a reaction at, say, the alchemists workshop. Toady could implement it readily enough.

Is working on the thread dyeing system even in the dev notes?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 18, 2016, 08:30:48 pm
Thats almost definitely not a priority related to developing the code so it won't happen anytime soon, but I imagine it would be a fairly simple matter of preparing the dye from a stone or glob of clay via a reaction at, say, the alchemists workshop. Toady could implement it readily enough.

Is working on the thread dyeing system even in the dev notes?

It would be trivial to mod in though, if you used limonite or such.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 19, 2016, 02:39:11 am
Thats almost definitely not a priority related to developing the code so it won't happen anytime soon, but I imagine it would be a fairly simple matter of preparing the dye from a stone or glob of clay via a reaction at, say, the alchemists workshop. Toady could implement it readily enough.

Is working on the thread dyeing system even in the dev notes?
It's in the big, big list a couple of times. Although that may well have been written before dye existed in the first place. Wouldn't like to guess when it'd be looked at. Scenarios perhaps, maybe Economy? Whenever Merchant Adventurer starts getting fleshed out I suppose.
Quote
Bloat243, CLOTHING VARIATIONS, (Future): Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 20, 2016, 01:19:25 pm
so , two more questions:

#1 Do you plan on adding family heirlooms as an artifact type,In my opinion  its much more interesting to know that you are retrieving a noble families family heriloom, then just a random artifact the lord wants because its so shiny.

#2 Do you plan on having a sort of action sequence for lords , (like you already do with tavern keepers where you can order a drink and they will go, get a mug, then actually go to the barrel and fill it with your alcohol then bring it to you), where the lord will, upon receiving an artifact may,  say, call over a servant and have the servant put the newly acquired shiny on a pedestal, or walk over to the pedestal themselves and put it there, after you retrieve it for a quest, it would be extremely satisfying if say, the following happened:

(In less flowery language obviously, but I wanted to be creative)

*A grimy adventurer runs into the mead hall*

"My lord"

Lord Greedy: "Aww, so  "Aton daggerthief, the finder of things" has returned, successful I hope, in acquiring my families lost heirloom."
Lord Greedy: "Speak Boy, were you successful?"

Aton " Yes My lord, I was successful, I pulled it from the dying claws of a cave dragon, I showed no mercy, my dagger through its heart in its sleep, it never of course woke up"

Lord Greedy: " Haha, anton always the sneaky fellow, bring the heirloom here."

*adventurer gives lord greedy his shiny*

Lord Greedy: "Haha, its finally mine..my birthright my...(he stops)"

*He kisses the artifact*

Lord Greedy: "Give me a moment"

*the lord slowly walks over to the convenient pedestal in his room and lays the artifact down, quite artfully I might add*

*He walks back*

Lord greedy: " Thank you , Aton, I and by extension my house are forever in your debt."

Aton "Are there any other tasks that need doing?"

Lord Greedy: "Of course, a great beast threatens our people....."

*Fin*

^ that kind of thing, but a little less detailed, is it planned? I imagine, with what you currently have implemented, it wouldn't be too difficult, since it is essentially  a tavern keeper grabbing a mug and filling it with wine, then coming back, in fact its even less complex.




Title: Re: Future of the Fortress
Post by: Amperzand on July 20, 2016, 06:45:44 pm
Of course, that requires adding display pedestals to the game. I support it, but it seems to be at least somewhat difficult.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 20, 2016, 08:17:22 pm
It'd be easier for artifact armor and weapons, since we already HAVE fitting furniture for them.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 20, 2016, 10:04:28 pm
Of course, that requires adding display pedestals to the game. I support it, but it seems to be at least somewhat difficult.
Display pedestals (etc) are in the new artifact development notes.
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 20, 2016, 10:54:08 pm
Of course, that requires adding display pedestals to the game. I support it, but it seems to be at least somewhat difficult.

You can already display things on tables in adventure mode, also

Quote
Some buildings/items used to display artifacts (all modes)
^ from Dev page

Also it doesn't need to be a pedestal it could easily be a table or even a cabinet.
Title: Re: Future of the Fortress
Post by: pikachu17 on July 21, 2016, 11:44:14 am
Also it doesn't need to be a pedestal it could easily be a table or even a cabinet.
Urist:Let me show you my artifact adamantium sword!
Monom:ok!
Urist:here it is!
Monom:This is a cabinet.
Urist:this is how I display my artifact sword.
Monom:but I can't see it. Why'd you put it in a cabinet?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 21, 2016, 01:19:34 pm
Also it doesn't need to be a pedestal it could easily be a table or even a cabinet.
Urist:Let me show you my artifact adamantium sword!
Monom:ok!
Urist:here it is!
Monom:This is a cabinet.
Urist:this is how I display my artifact sword.
Monom:but I can't see it. Why'd you put it in a cabinet?

Quote
*Urist whispers in Monom's ear*
Urist:"Use T".
Monom: "Oh".

That kind of talk should be taken to the suggestion forum. Though i do find it compelling to imagine a artifact mug placed delicately on a raiders of the lost ark booby trapped slab/pedestal (if we imagine them to be flat or some other kind of furniture) to release a trap. Given the time mechanisms take to 'communicate' a plucky adventurer could make a quick switch with a object of equal weight.

Question for Toady

How do figures in worldgen sites display their artifacts/holy relics? Are they placed on the ground or lifted (like other items in shops) onto a table?

 
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 21, 2016, 01:22:50 pm
But t is for fortress mode. D:
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 21, 2016, 02:22:06 pm
But t is for fortress mode. D:

Uhh, cabinet with a glass front/viewable from close inspection mode I guess?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 21, 2016, 04:35:12 pm
Quote
Question for Toady

How do figures in worldgen sites display their artifacts/holy relics? Are they placed on the ground or lifted (like other items in shops) onto a table?

It's right there in the new artifact devnotes. Buildings and/or furniture for displaying artifacts. Guards if necessary.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 21, 2016, 05:01:26 pm
But t is for fortress mode. D:

Uhh, cabinet with a glass front/viewable from close inspection mode I guess?

Derp. :V
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 21, 2016, 05:26:38 pm
Quote
Question for Toady

How do figures in worldgen sites display their artifacts/holy relics? Are they placed on the ground or lifted (like other items in shops) onto a table?

It's right there in the new artifact devnotes. Buildings and/or furniture for displaying artifacts. Guards if necessary.

Hmm. its not usual that im so blind. Thanks for pointing it out.
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 22, 2016, 08:14:32 am
Quote
Question for Toady

How do figures in worldgen sites display their artifacts/holy relics? Are they placed on the ground or lifted (like other items in shops) onto a table?

It's right there in the new artifact devnotes. Buildings and/ovr furniture for displaying artifacts. Guards if necessary.

Hmm. its not usual that im so blind. Thanks for pointing it out.

I even quoted the Dev page in my second post.
Title: Re: Future of the Fortress
Post by: Inarius on July 22, 2016, 03:41:17 pm
no devlog for quite a long time now, I'm sure it's for something great :)
Title: Re: Future of the Fortress
Post by: Dirst on July 22, 2016, 04:41:57 pm
no devlog for quite a long time now, I'm sure it's for something great :)
Next devlog? "Crayon rewards replaced with cosplay rewards."
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 22, 2016, 04:46:42 pm
no devlog for quite a long time now, I'm sure it's for something great :)
It's been at least once every 7 days for the past several years (with one crazy break of 8 days somewhere) so not too late yet.
One surely due today (depending on your time zone).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 22, 2016, 05:03:52 pm
no devlog for quite a long time now, I'm sure it's for something great :)
Next devlog? "Crayon rewards replaced with cosplay rewards."
A masterful cosplay of a lobster-man by doge, it was made by Dogfort on the Internet on the 5th of Timber.

(http://i1.kym-cdn.com/photos/images/facebook/000/088/322/lobster-dog-030110-main.jpg)

Devlog XX/XX/2016

> *bork bork woof! panting!* (contribution by lobster dog, dogs now vocalise a wide range of noises other than barking now appropriately to emotion and lobsters *and summary lobster men* vocalise in raspy clicks)
no devlog for quite a long time now, I'm sure it's for something great :)
It's been at least once every 7 days for the past several years (with one crazy break of 8 days somewhere) so not too late yet.
One surely due today (depending on your time zone).

Oh yes, im keeping my fingers crossed by a reply by my morning (which will be your 3am) if not shortly, i really thought Toady would blast it out yesterday on the DF anniversary, but good things come to those who wait.
Title: Re: Future of the Fortress
Post by: thvaz on July 22, 2016, 05:13:31 pm
no devlog for quite a long time now, I'm sure it's for something great :)
It's been at least once every 7 days for the past several years (with one crazy break of 8 days somewhere) so not too late yet.
One surely due today (depending on your time zone).

I miss the old days when there was a devlog every 2-3 days.
Title: Re: Future of the Fortress
Post by: Rockphed on July 22, 2016, 08:33:38 pm
no devlog for quite a long time now, I'm sure it's for something great :)
It's been at least once every 7 days for the past several years (with one crazy break of 8 days somewhere) so not too late yet.
One surely due today (depending on your time zone).

I miss the old days when there was a devlog every 2-3 days.

Well, wait no longer!  We have families!  We have heirlooms!  We have the potential for dwarves to go to war to reclaim their cousin's steel shield!

Is the number of families limited by the starting creatures, or do creatures elevated from entity positions create new families?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 22, 2016, 09:21:02 pm
- Goblin dancers have arrived. Mean looking bunch. They're just settling into the tavern now and....

- RIOT!!! Send in the Guard! Screams echo down the corridor.

250 dead dwarves and a bug report later and it's all cleared up.
You see, 1050 years ago there was this holy pair of pigtail socks...
Title: Re: Future of the Fortress
Post by: Witty on July 22, 2016, 09:29:02 pm
With the addition of family heirlooms, do you have any plans to add surnames?

I know you mentioned in a DFtalk a while back that surnames have some historical inaccuracies for the 'time period' of DF - but I'd imagine it'd be quite the hassle to keep track of family heirlooms if every new family member has a totally unique name.   
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 22, 2016, 09:41:30 pm
This gives me a suggestionish thing that seques into a proper question...

Patronyms and matronyms would be interesting, but in addition to the hard code, the language files would need a dwarfy word for "son/daughter of" to add to it. But which sounds more dwarf-like to you: placing the word at the start of the patronym (Urist McDwarf), at the end of it (Urist Dwarfson), or as a separate word (Urist Bin Dwarf)?
Title: Re: Future of the Fortress
Post by: darkflagrance on July 22, 2016, 09:49:45 pm
Right now the marriage mechanics in Fortress Mode are incredibly micromanagement-intensive, when they didn't use to be.

I hope Toady makes falling in love and having children a more organic process for your dwarves as part of this update.
Title: Re: Future of the Fortress
Post by: Vattic on July 22, 2016, 10:09:32 pm
I know you mentioned in a DFtalk a while back that surnames have some historical inaccuracies for the 'time period' of DF - but I'd imagine it'd be quite the hassle to keep track of family heirlooms if every new family member has a totally unique name.
Permanent inherited surnames are right on the edge of the cutoff; Some countries using them and others not around that time. Lots of aristocracy adopted them well within the cutoff, but the commoners often took longer.
Title: Re: Future of the Fortress
Post by: Max™ on July 22, 2016, 11:41:36 pm
Urist Thronebolt McDragonhammer, heir to Lashbrushed the legendary platinum warhammer.
Title: Re: Future of the Fortress
Post by: therahedwig on July 23, 2016, 04:53:13 am
Right now the marriage mechanics in Fortress Mode are incredibly micromanagement-intensive, when they didn't use to be.

I hope Toady makes falling in love and having children a more organic process for your dwarves as part of this update.
I was under the impression this was because socialising doesn't work right...
Title: Re: Future of the Fortress
Post by: Zaratustra on July 23, 2016, 05:07:41 am
Maybe humans and dwarves have a more family-oriented inheritance, whereas goblins are more of the "if you kill someone, their stuff is yours" bent?

Then you could have kobold inheritance based on the famous principle of "finders keepers".
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 23, 2016, 05:17:20 am
Lets not forget elven honor duels to the death in which you eat the combatant victor in a fine roast and if you duel the right people, inherit their things because of screwy elf immortality.
Title: Re: Future of the Fortress
Post by: Inarius on July 23, 2016, 05:26:53 am
I'm waiting for the bug fix "No more zombie invasion from dead family members to claim heirlooms"


Toady, can someone have several family tag ? If yes, how will people choose which family group to defend if a conflict happens ? If not, how will family change will work (marriage, adoption, etc.) ?
Title: Re: Future of the Fortress
Post by: LordBaal on July 23, 2016, 06:54:49 am
Can animals or prisoners be claimed by families? It is on the plans? I keep imaging wars over dragons or a chicken hehehe or perhaps a incarcerated goblin and things like that.
Also do you have any derivative development low hanging fruits, related or not to families and artifacts with this work yet?
Title: Re: Future of the Fortress
Post by: peasant cretin on July 23, 2016, 09:29:11 am
Definitely looking forward to heirlooms :)
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 23, 2016, 02:48:56 pm
Good news everyone the dev chat just got updated. The heirloom mechanics look nice.
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 23, 2016, 03:07:24 pm
With the upcoming (probably in the far future, but even so) generalization of fantasy races into a system where you can be toward the realistic (just humans) or toward the totally fantastic (naught but procedurally generated creatures), will at some point the stock races also see some more variability? Currently (for example) goblins are rather evil and elves are immortal cannibals; this is certainly not true in all fantasy. In Warcraft, goblins are a bit sneaky and rather capitalistic, but not necessarily evil or violent, and I don't think the LotR elves eat their own dead. Sometimes elves also just live longer lives rather than being fully immortal (to death by aging). Will such alternate possibilities at any point be included, and if so, how much, if any, player control do you envision over such things?
Title: Re: Future of the Fortress
Post by: LordBaal on July 23, 2016, 04:00:40 pm
Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 23, 2016, 04:44:38 pm
Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.

I think the DF races mechanically in the game are represented well. Fantasy characters have never been smooth sailing for interpretation (goblins used to be much different before D&D and subsequent pop culture after that with warhammer and WoW when 'greenskins' as we know them were brought into the main-steam)

Both the elves and goblins have excellent natural memory statistics (so that they never rust or forget a song) to compensate for immortality.
Title: Re: Future of the Fortress
Post by: thvaz on July 24, 2016, 01:00:42 pm
I'm waiting for the bug fix "No more zombie invasion from dead family members to claim heirlooms"

Toady, can someone have several family tag ? If yes, how will people choose which family group to defend if a conflict happens ? If not, how will family change will work (marriage, adoption, etc.) ?

Quote from:  Devlog
For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 24, 2016, 01:26:56 pm
Another quickfire question for toady.

Are/can slabs be worthy enough artifacts (for both goblins and necromancers) to prompt wars over if they are stolen/claimed by a adventurer or entity? In such a case that goblins may wish to reclaim their demonic master, or as per not engaging in apprentice training, armies of the dead lead by necromancers and apprentices chase down to punish the thief, chasing them and where the tome ends up (potentially in a fortress prompting conflict) all across the land relentlessly as a hostile factional night creature force (like a loyalty cascade where usual night creature pacification rules don't apply, as necro-on-necro macabre pokemon undead infighting)

That humorous bugfix in the post above might be inevitable, but it might also might be a feature in some aspect.
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on July 24, 2016, 01:57:28 pm
Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.

Sure, but I was thinking more of a vanilla implementation once these sorts of things become more variable. The option you gave at the end there was something like what I had in mind, yes.

I think the DF races mechanically in the game are represented well. Fantasy characters have never been smooth sailing for interpretation (goblins used to be much different before D&D and subsequent pop culture after that with warhammer and WoW when 'greenskins' as we know them were brought into the main-steam)

Both the elves and goblins have excellent natural memory statistics (so that they never rust or forget a song) to compensate for immortality.

To be clear, I wasn't suggesting I thought there was some problem with the way the stock races were in the game currently. Just to say that they differ sometimes between fantasy stories, and given that it seems like DF is going in the direction of being able to generate fantasy stories of many different interpretations (e.g., magic-heavy, magic-poor; crazy random world or more familiar or just humans with magic, etc.), it might make sense to have some of these different forms of the stock races available in some sense, rather than just the one form that we are familiar with in the game so far.
Title: Re: Future of the Fortress
Post by: BloodAndIron on July 24, 2016, 02:39:48 pm
With the approach of the artifact revamp, what do you intend to do with moods? It seems to me that the fey, possessed, fell, and macabre moods are in the same camp as the good/evil biomes, being more placeholders than final features (though you could say that for everything in the game, really). Would you replace the moods with a more generalized, procedural framework that accounts in some way for power sources or actual deities? On a sort-of tangentially related note, would you have artifacts carry some of their inspiration's properties or theme, like a sword divinely inspired by a death god withering plants and binding the undead to the wielder's will?

Also, the impending fiddling with inheritance and family groups brought to mind an interesting question: do you intend to redo the naming system to respect things like family names, clan names, places of birth, patro/matronyms, or notable deeds? What about the naming of non-sapient creatures by civilizations, whose lineages aren't really paid attention to as much? It always seemed strange that creatures like giant dingoes were given the same extensive names as dwarves that were just as random and hard to remember, making for rather underwhelming villains.


Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 24, 2016, 04:40:35 pm

With the approach of the artifact revamp (which may be already out by the time you read this...
It's going to take quite a bit longer than 6 days for the artifact release to happen. Taverns seemed pretty simple (at first) and that took a year (plus six months of enhancements and bug fixing). The framework and worldgen stuff's only just started, all the in-game things that the player actually gets to interact with hasn't even started yet, and that'll take a while. I have no idea, of course, but I can just imagine Kobold site generation by itself bogging down development for month or two.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 24, 2016, 04:44:59 pm

With the approach of the artifact revamp (which may be already out by the time you read this...
It's going to take quite a bit longer than 6 days for the artifact release to happen. Taverns seemed pretty simple and that took a year. The framework and worldgen stuff's only just started, all the in-game things that the player actually gets to interact with hasn't even started yet, and that'll take a while. I have no idea, of course, but I can just imagine Kobold site generation by itself bogging down development for month or two.

With any luck toady might take this year or the next few months ramping up the out-of-site interactions (such as reclaiming relics) to soften them up for the earliest practical iterations of the army arc/regional world gen interactions like hunting or taming great beasts etc, which toady in DFtalk has said he is keen to do. Not to mention the magic arc.
Title: Re: Future of the Fortress
Post by: BloodAndIron on July 24, 2016, 10:50:23 pm

With the approach of the artifact revamp (which may be already out by the time you read this...
It's going to take quite a bit longer than 6 days for the artifact release to happen. Taverns seemed pretty simple (at first) and that took a year (plus six months of enhancements and bug fixing). The framework and worldgen stuff's only just started, all the in-game things that the player actually gets to interact with hasn't even started yet, and that'll take a while. I have no idea, of course, but I can just imagine Kobold site generation by itself bogging down development for month or two.

Wait, what do you mean six days? Am I missing something here?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 24, 2016, 11:06:00 pm

With the approach of the artifact revamp (which may be already out by the time you read this...
It's going to take quite a bit longer than 6 days for the artifact release to happen. Taverns seemed pretty simple (at first) and that took a year (plus six months of enhancements and bug fixing). The framework and worldgen stuff's only just started, all the in-game things that the player actually gets to interact with hasn't even started yet, and that'll take a while. I have no idea, of course, but I can just imagine Kobold site generation by itself bogging down development for month or two.

Wait, what do you mean six days? Am I missing something here?
Toady goes through and answers these FotF questions each month, and august is nearing.
Title: Re: Future of the Fortress
Post by: thvaz on July 25, 2016, 04:48:40 pm
New Devlog just after some days. This is great.

Will other races/entities generate thieves to steal artifacts or just kobolds (as goblins thieves just kidnap children)?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 25, 2016, 05:51:58 pm
New Devlog just after some days. This is great.

Will other races/entities generate thieves to steal artifacts or just kobolds (as goblins thieves just kidnap children)?
Quote
> Your YAK BULL has been stolen/led away by a elven animal activist!!

Ooh, nice catch, i dont have a development live feed and i completely missed there was a new dev blog so soon. I guess unless [ITEM_THEIF] can be watered down or given a subtype or a somewhat symbiotic set of tags along the lines of [THIEF] / [BLACK MARKET PEDDLER] (as in the thief 'collects', while the market peddler walks arounds and buys/sells unusual goods, usually feeding into one another, contributing adventurer roles in player context and world gen historical figures) this might give reason for antagonists to be wandering around regions as a profession or with enough palm greasing get a professional to do the job for you to save on dwarves going out on expeditions.

In some ways anybody set out, no matter how innocent a intent  to reclaim a object from beings that perceive it to be theirs without first negotiating for it is a thief anyway.

Nice to see that the economical use of stashing away goods that they take from sites is in place rather than just a round-up collection of objects they have 'traded' generating or just took and stored away from a on-site defensive battle. I never really assumed that when they actually pillage a site they take anything, and now it seems to be confirmed in some respect, although broadly and selectively that they do/can.

In a abstract way, its one step closer to realistic pillaging of supplies via the army arc in being selective in what you take out of the comprehensive list of what they have in their stockpiles and trading depots, which is pretty crucial if your own site is severely lacking in materials, just feed spare embark points into weapons to arm a raiding party to go harrass another civ's hamlet or caravan supply lines in the right season. Haul the goods back, make sure its a clean getaway so rumours dont start circulating and the whole thing is declared as a act of war rather than a isolated incident and enjoy the free stuff for a diplomatic penalty hit which could just save your bacon on a super tough embark, while netting some tactics xp in the process.

Question - Is intelligent living 'property' like slaves (existing in that state and being enslaved as a result of ethics) liable to be taken as loot or interacted in some such way if the invaders deem them useful enough to use (liberated into spare entity population or sold on etc even if not explicitly needed/wanted as slaves if a quick death to 'free them' is not enough)

The existing system is rather bare of details, as it's given that slaves are survivors but then incarcerated and released instantly as seemingly normal working citizens in worldgen usually after less than a year, natural slaves belonging to folk for doing actual work or trotting following behind their masters looking rather glum are actually rather rare.

Just as a note, the slavery behavior im talking about was as a result to setting local goblin site (long story, i basically converted goblins to be playable in both modes without distorting them too hard, works out well as every goblin site will have roaming guards to uphold loose law and liberally punish adventurers with weapons drawn/attempts to kill the demon lord) militia to [RESPONSIBILITY:LAW_ENFORCEMENT]

I believe that the militia may be fast tracking them to the prisons, or that simultaneously because my militia also have [RESPONSIBILITY:MILITARY_STRATEGY] they are going out as army leaders in world gen and enforcing slaves they 'capture' to convert upon arrival rather than mingle or something along those lines.
Title: Re: Future of the Fortress
Post by: Bumber on July 26, 2016, 11:06:28 am
Are adventurer sites going to be worked on a bit more soon, or during which arc are the likely to be re-visited? Specifically curious about being able to dig and to build the other workshops.
Title: Re: Future of the Fortress
Post by: Dirst on July 26, 2016, 01:47:12 pm
Are adventurer sites going to be worked on a bit more soon, or during which arc are the likely to be re-visited? Specifically curious about being able to dig and to build the other workshops.
Adventure mode digging will usher in a major update for my mod.
* Dirst wrings his hands menacingly
Title: Re: Future of the Fortress
Post by: falcc on July 26, 2016, 01:51:22 pm
Are there any plans for adventurers to be able to craft artifacts via strange moods either in the artifact arc or the magic arc? I know you said you might have any item able to be declared an artifact for adventurers, but could they gather materials and make something of the highest craftsdwarfship with that becoming their primary emotional need? Is that kind of how a geas will work?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 26, 2016, 02:10:07 pm
Are adventurer sites going to be worked on a bit more soon, or during which arc are the likely to be re-visited? Specifically curious about being able to dig and to build the other workshops.
Adventure mode digging will usher in a major update for my mod.
* Dirst wrings his hands menacingly

That makes two of us. owo
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 26, 2016, 05:41:40 pm
So, is the plan during fortress mode to have some invaders specifically target your site because you have artifacts? When rumours of your artifacts spread, will invaders potentially come from further away (i.e not neighbours) to attack you, or will it only effect the rate that nearby goblins invade (like wealth and exported wealth now)?

Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?
Title: Re: Future of the Fortress
Post by: LordBaal on July 26, 2016, 08:08:52 pm
Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?
-Urist?
-What Urist?
-Those fellows over there haven't touched their pint of beer since they arrived two months ago. They also asked lots of questions about the Golden Trousers of Urist Mcloving...
-Yeah?
-Yes. They also rented a single room for all of them.
-The five of them?
-Yes. They don't let the maid in to clean. And there's been weird digging noises near the vaults.
-Bah Urist you are too untrusted. They are fine lads...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 27, 2016, 07:50:55 am
Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?
-Urist?
-What Urist?
-Those fellows over there haven't touched their pint of beer since they arrived two months ago. They also asked lots of questions about the Golden Trousers of Urist Mcloving...
-Yeah?
-Yes. They also rented a single room for all of them.
-The five of them?
-Yes. They don't let the maid in to clean. And there's been weird digging noises near the vaults.
-Bah Urist you are too untrusted. They are fine lads...
That would just be so awesome. And you just know it'd go completely overlooked and end up on a bug report. Visiting elf forgot to drop my artifact leggings when he left the fortress...
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 27, 2016, 08:15:42 am
Least it validifies all those kleptomaniac visitors who don't return stuff they take. (which because books are artifacts will inevitably probably end up being a bug, unless it only applies to true artifact made books, which should probably be treated differently)

Read between the lines, is it a copy? Did the scholar promise to return it/have a set return date? Is the scholar passing it off as their own property? Is it written by a elf and nature sympathist who was consequently melted in magma?

All good reasons to consider, before you send a band of dwarves to go 'collect' it back by roughing up the scholar/bard/other etc. I guess unless you build a shop (harking back to a older time when dwarves used to 'buy' stuff from shops in the economy model) souvenirs are not customary in dwarf fortresses. Heck, animal men (and friendly kobolds whenever in a blue moon that happens) could have built in traits and urges to steal things while visiting or stash additional goods in their pouches/room boxes/cabinets.
Title: Re: Future of the Fortress
Post by: King Mir on July 27, 2016, 08:21:31 am
Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?
-Urist?
-What Urist?
-Those fellows over there haven't touched their pint of beer since they arrived two months ago. They also asked lots of questions about the Golden Trousers of Urist Mcloving...
-Yeah?
-Yes. They also rented a single room for all of them.
-The five of them?
-Yes. They don't let the maid in to clean. And there's been weird digging noises near the vaults.
-Bah Urist you are too untrusted. They are fine lads...
That would just be so awesome. And you just know it'd go completely overlooked and end up on a bug report. Visiting elf forgot to drop my artifact leggings when he left the fortress...
Forgot? More like he thought his own legging were getting worn out, so he exchanged them for the best alternative in the fort. And of course he would keep his new legging on when he leaves the fort -- they're his now.

I could totally see this bug happening.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 27, 2016, 11:49:55 am
As far as I've seen visitors don't raid the clothing stores, even when they arrive nekkid (or overstay so long their clothes wear out completely). Once they become residents they upgrade, though.

Also, I haven't seen my own dorfs wear any of the artifact clothing produced unless forced via a uniform, so it's unlikely thieves would understand to wear them.
Title: Re: Future of the Fortress
Post by: LordBaal on July 27, 2016, 01:59:18 pm
You don't have to understand how to wear something that's made of gold(or eagle tooth), just how much it is worth and how fast you can run with it.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 27, 2016, 05:00:01 pm
If we're talking outright theft, then yes, five finger discounting is what matters, but if we're talking more or less accidental theft, such as replacement clothing or holding on to the tome read when due to leave the fortress, knowledge of the act of its basic usage is essential.
Title: Re: Future of the Fortress
Post by: Eric Blank on July 29, 2016, 03:15:34 pm
With the artifact release, will residents of small settlements and towns/forts without a library have somewhere to store books and slabs? Will they appear in the owners' house or on their person, or a mead hall/civic structures?

Right now I think they just get scattered out in animal pastures and farm fields, because I occasionally stumble on a book just laying on the ground.
Title: Re: Future of the Fortress
Post by: Dirst on July 29, 2016, 04:47:01 pm
With the artifact release, will residents of small settlements and towns/forts without a library have somewhere to store books and slabs? Will they appear in the owners' house or on their person, or a mead hall/civic structures?

Right now I think they just get scattered out in animal pastures and farm fields, because I occasionally stumble on a book just laying on the ground.
Sounds like no one in that town has Reading skill, and the pictures weren't very entertaining :)
Title: Re: Future of the Fortress
Post by: Max™ on July 29, 2016, 07:02:14 pm
I find an oddly large number of books in sewers sometimes. Like it isn't consistent, but I've had a few different towns where I ended up crawling the whole sewer system collecting a backpack full of page upon page of awful smelling books.
Title: Re: Future of the Fortress
Post by: kontako on July 29, 2016, 07:39:53 pm
With the artifact release, will residents of small settlements and towns/forts without a library have somewhere to store books and slabs? Will they appear in the owners' house or on their person, or a mead hall/civic structures?

Right now I think they just get scattered out in animal pastures and farm fields, because I occasionally stumble on a book just laying on the ground.
Sounds like no one in that town has Reading skill, and the pictures weren't very entertaining :)

Hahahah, either that or books are born out in the cabbage patch!
Title: Re: Future of the Fortress
Post by: Untrustedlife on July 30, 2016, 01:57:35 am
Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?
-Urist?
-What Urist?
-Those fellows over there haven't touched their pint of beer since they arrived two months ago. They also asked lots of questions about the Golden Trousers of Urist Mcloving...
-Yeah?
-Yes. They also rented a single room for all of them.
-The five of them?
-Yes. They don't let the maid in to clean. And there's been weird digging noises near the vaults.
-Bah Urist you are too untrusted. They are fine lads...


Did someone say untrusted?
Title: Re: Future of the Fortress
Post by: LordBaal on July 30, 2016, 06:22:13 am
Isn't that the right word?
Edit: Crap, now I see. Google translate  gives me this four options: suspicious, mistrustful, distrustful and mistrusted.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 30, 2016, 06:30:15 am
Try 'untrusting' (as to say a lack of trust in a person)

Edit- Mmm, given the load of questions im not sure if all of them are going to be answered in one go. This thread has been really baptized by fire with greenies, one more day till the 31'st (and summary end of the month) and we'll see if between then we get a reply.
Title: Re: Future of the Fortress
Post by: 90908 on July 30, 2016, 01:43:05 pm
Can we expect at some point in the future to have the ability to control armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
Title: Re: Future of the Fortress
Post by: LordBaal on July 30, 2016, 02:12:17 pm
Can we expect at some point in the future to have the ability to cobyntrol armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
That would correspond to tge army arc. So whenever that comes around. Currently the development is on artifacts and magic, maybe after that if Toady feels is the right move.
Title: Re: Future of the Fortress
Post by: Vattic on July 30, 2016, 05:36:12 pm
Can we expect at some point in the future to have the ability to control armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
Formations were planned for a previous version, but got delayed in favour of getting the update out sooner.
Title: Re: Future of the Fortress
Post by: Dirst on July 30, 2016, 05:50:48 pm
Can we expect at some point in the future to have the ability to control armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
Formations were planned for a previous version, but got delayed in favour of getting the update out sooner.
We already have the Stand Kinda Near This Spot Formation.  Don't get greedy :)
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 30, 2016, 06:08:05 pm
We already have the Stand Kinda Near This Spot Formation.  Don't get greedy :)

And yet dorfs don't understand concepts like the "don't break formation even if your life depends on it" tactic. ;w;
Title: Re: Future of the Fortress
Post by: vjmdhzgr on July 30, 2016, 07:52:57 pm
Can we expect at some point in the future to have the ability to control armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
Also it would take a pretty complex update to combat beyond just formations for them to even be worth anything.
Title: Re: Future of the Fortress
Post by: TheFlame52 on July 30, 2016, 07:56:04 pm
Can we expect at some point in the future to have the ability to control armies in a manner similar to medieval warfare, with strict formations and the like? I.E, PlayerMcGeneral or UristMcGeneral can tell a massive force to move into a phalanx or wedge.
Also it would take a pretty complex update to combat beyond just formations for them to even be worth anything.
Obviously you've never had one of your legendary axedwarves charge the enemy, get separated from the rest of the squad, and get overwhelmed. I just want an option that makes my dwarves hang back instead of charging the enemy like maniacs.
Title: Re: Future of the Fortress
Post by: King Mir on July 30, 2016, 10:29:25 pm
What does "placeholder mechanic" mean in the context of Dwarf Fortress, where any any mechanic is subject to potential improvement in a future release?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 31, 2016, 03:53:15 am
What does "placeholder mechanic" mean in the context of Dwarf Fortress, where any any mechanic is subject to potential improvement in a future release?
Placeholders are mechanics that are intended to be temporary. Usually because something bigger is planned (Scenarios release in this case where family is specifically intended to be focused on). But for now, something has to be in place to test that artifacts are working. Hence temporary placeholder inheritence system. (Without it, artifacts wouldn't move around much, so won't be fun to play with).

When you're working with a complex game like DF where systems all interact with each other, you need placeholders otherwise there's no often no way for players to actually test the new features.

Alternative would be to wait 20 years before letting anyone play, which I figure Toady probably doesn't want.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 31, 2016, 05:03:18 am
And would be nightmare to bug check.
Title: Re: Future of the Fortress
Post by: LordBaal on July 31, 2016, 07:21:14 am
The thing is, generally speaking, DF placeholders give whole contents of other games a run for their money,(and always win) it's easy to forget they a are mere placeholders and something even better is coming our way.
A lot of things on DF are place holders, specially in fortress mode I think. Agriculture, workshops and such come to mind.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 31, 2016, 07:49:36 am
'Racially Dwarf' dwarf-fortress mode is placeholder feasably.

The modding community and also the general structure of the mode shows that its completely doable to shake up the racial and settings/theme entirely (looking at such mods like masterwork which completely re-write the world, and more sublime just RAW modifications)

[SITE_CONTROLLABLE] for instance on more than one entity race at once allows for choosing multiple civs, the only thing missing (which some DFhackeque UI could fix) is a clear way to distinguish which entity is portrayed other than looking at the position of the entity and its fortress tile (which is easy enough with divisive civs, but with all the civs living in one city type can become harder).

In my modded games i switch between goblins (which i've given positions to overlay with the existing variable positions non-intrusively and player fortress upgrades to bring them up to spec) and dwarves on a whim usually playing the two off each other, both having different shifting playstyles

Dwarves = DF 'classic' = regular play, revolving around alcohol, impulses, machines, mechanisms and horrible calamatous events as a result of greed and aspiration to pioneer places where few tread.

Goblins = DF 'Dungeon Keeper' = Goblins are creatively and sometimes intellectually lacking, culturally undeveloped sadists *with special needs to see chains/cages and fight* with lots of warm bodies, strong but dumb troll slaves and minons with a usual food & drink upkeep, access to more evil creatures *with pet tokens*, constant fights and aggression to sabotage turtling and reviled by all races at once for negative practices meaning plenty of sieges.

On the scope of things though focusing on dwarf mode is the best line of development because splitting efforts to flesh out different systems for all the races (and races that are yet to be created by modders) splits up the work too much and too thinly to press onto rounding up the game systems without diluting the development team and therefore DF's vision with more hands on deck.
Title: Re: Future of the Fortress
Post by: King Mir on July 31, 2016, 12:29:09 pm
'Racially Dwarf' dwarf-fortress mode is placeholder feasably.
No it isn't, at least in the following sense. Dwarves were at the beginning intended to be the race the race the player controls. This is obvious from how they are featured in the name "Dwarf Fortress". The plans to allow other races a more recent development.

In contrast, ToadyOne called the new world gen family system a place-holder mechanic as its being developed. So I'm wondering, practically and by intention, what that means, given, as you point out, that other mechanics that weren't called place-holders are subject to change too.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 31, 2016, 12:58:53 pm
Not nessecarily true. Dwarves can be changed at any time, by critical design dwarf fortress HAS no race, and dwarves, elves, goblins and humans are the 'fixture front' for the modes and therefore made archaically different to distinguish each. Its a very -well made- facade by threetoe and toady who want to engage us with their own view of lore between these 4 archaic and different kingdoms in a generated world but we are fully capable of exploring our own made as we see fit. (such is why its a artistic achievement, as its both a painting and a canvas for yourself)

Delete your raw folders, refill it with your own (working and competent creations) stuff and there are still fundamental basics in motion as all the tokens still exist (stone/air/metal etc) and there will always be furniture/zones/differences between intelligent and non-intelligent.

A chair made out of "bleezgorb" (a otherworldly but frigid and pleasantly warm to the touch alien substance *material raws* made from the pulp of mu'hau slug that only lives in deserts which is then pulped by my proto stoneage primitives in a quern/pestle recepticle into a globular mass then hardened in a furnace like clay matter which in this universe falls from the sky, taking on a brilliant purple and ochre color, the best made are highly if not most valuable and are wedding presents to people of importance) is still a chair fundamentally, and all the functions that went into making it were 'terrestrial' to the game mechanics.

As to Toady's statement, my money is on title/house mechanics and family names having more meaning than the generated one you're given (everyone is scared of a Wamblermurder clan-member for their reputed rampant tempers) given as we already have 'titles' for kills but this means that besides from folkloric references or nicknames, everyone runs around with sometimes silly names rather than ones of merit that can be traced genealogically and historically. Which really with grudges (woefully underused in play) you'd think blood feuds between houses and eventual consolations (usually by a horrible player orchestrated death for the third impossible demand 'worthy of that house' this week) would be culturally dorfy and appropriate to the time-setting.
Title: Re: Future of the Fortress
Post by: Toady One on July 31, 2016, 04:15:48 pm
Thanks to Max^TM, Shonai_Dweller, Putnam, DG, Japa, Rockphed, PatrikLundell, therahedwig, burned, vjmdhzgr, MrWiggles, Repseki, kontako, Untrustedlife, LordBaal, Vattic and anybody I missed for helping to answer questions.

Quote from: 90908
1. Are there any plans to allow for public transportation? You know, rent a wagon or something similar.

2. Will it eventually be possible to create a non-conventional transportation system? Perhaps a system of portals allowing for quick transit or a BALLOON OF GLORIOUS DWARVENNESS.

I don't have anything specific planned at this point along those lines, though the "Adventure Role: Trader" section of the dev page has some related stuff that'll open it up.

Ha ha, I don't know what the odds are of flying craft.  Once there are boats, the movement code would all be roughly the same for the air, aside from worrying about running out of sky blocks when the elevation changes.

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Quote from: Hinaichigo
Do you have plans to add/increase any features that were limited by technology, once computers get more powerful?
For example I think you set the max number of sites per civ under such considerations.
Do you think after 10 years when computers are significantly stronger you will start increasing the fidelity/scale of things that you had to limit due to today's technology?
Quote from: Whatsifsowhatsit
Is there any chance that some of the abstraction that has to be in due to memory/processor constraints and whatnot will be taken out in the future due to improving technology? An example would be how currently, only some fraction of the creatures in the world can be a historical figure that is tracked in any level of detail, because it would be too much to do this for all of them. Similarly, not all items are tracked individually, etc.

I'm not specifically planning for it.  We used to simulate every historical figure, and the entity populations were only added because we couldn't do everything we wanted to do with a small number of critters.  If that situation changed, we might revert back, but I don't expect it to happen any time soon.  Doing items would be even more difficult.

Quote from: TheBiggerFish
Do you do Sudoku?

Not as a habit, but I've messed around with them.  As with go and chess, I lost interest around the time when I'd have to start learning specific nuggets of information (like openings) to improve quickly.  Might be the same as my experience with programming for all I know.

Quote from: The Ensorceler
1)Are artifacts more likely to be recoded to take damage the way a body part would ("It is mangled!", etc.) than non-artifacts are?
2)Are there currently any plans to use one artifact as a reagent to produce another, different artifact, including both cases where the original is and is not broken? Could this be also extend to turning one larger artifact into several smaller ones or several small artifacts into one larger one?
3)Are artifacts planned to occasionally be tied to specific unique entity positions (The four crowns of Narnia, the crown jewels, etc.)?

Nope -- artifacts have some extra information, but they just point to a regular item for most of it.  When we get to item components, damage for all items will probably be changed to reflect that.

We had some vague plans along those lines in the notes and stories, but we haven't done much with it yet.  The book-binding code is actually stored
as an artifact transformation, so we have some backing.

This release has artifact claims that tie those artifacts to specific positions, yeah.  They don't change the name of the object though (we're always behind on that due to the restrictive way our names are currently stored).  There can also be multiple such claims on one artifact by different civs.

Quote from: CharonM72
Especially now with myth stuff upcoming, and their being able to affect terrain, what about worldgen disasters? Mundane stuff, maybe, such as volcanic eruptions, earthquakes, or more interestingly, meteor strikes. And for high-magic worlds, magical disasters, like an evil mage wipes out a region and turns it to desert, or the moon crashes into the planet, or a god/demon does something disastrous (great floods, smiting a city, fiery apocalypse). Something that would have major effects, at least in a part of the game world.

In a similar vein, magical artifacts will be created, but what about magical landforms made during worldgen? I know about the cosmic eggshell thing, and you mentioned that the HFS will be more abstracted, but what about something like a holy pantheon on top of a mountain, or magical creatures/gods who have a home in the sky, for example?

Yeah, we're hoping for various trouble during historical world gen and during play.  With the magic release especially, it's really hard to say what we're going to get to on the first pass since there isn't enough time to get to everything.  The maps are going to be affected, in any case.

The current myth generator has locations that get set aside, the special mountains and gardens and caves, so we'll see certain things along those lines.  The more planar stuff will remain highly abstracted in the beginning.

Quote from: peasant cretin
Will AIs ever have a more complex approach to combat? Will they ever make "threat assessments" and view combat as a series of stages? Players can make combat revolve around the creature type or on combat stages (address enemy charge attack, address enemy grab attack, address enemy weapon attack, address enemy body material, address enemy special attack, etc, etc).

They do some of that, but yeah, not very much.  I'm not sure when we'll next change it, but it has been slowly added to over time and will continue on that way.  I don't know when we'll get to concentrated combat additions, but that was also a hope at some point.

Quote from: Whatsifsowhatsit
How would world demographics/population dynamics work in a setting where there is no death at all (of intelligent races)?

Also, the dev page said there would be a spectrum from "No death or violence to regular settings to bleak and horrifying", but as you described it in your answer to my previous question, it sounds like you consider the regular settings to already be the bleak and horrifying end of the spectrum. Is that indeed the case, or did you just not go into the other side of things? If it's the latter, could you elaborate on what would be different on that side of the spectrum relative to the regular settings as we know them now? Perhaps just quantitatively more violence by changing some numbers around? Or would it be a qualitative difference somehow?

Even as it stands, population hits a cap pretty quickly, due to mem/speed constraints.

No, I don't consider the current settings to be the bleak and horrifying setting.  The current settings are in the middle.  The worlds can be much more bleak and horrifying.  Nothing is set in stone at this point, but we'd likely start by biasing the myth generator toward terrible starting points, events and outcomes, with a hard ceiling on how pleasant it can be.  This can be directed toward pervasive body horror and/or an oppressive hopelessness.  At the current settings, even though parts of the world are scary and there are conflicts and bad critters, you can still build something lasting and positive and make the world a better place.  This doesn't need to be true for the game to work, as long as legends still carry through between plays and stories arise, though at the extreme settings (in either direction) it would probably take a certain frame of mind to enjoy it for long.  I don't think it'll be easy to pull off without being campy or unfair, but failure in that regard hasn't stopped us so far, he he he.  If we start out with a typical result being "dwarves replaced by worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile", or something like that, it's fine, and we can refine our sense of horror (and playability) from there.

Quote from: SimRobert2001
What is the plan to deal with the oceans?

What about poisons, or different syndromes?

I'm not sure what you mean...  like oceans overall?  It's a broad subject.  Same with poisons.  Was there some context to this that I missed?

Quote from: TheFlame52
Right now, jobs are set in a fixed "priority list." Will we be able to change those priorities someday? It seems like dwarves hardly ever dump items any more.

Yeah, for jobs not attached to workshops/map-tile-designations especially, it's not ideal right now, since they are still in the same order as before but the overall free-time behavior has changed.

Quote from: Fogsight
Are there any plans to revamp handling of aquifers?

Also possibility to make some man dwarf made floors collect water same way how "murky pool" works. (when you don't want to use aquifers and have no rivers nor natural pools around)

I don't have any particular plans for aquifers.  We were hoping to make rain collectible at some point, but there's something missing in terms of the game recognizing how to do that in any useful way.  Not sure when we'll get a chance to look at it.

Quote from: FantasticDorf
Question 1 - If you are personally in charge of a army in adventure mode (or some kind of abstract fortress mode) will the player have any say in how a battle's victorious result is handled or will it be pre-determined? Such as determining a slaughter of the inhabitants in order to move in your own entity (typically building on top) or integrating them with a forced administrator (alternatively just pillaging/razing the place and running back home) with some small details of additional policy.

Question 2 - Will in the future more flexibility be given to adventure (in leading/being part of army) or fortress mode players in wiping out non major settlements off the map entirely (such as goblins destroying hillocks/hamlets to burnt smears and smashed houses the player can embark on freely with the space unoccupied but leaving the market bearing fortresses in reclaimable ruins) such is the case you might want to force the goblins to retreat to their towers to cut down their max population and huddle them all up for a final killing blow to take the citadel.

Question 3 - Are there any plans for adventurers to commit to their own hearth loyalties (ground up little kingdom respected as a minor independent model of the parent civilisation for simplicity) or have any function to forcibly (or be coerced into it) join opposing/alternative hearths (such as a knowledgable flip from dwarf civ to goblin civ in line with betraying your race etc) even if its functioning as a sell-sword for getting caught up in foreign conflicts rather than a blood-pact or anything requiring solid commitment.

Final question - Will goblins (and anyone else) ever be able to realise and fulfill their dreams on ruling the world.

It's unclear what is going to happen when we get to that point.  We haven't focused on army or political stuff yet.  I'd prefer if players leading armies get to make the important decisions themselves, but the specifics are up in the air as usual.

Quote from: FantasticDorf
> Now that materials are more accountable for their material properties post-armor nerf, are there any plans to use this to forward (as detailed by threetoes stories) a way of chemical warfare by bringing vials and other potentially breakable containers into the domain of [TOOLS] (therefore additional modding support) rather than hardcoded objects (giving players moddability for advanced concepts like very crude fuse lit and comically heavy and large iron hand grenades/barrels that explode and because they are wood, splinter outwards/shrapnel)

A bit suggestiony, but a adventurer could take account of a particularly corrosive/flammable substance such as a cave blob's substance, scoop it up in the item then throw at the floor/target to shatter and release/load it as a ammo type into a specially made crossbow to deliver to the target OR catch some smoke/compounds to create smoke to load into a tiny handheld bomb to reduce visibility and sneak away

It comes up occasionally, but we don't have a specific timeline.

Quote from: falcc
Any short/long term plans for babies to gain any interesting roles in world gen? Heirs of kingdoms being hidden away by evil uncles, babies being visited by religious leaders upon their birth and having prophecies told about them, babies being sent down the river and adopted by monarchs or just eaten by elves? You know, baby stuff. Seems like at least some of it would fit in with myths.

It's a little harder than it might seem since they are only babies for one world gen frame (though we have some weekly stuff now).  But yeah, it's all reasonable.

Quote from: RoaryStar
In what cases does the worldgen 'dead' counter go down?

Was it historical figure culling?  There's a setting that deletes old dead historical figures that aren't important to save on memory.

Quote from: Ergzay
What compiler do you use for compiling the new versions of Dwarf Fortress? Did you upgrade the mac and linux compilers for the 64-bit version as well? Do you use -O3 on the mac and linux compilers to provide optimizations to the software?

I use -O3, yeah.  I don't recall exactly what happened over in those threads.  We reinstalled linux so I think we're on a new gcc there at least for the 64 bit version (unless we specifically aren't?  I don't remember all the juggling that went on), though it is all a haze of me being helped by people that knew what was going on.  For the 32 bit, we had to remain in an ancient place.  Was it mac where I have a new(er) gcc but that was near the end and I didn't use it for the release?

I'm not much use.  Max^TM suggested looking at the release threads, and that's probably best.

Quote from: FantasticDorf
> Will small item tools like boning knives/ladels cast out into adventure mode only, ever find their way into the fortress mode gradually as a \component of reactions in order to create alternative results/constructive new use without a new take on zone based workshops? As per methodically skinning and slaughtering a animal with a slicing knife, deboning it with a boning knife (especially useful in fish), then carving the valuable meats off it with a carving knife for greater productive output.

I don't think they'll come to fortress mode without a larger rewrite of workshops, due to the amount of item spam and logistics that would be involved in simulating all the tools needed for jobs.

Quote from: Shonai_Dweller
You mention specifcally Dwarvern historical figures will make artifacts through worldgen Strange Moods, will other races also get a chance to make stuff? If not by moods (which seem kind of Dwarfy) then by some other mechanic? Or is that what holy relics are? How about goblins - will they or their demon masters make evil artifacts?

Actually as a part two to that question, will Strange Moods actually be limited to Dwarves (as a race) or be available to anyone who's part of a Dwarf civ? Maybe not now but after Mythgen in the future will we start to see some difference in behaviour and ability between races from the same civ?

Right now we just have heroic items (elves and others do this quite a bit), and holy relics (which humans seem especially fond of).  We haven't branched out into anything really odd, but we'll get that in the myth/magic release.

Strange moods are a dwarf raw tag at this point.  Probably remain a vanilla setting thing that gets smeared out with slider settings, however that is going to work.  (discussed a bit more a few questions below)

Quote from: Inarius
Can historical figures fail their mood during worldgen ?

Yeah, with the associated problems.

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Quote from: kontako
You've mentioned that you intend to allow heroes in worldgen to name their weapons and armour, will this extend to our adventurer characters (say, after our character earns a nickname for heroic deeds)?
I could imagine my companions beginning disputes over who inherits my named items after my character dies.
Quote from: Max^TM
You mentioned world-gen heroic items and holy relics (the temples will be so awesome!) and I am curious if this will be a thing where you get the option to name something after some point, or even having them acquire names like we do after 5 hist-fig kills?

On that note, I'm sure you intend to get around to it at some point, but would other things which would/could bestow a title besides the kills mechanism in place now be a sooner or later type of change, like something that comes in with a language structure/dictionary rewrite?

The basic naming of adv items on the list of things to consider for this time.  I'm not sure how far it'll go, and hopefully people in the world won't suddenly care about all of your random junk just because you name it (that would be the default behavior, he he he).

Yeah, we'd really prefer the language rewrite first.  Then we can just start doling out names over historical events and reputation changes.  The 5 kills system is place-holdery and should be replaced.

Quote from: Daniel the Finlander
-Will holy relics be tied to specific gods (so a relic associated with the god of war would be a weapon, for example) or just cultures in general?
-Will there be artifact instruments?

The holy relics don't use the spheres yet aside from naming.  There are artifact instruments.

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Quote from: Shonai_Dweller
When mythgen is complete will the civilizations be limited to Dwarf, Elf, Human, Goblin, Random Monstrosity (depending on your 'random' setting) or are you looking into having it throw out existing races as civs too (gnome, minotaur, gorlak, mountain goat, etc)?
Quote from: Whatsifsowhatsit
With the upcoming (probably in the far future, but even so) generalization of fantasy races into a system where you can be toward the realistic (just humans) or toward the totally fantastic (naught but procedurally generated creatures), will at some point the stock races also see some more variability? Currently (for example) goblins are rather evil and elves are immortal cannibals; this is certainly not true in all fantasy. In Warcraft, goblins are a bit sneaky and rather capitalistic, but not necessarily evil or violent, and I don't think the LotR elves eat their own dead. Sometimes elves also just live longer lives rather than being fully immortal (to death by aging). Will such alternate possibilities at any point be included, and if so, how much, if any, player control do you envision over such things?

I haven't thought very much about the mutation of the raws to allow things to become partially what they are -- the side project myth generator kind of adds magical properties while trying to respect some pre-existing data, but those problems will be much more difficult when I actually try to plug it into DF.  It might be too difficult/etc. to rewind the raws, rather than having some sort of more unspecified version of each creature that it can use in place of the vanilla versions (which would amount to the dragon generator we'd wanted to experiment with in terms of random creature raw files).  It's unclear what we'll end up with, but it's certainly in line with our "fantasy world simulator" goals.

Quote from: Migrant
You have previously said that the version number is derived from a list of the features you are going to implement. It would be impractical if this list was mutable (because the version number could go down between releases) but assuming it is immutable where do your new ideas / player suggestions go?

I have a couple of lists -- the simple suggestions list (which I dip into with every bug fix cycle), and the long-term suggestions list (which is tied to broader subjects).  They don't directly impact the version number, though sometimes they are intertwined with something on the official list.  Sometimes I spend a while working on suggestions or tangents that don't impact the number at all.

Quote from: golemgunk
Speaking of this, will artforms be able to have artifact/magical properties?
I'm thinking of someone going into a mood and coming out with a song/dance/poem that causes weird things to happen to people who perform or witness it, or maybe certain wizards using songs or poems in their spells.

Yeah, they will likely come up.  They are already included as part of the magic system generator in the side project.

Quote from: FantasticDorf
When the game is more optimised in the future, will we ever see any development on 'the wind' in regular fortress play/greater map extent, since it is mostly defined by static air tiles at the moment and has no basis on the game. Its either in the air tiles or it is not for windmills, thermodynamics would be greatly aided by more hot/cold air gas floating around and weather patterns akin to 'evil rain' would have reason to exist and travel instead of being static to a biome to where even side by side tiles of a different temperature and biome can rain and the other will snow heavily.

Hot and cold air currents meeting between biomes sounds like a fun recipie for a thunderstorm/extreme weather and a bad time to be wearing metal on high ground and have stubby little legs that can't run that fast when you think walking across the mountains is a cheap shortcut.

I'm not sure it'll ever be that optimised, and it's a difficult problem.  We're planning to do a bit more, but right now weather is already too expensive for what it does.  We haven't added lightning, but squall lines/cold fronts are already formed by meeting air masses, so the game would know where to put one sort anyway.

Quote from: Untrustedlife
What happens when your adventurer dies post worldgen via world-activation, for example your adventurer dies by say dying in an invasion/insurrection or dying from starvation or dying from old age due to world activation while you were playing another adventurer or playing a fort. Does the adventurer get entombed in the crypts underneath the city or do they just cease to exist or does it just drop their corpse somewhere in the city?

There's a framework set up, but it's unfinished -- I had to handle some issues with the critter's existing body saved to disk that were annoying, so I just marked it up and moved on.

Quote from: Inarius
Toady, I quoted the last dev blog about magical items. I'm not sure I have understood it perfectly.
Does it mean "heroic items" are the item counterpart of the "heroic name" given to people when they have fought enough ?
If this is the case, will magical items/artifact still have a name before they are involved in some fights ?

It's more like the items in dwarf mode that people name after they have carried them a while.  Crafted mood artifacts and holy relics receive names when they are made.

Quote from: ShimmerFairy
Have you looked into OpenCL as a way to help offload calculations, in roughly the same way people talk about multithreading? It would have to be optional, but could still be beneficial.

I know it has come up before, but it didn't turn into anything immediately, anyway.  I don't recall the details.

Quote from: penguinofhonor
How far off are plans to expand the dye system? Specifically to the point where we might get earth-based dyes like ochre?

I really have no idea when we'll get to it.  We have about a page of dye notes, but like most other things, they just sit there.

Quote from: Untrustedlife
Do you plan on having a sort of action sequence for lords , (like you already do with tavern keepers where you can order a drink and they will go, get a mug, then actually go to the barrel and fill it with your alcohol then bring it to you), where the lord will, upon receiving an artifact may,  say, call over a servant and have the servant put the newly acquired shiny on a pedestal, or walk over to the pedestal themselves and put it there, after you retrieve it for a quest, it would be extremely satisfying if say, the following happened:

(sequence)

Yeah, this came up in the planning.  What happens if you just place the artifact on a pedestal yourself?  What happens if you give an artifact to a person that wants it without saying anything, using the normal trade interface?  Is there a special option that sets a sequence into play?  Do we need servants?  So we ended up with the dev notes "ability to present artifact (quest or not)" and "recognition of where artifact is placed by player and others".  We didn't make a decision on the servant question, since it would be more work, but we thought a hearthperson or page or something might have to carry it over if available.

Quote from: Rockphed
Is the number of families limited by the starting creatures, or do creatures elevated from entity positions create new families?

There are the starting historical figures, and then every historical figure created from the abstract entity populations also starts a new family (whether they make a larger family or not).  It also gives a new family to generated migrants in fort mode (when it runs out of historical ones).  Right not, it's lightweight since it's just a shared id number until something like an artifact claim comes up (at which point it has to track more), but when we get to actual families after the myth stuff, we'll see if there are some growing pains there.

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Quote from: Witty
With the addition of family heirlooms, do you have any plans to add surnames?

I know you mentioned in a DFtalk a while back that surnames have some historical inaccuracies for the 'time period' of DF - but I'd imagine it'd be quite the hassle to keep track of family heirlooms if every new family member has a totally unique name.
Quote from: Random_Dragon
Patronyms and matronyms would be interesting, but in addition to the hard code, the language files would need a dwarfy word for "son/daughter of" to add to it. But which sounds more dwarf-like to you: placing the word at the start of the patronym (Urist McDwarf), at the end of it (Urist Dwarfson), or as a separate word (Urist Bin Dwarf)?
Quote from: BloodAndIron
Also, the impending fiddling with inheritance and family groups brought to mind an interesting question: do you intend to redo the naming system to respect things like family names, clan names, places of birth, patro/matronyms, or notable deeds? What about the naming of non-sapient creatures by civilizations, whose lineages aren't really paid attention to as much? It always seemed strange that creatures like giant dingoes were given the same extensive names as dwarves that were just as random and hard to remember, making for rather underwhelming villains.

I'm not going to do anything with it now, and I'm not sure what's going to happen later.  Thinking about that sort of thing is more likely to happen with the proper cultural additions that come after myths.  This was just a quick structural addition I needed for heirlooms.  For now, as needed, they'll refer to their family group by the ancestor id it uses to track it, but it isn't incorporated into their own name.

Quote from: Inarius
Toady, can someone have several family tag ? If yes, how will people choose which family group to defend if a conflict happens ? If not, how will family change will work (marriage, adoption, etc.) ?

There's only one id per critter, and it just flips a coin on marriage right now, if the spouses are of equal "importance" according to entity position precedence.  This can lead to some odd situations with heirs to important positions at this point, but I'm not going to worry about any of it until I get to the proper structuring of it later on.

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Quote from: LordBaal
Can animals or prisoners be claimed by families? It is on the plans? I keep imaging wars over dragons or a chicken hehehe or perhaps a incarcerated goblin and things like that.
Also do you have any derivative development low hanging fruits, related or not to families and artifacts with this work yet?
Quote from: FantasticDorf
Is intelligent living 'property' like slaves (existing in that state and being enslaved as a result of ethics) liable to be taken as loot or interacted in some such way if the invaders deem them useful enough to use (liberated into spare entity population or sold on etc even if not explicitly needed/wanted as slaves if a quick death to 'free them' is not enough)

The existing system is rather bare of details, as it's given that slaves are survivors but then incarcerated and released instantly as seemingly normal working citizens in worldgen usually after less than a year, natural slaves belonging to folk for doing actual work or trotting following behind their masters looking rather glum are actually rather rare.

I haven't done anything like that yet, but I imagine the property additions after myths will have to more robustly address all of these issues (regarding historical figures and other populations being property or otherwise under the control of entities or families).  There are already some liberation mechanics in world gen invasions but I don't know if it makes history for it.

The family id numbers were the tangential low-hanging fruit, kind of, since they weren't directly in the path of the artifact release.  There are a lot of other things coming up now, with questing world gen groups and so forth, but I'm trying to stay on track as much as possible.

Quote from: FantasticDorf
Are/can slabs be worthy enough artifacts (for both goblins and necromancers) to prompt wars over if they are stolen/claimed by a adventurer or entity? In such a case that goblins may wish to reclaim their demonic master, or as per not engaging in apprentice training, armies of the dead lead by necromancers and apprentices chase down to punish the thief, chasing them and where the tome ends up (potentially in a fortress prompting conflict) all across the land relentlessly as a hostile factional night creature force (like a loyalty cascade where usual night creature pacification rules don't apply, as necro-on-necro macabre pokemon undead infighting)

Slabs occupying a strange place between books/scrolls and the newer worldgen artifacts.  I had to remove books/scrolls from the new processes or they'd overwhelm the narratives, but slabs are sometimes considered right now (I had to stop kobolds from easily stealing all the vault slabs!).  Eventually it'll need to understand which ones are important.

Quote from: BloodAndIron
With the approach of the artifact revamp, what do you intend to do with moods? It seems to me that the fey, possessed, fell, and macabre moods are in the same camp as the good/evil biomes, being more placeholders than final features (though you could say that for everything in the game, really). Would you replace the moods with a more generalized, procedural framework that accounts in some way for power sources or actual deities? On a sort-of tangentially related note, would you have artifacts carry some of their inspiration's properties or theme, like a sword divinely inspired by a death god withering plants and binding the undead to the wielder's will?

I don't have a specific plan at this point.  It goes with everything else specific and magical in the raws.  It'll likely remain in some sort of vanilla form, since it'll be hard to gut absolutely everything on the first pass, but it'll also likely not be a core part of a generic "dwarf" template.  We've been doing a lot of "sphere" tracking with the myths, so I expect most magical objects linked to some deity or other force will be at least partially aligned with it property-wise.

Quote from: thvaz
Will other races/entities generate thieves to steal artifacts or just kobolds (as goblins thieves just kidnap children)?

I guess it's a matter of perspective with these heroic recovery quests.  The "thief" hero type is still a kobold thing, and crime in general is still weirdly restricted and underrepresented.  I'm not sure we'll drift that way at all before its proper time, and just stick with adventurers "adventuring" until we get there.

Quote from: Bumber
Are adventurer sites going to be worked on a bit more soon, or during which arc are the likely to be re-visited? Specifically curious about being able to dig and to build the other workshops.

They have their own arc on the dev page ("Basic Adventure Mode Skills"), but I don't know when it'll next be up.

Quote from: falcc
Are there any plans for adventurers to be able to craft artifacts via strange moods either in the artifact arc or the magic arc? I know you said you might have any item able to be declared an artifact for adventurers, but could they gather materials and make something of the highest craftsdwarfship with that becoming their primary emotional need? Is that kind of how a geas will work?

I'm really not sure how dwarfy adv moods will work -- the game leans toward giving them to the various civilian craftsdwarves, and you'd kinda technically be one of those if you sit and carve bone all day with the vanilla reaction.  But I don't have any plans there, and it would require specialized mechanics.

Quote from: Shonai_Dweller
So, is the plan during fortress mode to have some invaders specifically target your site because you have artifacts? When rumours of your artifacts spread, will invaders potentially come from further away (i.e not neighbours) to attack you, or will it only effect the rate that nearby goblins invade (like wealth and exported wealth now)?

Oh, and if an adventurer loots an npc artifact and delivers it to a player fortress, are you likely to get irate invaders (or adventuring groups?!) specifically come looking for it while you're playing as that fortress?

I expect they'll be able to come from farther away.  And yeah, if you secure an artifact by whatever means (sending out one of the new patrols, or through adv mode and then unretiring), you'll be on the hook for any claims.  Adventuring groups are a different category of trouble (compared to invasions or visitors), so they'd need to be handled specifically, but we're leaning toward doing it to (1) avoid your fort becoming a dead-end for artifact stories and (2) not having another worldgen feature that isn't used throughout play.  I'm not sure if that'll include a diplomatic angle or just a group sneaking into your fort mostly using existing code.

Quote from: Eric Blank
With the artifact release, will residents of small settlements and towns/forts without a library have somewhere to store books and slabs? Will they appear in the owners' house or on their person, or a mead hall/civic structures?

The game now understands how to store things in buildings (rather than sites), but I'm not 100% sure we'll see respect of books.  They are technically artifacts, but there are so many of them on some sites that I'm going to have to handle them some other way, which may or may not be finished.

Quote from: King Mir
What does "placeholder mechanic" mean in the context of Dwarf Fortress, where any any mechanic is subject to potential improvement in a future release?

Just to add a bit to what people have said, for me personally it tends to come up more when I kicked a can down the curb knowing at the time that there was a better way to do something, but it's sort of a spectrum.  At this point in development, it'd probably be best to retire it, but I'll still keep saying it out of habit.  For instance, above I have "5 kills naming" as "place-holdery" -- we knew at the time that there are better ways to name things and that we wanted a language system, but at the same time we certainly weren't going to do it back then, and yeah, it's sort of unfair to call it a place-holder when most other things fall in that category to different extents.

I think the example of the new family mechanic is a better example though -- after the myth release we already have specific plans to improve families, but we wanted to take a small bit of it to make artifacts better now.  So whatever we have for families is a placeholder with a clear improvement coming up in a bit.  That said, if development wildly veers, as it does from time to time, and family improvements don't happen, then we'll just be in the same old spot again.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 31, 2016, 04:20:59 pm
Interesting answers as always.

Quote
I'm not going to do anything with it now, and I'm not sure what's going to happen later.  Thinking about that sort of thing is more likely to happen with the proper cultural additions that come after myths.  This was just a quick structural addition I needed for heirlooms.  For now, as needed, they'll refer to their family group by the ancestor id it uses to track it, but it isn't incorporated into their own name.

Aw, I'm disappointed you quoted my question in that bit but didn't give your opinion on which form of patronym construction sounds more dwarfy. o3o
Title: Re: Future of the Fortress
Post by: Trif on July 31, 2016, 04:36:08 pm
Thanks for the answers, Toady!
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 31, 2016, 05:03:03 pm
Many thanks Toady. I feel slightly sheepish for asking so many questions (perhaps overstepping the mark on the appropriate amount in not really keeping track myself in how many i even asked) but all the questions were reasonably handled so that's very pleasing.
Title: Re: Future of the Fortress
Post by: 90908 on July 31, 2016, 05:32:53 pm
Thank you, Toaded-One. Hail be to Tarn and their prophets.
Title: Re: Future of the Fortress
Post by: LordBaal on July 31, 2016, 06:00:12 pm
Thanks a lot for the answers oh great Toady.
Title: Re: Future of the Fortress
Post by: Max™ on July 31, 2016, 06:11:36 pm
Wait... does "I'm not sure if that'll include a diplomatic angle or just a group sneaking into your fort mostly using existing code." mean there will be other adventurers with companions running around on quests besides us now?
Title: Re: Future of the Fortress
Post by: Toady One on July 31, 2016, 06:17:08 pm
He he he, that's the plan!  dev: "Quests can be taken by player adventurer or other characters"  Forming part of the basis for it now with worldgen adventuring groups going for heirlooms etc., hopefully with some relationships that persist into play.
Title: Re: Future of the Fortress
Post by: Max™ on July 31, 2016, 07:05:03 pm
Oh god that sounds great, and a double answer! Senpai noticed me.
Title: Re: Future of the Fortress
Post by: Immortal-D on July 31, 2016, 09:20:36 pm
lol Max.  I'll throw my proverbial hat in the ring here for the next round of answers.

The Work Orders update was truly fantastic.  Have you given any thought to adding a similar quality-of-life improvement to the labors interface?  Honestly, that is the only part of the GUI which I really feel I need a mod/utility to handle.  Trying to manage the labors for more than a handful of Dwarves using the ingame menus is truly cumbersome.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 31, 2016, 10:13:30 pm
lol Max.  I'll throw my proverbial hat in the ring here for the next round of answers.

The Work Orders update was truly fantastic.  Have you given any thought to adding a similar quality-of-life improvement to the labors interface?  Honestly, that is the only part of the GUI which I really feel I need a mod/utility to handle.  Trying to manage the labors for more than a handful of Dwarves using the ingame menus is truly cumbersome.
Lime green for questions. And yeah Toady's mentioned replacing this altogether with...something else. Actually, would be interesting to hear if this 'something else' is any clearer yet or still waiting for just the right Strange Mood to hit before it gets looked at.
Title: Re: Future of the Fortress
Post by: Danny McNoob on August 01, 2016, 05:22:50 am
Sorry if this has been answered before or is just too far off to be a useful question, but here goes:
Any plans for multiplayer? It would be so cool to have my PC hosting a world as a server and to have me and my mates running around on it carrying out quests and coming across each other's interactions with the world. Being able to maraud together as a group would also be epic, but maybe it's something for version 2.0??!
Title: Re: Future of the Fortress
Post by: LordBaal on August 01, 2016, 07:54:41 am
I know this is kind of a tangent but now with artifact weapons, do you see feasible a little rework for ranged weapons? Specially customable reloading time? This I think is important to differentiate crossbows from bows and blowguns.

Also, artifact clothing in fortress and adventurer mode, will be of any practical use? Will they be subject to wear and tear?

On a tangent (on what already is a tangent), what about leather size being determinative to the kind and amount of products made? Have you thought about making different size animals give off different amounts of leather? Different products employing different amounts of material or something else?
Title: Re: Future of the Fortress
Post by: Nopenope on August 01, 2016, 08:11:24 am
Which features in your long-term list are you the most looking forward to working on? Which feature in general do you think will be the most painful to implement?
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 01, 2016, 08:29:12 am
He he he, that's the plan!  dev: "Quests can be taken by player adventurer or other characters"  Forming part of the basis for it now with worldgen adventuring groups going for heirlooms etc., hopefully with some relationships that persist into play.

Do you ever foresee a application of a UI window much like in the fortress mode side panel to help handle backlogs of quests (specific item recovery) that can be pursued in the world?

And possibly that specific fortress mode UI as a placeholder for giving instructions to go out into the world, by setting your own 'quests' such as this group of dwarves embarks on a quest to go build a hillock on the next door embark tile or lead so-and so army or join up with a bigger one etc, giving purpose to movement and leaving the map while still connecting you with the action with notifications on progress.

Going out of lime green bounds for a moment, by 'notification of progress' i mean within the twisted confines of my own mind I kind of see it as a hands off Oregon trail, for the most part dwarves go and deal with things themselves on the trip out of a series of scripted (animal attacks, bogeymen if going alone/number whittled down) and unscripted events as per part of the journey in which you will be asked how to handle some things else dwarves will auto-resolve and/or carry out your will to the competency of their personalities and skills.

Quote from: examples
> A handful of socially competent dwarves will skim you mostly past all civilized persons blocking your way but likely not benefit you at all if you are randomly attacked if a event or just circumstance (you cross paths with a notorious creature taking refuge within the region/patrol force) forces you into a combat you can't escape easily from because your dwarves you chose tire easily from running etc or die of the injuries they sustain due to no medical professionals or supplies out in the wilderness too far away from help.

> Do you ford the river at risk of dwarves dying due to poor swim skills? or turn back for a new path/put time into making a shoddy bridge to cross if you have a carpenter. Player given the question and dwarves try the chosen solution to the best of their capabilities.

> Little Urist Jimmy after drinking some fouled water has died of dysentery, do you leave his corpse behind to try and distract the wolves stalking you or take time aside to properly bury him and put his soul to rest at risk of being attacked? (with consequences of the corpse/ghost being resurrected as a historical figure down the line due to tragic/other circumstances)

> Dwarves arriving safely at the new site for the hillock (to which the journey may be dangerous) will tell you what they are doing and occasionally exclaim at the lack of materials/skills/manpower they need to fill the quota of basic things to found the site before you really get to demand anything of them when they are self sufficient in return.

@LordBaal Blowguns are already quite different, the [MAX_VELOCITY] of blowguns favours vertical long range to increase the power of the dart to a critical speed and velocity, so in essence armed with adamantium blow-darts they will just penetrate steel armour, straight into guts in the best conditions despite poor ammo penetration values. Updated materials and ideal positioning makes all the difference even with sub-par base weapon power and ammunition.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 01, 2016, 08:50:38 am
@Danny McNoob: Multiplayer and fine grained turn based simulation makes for a really horrible combination. Each time any of you wants to stand and think about what to do everyone else is made to wait as well, so it would be horribly jerky. Thus, multiplayer adventure mode is basically impossible without giving up the fine grained turned based simulation, and if you want an FPS there are a lot of those available elsewhere.
Multiplayer fortress mode is at least possible to contemplate with synchronization points once per month/season/year or something like that, but it would still be awkward and go completely against the grain of the current DF implementation, which, as far as I understand it, has the complete world (at a higher abstraction level) go about in the background all the time. Somehow, the different players' worlds would have to be made to evolve exactly the same, while their embarks are "holes" that synchronize with the world at those synchronization points, and recent introduction of visitors provides a very visible interaction with the outside world which would have to be dealt with somehow.
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 01, 2016, 08:53:40 am
I recently did some science where I jacked humans' hostility values up to 100 and generated worlds. One thing I saw that was interesting was succession wars - sets of civil wars that all occurred following the death of a law-giver. Was that intentional? What causes it?
Title: Re: Future of the Fortress
Post by: Witty on August 01, 2016, 01:31:35 pm
If we start out with a typical result being "dwarves replaced by worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile", or something like that, it's fine, and we can refine our sense of horror (and playability) from there.

I'm now overly hyped for Lovecraftian DF.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 01, 2016, 01:37:22 pm
If we start out with a typical result being "dwarves replaced by worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile", or something like that, it's fine, and we can refine our sense of horror (and playability) from there.

[Vore jokes intensify]

And I think drinking mugs full of people in cages was enough as it is.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 01, 2016, 01:46:38 pm
Can't rush quality but how's Threetoe's latest story coming along?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 01, 2016, 01:48:29 pm
Can't rush quality but how's Threetoe's latest story coming along?

Threetoe's working on a story? o.o
Title: Re: Future of the Fortress
Post by: Dirst on August 01, 2016, 01:53:57 pm
Can't rush quality but how's Threetoe's latest story coming along?

Threetoe's working on a story? o.o
Hopefully it's not about drinking people.

Threetoe's stories are generally describing Dwarf Fortress as it is intended to look in the future.  But has this ever gone backwards, with some implementation detail or even bug making its way into a story?
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 01, 2016, 03:40:09 pm
Thanks toady!
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 01, 2016, 04:01:11 pm
August report is up. Interesting content
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 01, 2016, 04:49:40 pm
August report is up. Interesting content
With the oh so important words 'site lag' sneaking in at the end there where they might be overlooked. Looks like we're heading for another Best Release Ever for Adventurer (and the fortress stuff will probably be nice too).
Title: Re: Future of the Fortress
Post by: 90908 on August 01, 2016, 04:53:42 pm
August report is up. Interesting content
With the oh so important words 'site lag' sneaking in at the end there where they might be overlooked. Looks like we're heading for another Best Release Ever for Adventurer (and the fortress stuff will probably be nice too).
I personally am looking forward to being a raven-man whose life goal is to collect every artifact ever and use them as throwing weapons.
Title: Re: Future of the Fortress
Post by: LordBaal on August 01, 2016, 04:57:59 pm
I personally am looking forward to being a group of raven-man in power armor whose life goal is to collect every artifact ever and use them as throwing weapons.
Title: Re: Future of the Fortress
Post by: Robsoie on August 01, 2016, 05:18:05 pm
In the (far) future, will we see more blending between adventure and fortress mode or will they stay separate game modes ?

I mean by example not having to quit a game in fortress mode to start one in adventure mode, but switch out of your overseer position and simply either take control of one of your fort citizen/visitor or creating a character on the fly, or when visiting one of your fortresses, just switch to the overseer position of it at any time ?
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 01, 2016, 05:46:48 pm
August report is up. Interesting content
With the oh so important words 'site lag' sneaking in at the end there where they might be overlooked. Looks like we're heading for another Best Release Ever for Adventurer (and the fortress stuff will probably be nice too).
I personally am looking forward to being a raven-man whose life goal is to collect every artifact ever and use them as throwing weapons.


Then get murdered in your sleep by people who are trying to steal your artifacts.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 01, 2016, 05:53:10 pm
In the (far) future, will we see more blending between adventure and fortress mode or will they stay separate game modes ?

I mean by example not having to quit a game in fortress mode to start one in adventure mode, but switch out of your overseer position and simply either take control of one of your fort citizen/visitor or creating a character on the fly, or when visiting one of your fortresses, just switch to the overseer position of it at any time ?
Toady talks briefly about further merging modes in the interview posted today.

I'd like this too, but Seamless Switching does kind of open up a 'Fortress cheat mode', doesn't it?
Oh no, my axelord is charging the goblin hordes in his bloodlust...no..wait...he changed his mind and came home instead.
Damn that noble and his impossible demands...oh, no, he cancelled them.
Fight in the inn!...no, Urist just walked away and let the guards handle it.
Hmm...

Seamless switching from Adventurer to Site management when you claim a site would be nice though. Or, switching to a Dwarf who's been sent away from the fortress on a mission (as the next release will have) would be cool too.
Title: Re: Future of the Fortress
Post by: Robsoie on August 01, 2016, 06:02:15 pm
Thanks i wasn't aware of that interview, and after checking the bay12 main page i learned a few nice things
Quote
Pretty soon, we're going to add creation myth generation to the game, and I suspect that'll give rise to a bit more fun on the world generation side, though I'm not sure it'd qualify as a mode. The same goes for editors for site maps and so on. Adventure mode just got cabin building, and that has the potential to morph into some sort of dwarf/adventure mode hybrid. I suspect we'll see more line-blurring like that -- fortress dwarves will be able to go off-map in the next release. Our larger plans had stricter ideas for different modes, playing dragons and deities and human towns and so forth, but I'm not sure how it'll play out, versus the natural evolution of existing modes to other styles of play.

for the possible cheating side of having a seamless gameplay, i don't think it's much of an obstacle as savescumming already exist to work around failures or losses for those such things annoy.
And the idea of taking over your axelord that is along your whole troops in a middle of a giant battle, sounds much more fun than a cheat opportunity :D
Title: Re: Future of the Fortress
Post by: Immortal-D on August 01, 2016, 06:11:44 pm
lol Max.  I'll throw my proverbial hat in the ring here for the next round of answers.

The Work Orders update was truly fantastic.  Have you given any thought to adding a similar quality-of-life improvement to the labors interface?  Honestly, that is the only part of the GUI which I really feel I need a mod/utility to handle.  Trying to manage the labors for more than a handful of Dwarves using the ingame menus is truly cumbersome.
Lime green for questions. And yeah Toady's mentioned replacing this altogether with...something else. Actually, would be interesting to hear if this 'something else' is any clearer yet or still waiting for just the right Strange Mood to hit before it gets looked at.
Woops, thanks for the catch.
Title: Re: Future of the Fortress
Post by: 90908 on August 01, 2016, 09:55:24 pm
I personally am looking forward to being a group of raven-men in power armor whose life goal is to collect every artifact ever and use them as throwing weapons while on fire.
Double fixed.
Title: Re: Future of the Fortress
Post by: peasant cretin on August 02, 2016, 02:46:19 am
I know this is kind of a tangent but now with artifact weapons, do you see feasible a little rework for ranged weapons? Specially customable reloading time? This I think is important to differentiate crossbows from bows and blowguns.


Just an add-on: it'd be very interesting if strength affected range for bows, granting the full 25 tile range if high, say 20 if above avg, etc. Crossbows could have an optimal power range, perhaps at 10 tile distance, just to differential between the two types of weapons. That's just based on what currently exists.
Title: Re: Future of the Fortress
Post by: Danny McNoob on August 02, 2016, 05:17:25 am
Thanks PatrickLundell, yeah I'd thought that it would have to require that when anyone pauses all others have to wait and would drastically change the feel from turn based to real-time - I'd still be well up for having to adapt play styles to learn how to play in real-time rather than turn-based in order to be able to explore the same world at the same time with my buddies, but I get that it'll probably never happen!

Thanks for the answer though.

D
Title: Re: Future of the Fortress
Post by: Butterfly on August 02, 2016, 05:45:06 am
Will Artifacts that have acquired kills at points during their Worldgen and post-Worldgen history be listed when you examine the weapon in Adventure Mode? It would be cool to have their history be recorded on the items themselves.
Title: Re: Future of the Fortress
Post by: Max™ on August 02, 2016, 08:35:41 am
^I am certain that will be the case, because ordinary items already track that sort of history, and it would no doubt be part of the heroic item naming process. Adding relevant kills and such with the dates would be the default.

Now, more interesting possibility: will heroic items include anything in their description which details how they acquired that status, or will this need to be learned through conversations/legends/storytelling?

"This is a legendary steel battle axe. It was wielded by the dwarf Reg Bootpants the Emancipated Breath of Festivals during a battle with the Roc Aru Stormwind the Green Spring of Tearing in 179, and dealt the killing blow. It is decorated with..."
Title: Re: Future of the Fortress
Post by: LordBaal on August 02, 2016, 09:35:36 am
Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 09:40:43 am
Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
Title: Re: Future of the Fortress
Post by: pikachu17 on August 02, 2016, 09:44:25 am
Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
I didn't realize how much this is needed, until you said it. I myself think it would be cool if the artifact-stealing kea would be named, then you could ask about it's last known stealing location, go there, find it's trail, then follow it's trail to it's nest, and recover the artifact. Hmm... maybe this should be a suggestion...
Title: Re: Future of the Fortress
Post by: Dirst on August 02, 2016, 10:08:30 am
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)
Title: Re: Future of the Fortress
Post by: ldog on August 02, 2016, 10:21:28 am
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

ROFL!
Toady needs to get to work on that, a language without expletives is no language at all ;)
Title: Re: Future of the Fortress
Post by: Button on August 02, 2016, 10:22:11 am
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

"Elf elfelf, the elf of elves"
Title: Re: Future of the Fortress
Post by: Button on August 02, 2016, 10:27:53 am
I have a couple of lists -- the simple suggestions list (which I dip into with every bug fix cycle), and the long-term suggestions list (which is tied to broader subjects).  They don't directly impact the version number, though sometimes they are intertwined with something on the official list.  Sometimes I spend a while working on suggestions or tangents that don't impact the number at all.

Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 10:29:06 am
Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
I didn't realize how much this is needed, until you said it. I myself think it would be cool if the artifact-stealing kea would be named, then you could ask about it's last known stealing location, go there, find it's trail, then follow it's trail to it's nest, and recover the artifact. Hmm... maybe this should be a suggestion...

If DF had a AI event and circumstance director, it would be Alfred Hitchcock.

Scripting events is so bland and narrative linear anyway, playing off a unfortunate series of events and screw-ups from the player as well as just the state of the outside world (if a giant routes your fortress its not your fault it happened, but moreso the failure to defend against it with a effective fortress design Armok willing) is what really creates a great story. Like in real life, escalation of relatively small and meager are blown up in size when exposed to incompetent management/execution usually from sources you can or cannot predict.
Title: Re: Future of the Fortress
Post by: ldog on August 02, 2016, 10:39:55 am
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

"Elf elfelf, the elf of elves"

ROFL
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 10:44:23 am
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

Your mother was a Elf! and your father was a cheesemaker!
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 02, 2016, 11:24:08 am
Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

If giant desert scorpions aren't on the simple suggestions list, I will be saddragon.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 12:08:44 pm
Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

If giant desert scorpions aren't on the simple suggestions list, I will be saddragon.

Just put in money for a patreon reward. If you have already, put in more. Alternatively i could just PM you a modified raw copy with it in and some faux changelog notes every new release.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 02, 2016, 01:12:20 pm
Just an add-on: it'd be very interesting if strength affected range for bows, granting the full 25 tile range if high, say 20 if above avg, etc. Crossbows could have an optimal power range, perhaps at 10 tile distance, just to differential between the two types of weapons. That's just based on what currently exists.

Alternatively, crossbow reload speed could logically be affected by strength. Again up to a certain max, just as being stronger than a bow's draw weight requires won't make it shoot farther.

Plus that allows slings to make sense if they get added.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 01:34:38 pm
Just an add-on: it'd be very interesting if strength affected range for bows, granting the full 25 tile range if high, say 20 if above avg, etc. Crossbows could have an optimal power range, perhaps at 10 tile distance, just to differential between the two types of weapons. That's just based on what currently exists.

Alternatively, crossbow reload speed could logically be affected by strength. Again up to a certain max, just as being stronger than a bow's draw weight requires won't make it shoot farther.

Plus that allows slings to make sense if they get added.

Crossbows and bows have to be constructed out of parts that relate to how high the base force can be, then just raise the max velocity and allow string parts to exert different force strengths (say that adamantium for being both light, nigh unbreakable and thread like is perfect, gcs and forgotten beast thick webs being second to some kind of metal fiber wire alternative) if the material can take the wear and tear.

Fund it. We should really move these ideas to the suggestion forum maybe.
Title: Re: Future of the Fortress
Post by: Dirst on August 02, 2016, 02:11:47 pm
Crossbows and bows have to be constructed out of parts that relate to how high the base force can be, then just raise the max velocity and allow string parts to exert different force strengths (say that adamantium for being both light, nigh unbreakable and thread like is perfect, gcs and forgotten beast thick webs being second to some kind of metal fiber wire alternative) if the material can take the wear and tear.
Urist pulls the trigger on his new crossbow, and the shiny filament of Adamantine jumps forward... neatly slicing through the bolt which barely moves from its perch.  Urist then gives up on this new-fangled marksdwarfship and uses the crossbow at it was intended: a blunt melee weapon.
Title: Re: Future of the Fortress
Post by: ldog on August 02, 2016, 02:31:34 pm
So can anyone point me to a good discussion/tutorial about the new musical instruments and making some sanity of them?
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 02, 2016, 03:42:50 pm
Crossbows and bows have to be constructed out of parts that relate to how high the base force can be, then just raise the max velocity and allow string parts to exert different force strengths (say that adamantium for being both light, nigh unbreakable and thread like is perfect, gcs and forgotten beast thick webs being second to some kind of metal fiber wire alternative) if the material can take the wear and tear.
Urist pulls the trigger on his new crossbow, and the shiny filament of Adamantine jumps forward... neatly slicing through the bolt which barely moves from its perch.  Urist then gives up on this new-fangled marksdwarfship and uses the crossbow at it was intended: a blunt melee weapon.

Real modern crossbows use springs to hold the projectile in place and carry through the tension created from the string to push foward larger arrows such as bolts (just breaking or colliding with the arrow at risk of splitting for no movement as you describe being a product without the spring when the projectile is too heavy) assuming that dwarven crossbows use a similar method, or deliberately 'round off the edges' of the adamantium/lubricate/use some kind of precise mechanical stopping block to receive the force without being cut. Dwarves naturally probably have this planned out mechanically so their crossbows are a different design to ours, perhaps having a few different mechanisms such as a wind up cog so that dwarves do not have to touch the dangerously sharp adamantium wire.

Remember the idea is to just use the tension to propel, so literally anything a dwarf could design is in bounds (sliding rollers, a small metal gear stop to physically shot-put arrows like a minature golf club for example as long as it delivers it to the desired place)

Thats the reason why nobody used 'bolts' as we know them in the 15 century, too heavy to be propelled by a string alone even at high velocity by later renditions of more powerful crossbows (bolts are entirely metal in the DF universe, and also because of weight, with poor power being shot out of a crossbow added with the weight it flies less far).

So can anyone point me to a good discussion/tutorial about the new musical instruments and making some sanity of them?

They are procedural, the best answer i can give is to look up artistic renditions of them (look for the completed instruments on the 'objects' panel of details for a detailed description of what they play and are made of) generally they will be made out of multiple materials but they all follow a usually quite similar theme. Sometimes you'll get a doddly easy peasy stone pipe, and other times some monsterous organ made out of glass, ceramic and bone besides obscure materials, all depends on the world and how it generates.
Title: Re: Future of the Fortress
Post by: Butterfly on August 02, 2016, 04:13:42 pm
^I am certain that will be the case, because ordinary items already track that sort of history, and it would no doubt be part of the heroic item naming process. Adding relevant kills and such with the dates would be the default.

Well, I know items get kills registered on items if you're nearby when the fight happens, but I've never seen weapons have a list of kills from Worldgen fights or World Activation fights that you don't experience, even if the wielder has many kills. I always presumed this was because it wasn't implemented yet and that it's easy enough to brush aside with "They might of just used a different weapon", but if it is implemented already then please tell me.

Another question:

Will stealing Holy Relics from a temple cause the thief to get cursed in the same way toppling statues in a temple transforms you into a Vampire or a Werebeast?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on August 02, 2016, 06:21:56 pm
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

ROFL!
Toady needs to get to work on that, a language without expletives is no language at all ;)

DF used to have profanity. However, Toady found that there was never a place to use it where other words from, say, violence and death spheres wouldn't be more appropriate, so it got removed.
Title: Re: Future of the Fortress
Post by: Eric Blank on August 02, 2016, 07:05:12 pm
I figured the bigger reason was that he was tired of us chatting about our fortresses named "anusbitch the raging anus of crotches"
Title: Re: Future of the Fortress
Post by: Fleeting Frames on August 02, 2016, 07:16:14 pm
That was in the context of goblin language, though.
Title: Re: Future of the Fortress
Post by: golemgunk on August 02, 2016, 07:46:59 pm
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

ROFL!
Toady needs to get to work on that, a language without expletives is no language at all ;)

DF used to have profanity. However, Toady found that there was never a place to use it where other words from, say, violence and death spheres wouldn't be more appropriate, so it got removed.

It's be neat if, rather than outright profanity, we get procedural insults based on cultural values or something. Stuff like "lowly worm" or "son of a troglodyte" though given the nature of the random names we have right now it could easily get incoherently shakespearean.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 02, 2016, 08:34:57 pm
Well, I know items get kills registered on items if you're nearby when the fight happens, but I've never seen weapons have a list of kills from Worldgen fights or World Activation fights that you don't experience, even if the wielder has many kills. I always presumed this was because it wasn't implemented yet and that it's easy enough to brush aside with "They might of just used a different weapon", but if it is implemented already then please tell me.

My adventures in retiring and unretiring suggest that weapon kill data gets wiped when you finish the game, so I doubt worldgen tracks it. It DOES track them in cause-of-death entries in legends mode, but that's on the creature side, not the weapon side.
Title: Re: Future of the Fortress
Post by: Max™ on August 02, 2016, 08:51:11 pm
With ordinary weapons they might get wiped, but I've had adventurers that I retired and unretired who had hundreds upon hundreds of kills on their artifact weapons.

In fact, I've specifically passed down artifact weapons and had kill lists with several different adventurers listed on them.
Title: Re: Future of the Fortress
Post by: LordBaal on August 04, 2016, 06:39:26 am
New devlog. Really exciting times to be a df player!
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 04, 2016, 02:29:51 pm
Now, if a zombie claims 'ownership' of a item (lets say a armlet) when the arm it's attached to is severed, does the armlet belong to the new arm creature or the original parent zombie?

In which queue a hilarious punch up when the body-piece zombie suddenly seeks to claim it for its other arm and causes a loyalty cascade in the zombie ranks trying to reclaim it, since zombies are all the same 'faction' and will respond to infighting aggressively rather than ignore it.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 04, 2016, 03:17:09 pm
Now, if a zombie claims 'ownership' of a item (lets say a armlet) when the arm it's attached to is severed, does the armlet belong to the new arm creature or the original parent zombie?

The severed arm has to be raised first, and severed limbs drop anything worn on them automatically, just as corpses drop their inventory. So I suspect this bug won't exist until after "corpses stop dropping everything" becomes a feature.

Which I doubt will be added anytime soon. Last I checked, that's a feature that's stumped even Catclysm: Dark Days Ahead, despite being a much more corpse-obsessed game and having a full dev team and contributor community. Then again, it's a very dysfunctional devteam, and unlike DF they don't have nested containers that would be needed for it to behave sanely.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 04, 2016, 10:32:14 pm
Will other adventurers gain reputation as they wander the world rescuing artifacts and such?

Was thinking how amusing it would be to catch a bunch of visitors about to make off with your latest artifact. Then thought how much more interesting it would be if a bunch of legendary treasure hunters just turned up one day. Keep them around, they might be good in a fight? Send them straight to the 'special' guest room, usually reserved for nobles?

Would be fun to overhear the stories being told about local heroes in adventurer too.
Title: Re: Future of the Fortress
Post by: DarkwingUK on August 05, 2016, 12:53:27 am
hi toady what are your thoughts about the number of artifacts being created? A current fortress might create ten in just a few years. Will all the fortresses create this many in world gen? Are you imagining some will be more important than others, or are otherwise distinguished through mechanics?
Title: Re: Future of the Fortress
Post by: Inarius on August 05, 2016, 11:36:56 am
I already asked a part of your question last month, to spare you the research, this is what Toady replied, more or less, to my question :

Quote
Quote from: Inarius

   
Quote
" It seems that, in the development page, you want to give a very important role to artifact(s) in the next version(s). For now, artifacts are numerous in Fortress mode, meaning that, if other fortresses and cities produce as many artifacts as us, there will be a LOT of artifacts all over the world. Does this mean less moods and artifacts in the future or is this intended ?"


I'm not sure the player fortress frequency will need to be changed.  The artifacts in other parts of the world will mostly be in other parts of the world, and I think in a gameish fashion they probably just won't make as many as player forts, so we shouldn't have a total glut.  We'll see though.  We'll have to deal with it if it gets really confusing, and if player artifacts become more magical and powerful, they might be less frequent in some worlds (while in high-magic worlds, there could be lots of magical items without them having artifact status).
 
Title: Re: Future of the Fortress
Post by: isitanos on August 06, 2016, 11:57:44 am
I enjoyed the 08/03/2016 development log. I love that the tower's ruling demon got killed by an elephant, those legendary beasts still kick ass as they should! It's pretty exciting that nations can go to war over a family heirloom, after all the best causes of war are the most futile ones.


I'm looking forward to them having more reasons to want the item than "it's an artifact". I guess memories of the glorious ancestor are sufficient for the family of the maker or the namer of the object, and Kobolds just steal anything shiny, but to some races and monsters it could be considered as worthless junk or just a curious trinket (i.e. not worth going to war over).

Also, I don't remember whether groups can give in to demands to avoid war? I imagine the huge goblin army showing at your door demanding you surrender "ShieldBattered the Shiny of Shinies, a wood bracelet menacing with spikes of Adamantine" so the chief's wife can wear it. Then if you actually send someone out to give the bracelet, they might leave peacefully. (Or decapitate the bearer and laugh at you and proceed with the siege, if they feel particularly cruel.)

Which reminds me that parley and emissaries would be a particularly cool game mechanic ripe for tension and betrayal.
Title: Re: Future of the Fortress
Post by: Vattic on August 06, 2016, 11:08:54 pm
Also, I don't remember whether groups can give in to demands to avoid war? I imagine the huge goblin army showing at your door demanding you surrender "ShieldBattered the Shiny of Shinies, a wood bracelet menacing with spikes of Adamantine" so the chief's wife can wear it. Then if you actually send someone out to give the bracelet, they might leave peacefully. (Or decapitate the bearer and laugh at you and proceed with the siege, if they feel particularly cruel.)

From DF Talk episode 2.

Quote
Rainseeker:   
Is there ever going to be a time when goblins actually come and say 'we demand tribute, and then we'll go away?'
Toady:   
Yeah I mean there should be, they already do that in ... I mean they don't, I guess ... actually I don't remember if they do ... is it just the humans that do tribute relationships? Because there's these fake tribute relationships in world generation that aren't realised in any way. You could start in a fortress where every other fortress in your civilization is paying tribute to humans and you just don't hear or have anything to do with it. That kind of thing is ... I think all that stuff is up on dev next which means we're kind of starting to think about how it's going to work. It's all coming; we have this thing up on the future - post version one - goals about actual complicated diplomacy, whatever that means, where we'd actually be thinking a lot more about arrangements and individual goals and so on; but we're going to be doing a lot of that also in the pretty short term here. With things like tribute it's going to require ... I don't want to point everything back at the caravan arc because that became kind of a habit ... Really what that is shorthand for 'sites have resources and things are tracked', so that's going to have to happen kind of soon too, especially when you start sending armies out which is one of the things right after sieges are improved quite a bit, there's already going to be armies moving on the world map at that time, and your dwarves are also going to be able to send out armies after sieges are improved, and at that point we've got to start thinking about things like supply lines and so on. There's a sense in which that could be aggravating, but I think it really improves the flow of wars and so on to have to worry about that kind of thing so you just don't have strange things happening like some army marching from town to town without taking anything, just killing everything, without being supported. What I'm getting at, though, is [that] when you've got supply lines where an army's being supplied it's similar to paying tribute, to moving goods around in that way, which also goes back to the caravan arc. It's kind of a race to see which one's going to go in first, but people are going to be moving stuff around; at that point things like guys coming to you and demanding things of you instead of just trying to kill everybody would be easily attained, which would be cool.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 06, 2016, 11:33:10 pm
Will other adventurers gain reputation as they wander the world rescuing artifacts and such?

Was thinking how amusing it would be to catch a bunch of visitors about to make off with your latest artifact. Then thought how much more interesting it would be if a bunch of legendary treasure hunters just turned up one day. Keep them around, they might be good in a fight? Send them straight to the 'special' guest room, usually reserved for nobles?

Would be fun to overhear the stories being told about local heroes in adventurer too.

They gain reputations already I believe.

I have had a companion steal a beast kill from me, and they got the "legendary hero" reputation.

So I suspect artifacts wouldnt be any different.
Title: Re: Future of the Fortress
Post by: Xinrai on August 08, 2016, 06:26:30 am
(Edited for a different question to satisfy the general peace of mind)
Will holy symbols become more prioritized targets for groups with an opposing sphere of worship? Will other individuals/groups prioritize artifacts as well, such as fighters preferring weapons/armor over other items or dragons wanting objects made of gold?
Title: Re: Future of the Fortress
Post by: MrWiggles on August 08, 2016, 06:31:21 am
What about more dynamic civilizations? Will we see civil wars over different ethics splitting a civilization in two, new colonies becoming their own civilization if they are very far apart from their homeland (especially once ships are in) or perhaps two civilizations combining to one (peacefully or not)?

Welcome to the forum! Fantastic to have you here. And you're continuing the time honor tradition of asking something thats been asked or long on the dev notes. 
Some of these elements if not all of them are either explicitly stated or will happen emergiently from the master dev list.

Though in the future these questions, when answered by ToadyOne will get, 'Sounds good. No timeline.' response.

So the answer to this question, 'sounds good, no timeline.'
Title: Re: Future of the Fortress
Post by: Xinrai on August 08, 2016, 06:32:48 am
So the answer to this question, 'sounds good, no timeline.'
I've been following the future of the fortress long enough to know that's completely possible. Doesn't prevent me from hoping that there'll be more insight.
Title: Re: Future of the Fortress
Post by: MrWiggles on August 08, 2016, 06:38:49 am
Toadyone and ThreeToe, beyond the master list they made, seem to really concentrate on the stuff their currently working on. So asking questions outside of that scope tend to not get a in depth answer. Ideological reasons for going to war, and them starting civil war is fairly reasonable thing. When it becomes the active aspect of the game, thats when you'll get that question answered more in depth.
Title: Re: Future of the Fortress
Post by: LordBaal on August 08, 2016, 06:54:53 am
Wait wat? Since when goblins can stablish holidays? Upon the hanging of a stinky tree hugger elf? Can we celebrate that in real life?

I'm wondering eventually, if world gen keeps going all lost artifacts would be reclaimed (or the attempts be made), or would the game tag some artifacts so there's at least some for an adventurer to reclaim or simply not everything is that valuable. It must be a really cool crossbow Renowned Gill if somebody is going against Smaug to recover it. Well if it where the Renowned Grill it could be for me.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 08, 2016, 07:21:39 am
Wait wat? Since when goblins can stablish holidays? Upon the hanging of a stinky tree hugger elf? Can we celebrate that in real life?

I'm wondering eventually, if world gen keeps going all lost artifacts would be reclaimed (or the attempts be made), or would the game tag some artifacts so there's at least some for an adventurer to reclaim or simply not everything is that valuable. It must be a really cool crossbow Renowned Gill if somebody is going against Smaug to recover it. Well if it where the Renowned Grill it could be for me.
If artifacts are constantly being stolen/plundered and also constantly being made/ordained/named, especially if certain thieves/beasts/armies are specifically targetting artifacts, I doubt they'll ever all 'settle down'. There'll almost always be something for an adventurer to do (in a large/old world anyhow).
Title: Re: Future of the Fortress
Post by: Xinrai on August 08, 2016, 07:37:03 am
Toadyone and ThreeToe, beyond the master list they made, seem to really concentrate on the stuff their currently working on. So asking questions outside of that scope tend to not get a in depth answer. Ideological reasons for going to war, and them starting civil war is fairly reasonable thing. When it becomes the active aspect of the game, thats when you'll get that question answered more in depth.

The question is now more related to the current focus.
If I had a time machine, I'd use it to go ask the first question later in the history of this universe.
Or maybe just go play the final version of the game, that might work...
Title: Re: Future of the Fortress
Post by: Nopenope on August 08, 2016, 08:19:21 am
Given how megabeasts are able of quite advanced interactions such as taking over sites, stealing artifacts (despite potentially lacking any bodypart that can grasp them) and being objects of worship, have you ever considered making them 'intelligent' in some way (whether [CAN_LEARN], [CAN_SPEAK] or whatever special tag's in store for interacting with mythic beings)? Do you have plans to expand beyond their being big dumb tameable animals once myth generation gets fleshed out and they get presumably integrated into it?
Title: Re: Future of the Fortress
Post by: Hinaichigo on August 08, 2016, 12:55:08 pm
It seems like demons never have a chance to impersonate gods anymore because they don't seem to escape from the underworld besides at the origin of each goblin civilization, upon which they become the ruler. Was this change intentional?
Title: Re: Future of the Fortress
Post by: Witty on August 08, 2016, 01:10:45 pm
It seems like demons never have a chance to impersonate gods anymore because they don't seem to escape from the underworld besides at the origin of each goblin civilization, upon which they become the ruler. Was this change intentional?

I asked a similar question a while ago;

Quote from: Witty
In a similar vein, do you recall why deity-impersonating demons were removed as well?
Quote from: Toady One
All of the impersonation code is still there, so I suspect that one is just a bug that came up as a side effect of some other change, though I might be forgetting something.


The 'other changes' might be the new goblin civ origin change.
Title: Re: Future of the Fortress
Post by: LordBaal on August 08, 2016, 01:48:46 pm
Yup. I used to generate worlds with 0 kind of demon in them, now if I do that there's no goblins then. And in fact if you up the number to 1 kind of demon it will still not produce any goblin civ (at least in my experience), at least two kind of demons are needed in pocket size worlds, and 4 for the biggest maps.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 08, 2016, 02:58:00 pm
A observation of playing as a goblin entity adventurer in discussion about the demon via a subordinate yields that the pretty standard and possibly required demon sphere type is Thralldom (consistently from my testing). Which might answer your question why even with 1 demon, may not be prerequisite for a goblin civ, because its the wrong sphere type to be plucked from the available pool @LordBaal

So in essence a topic from Indigophoenix (http://www.bay12forums.com/smf/index.php?topic=159440.msg7094611#msg7094611), hosted in my thread (Forced fellowship - persuasive magic and minions (http://www.bay12forums.com/smf/index.php?topic=159440.msg7092549#msg7092549)) has come true with thralldom affecting the control over minions in a round-about way for positioning to assume a [POWER] role or a hard-coded demon master niche that relies on the sphere.
Title: Re: Future of the Fortress
Post by: Max™ on August 09, 2016, 01:43:44 am
Yeah, I was about to say "wait, I've been generating words with hordes of goblins and no hell layer for glitchy volcano fun" but remembered I added [POWER] to my intelligent dragons and steel colossi.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on August 09, 2016, 04:41:29 am
You can totally get goblins without enabling two lowermost layers, as long as there's demons. They already escape the underworld before they exist, after all.
Title: Re: Future of the Fortress
Post by: Max™ on August 10, 2016, 05:51:55 am
I don't get demons leading goblin forts without a hell layer OR [POWER] on megabeasts, though I bet it would work well giants too... hmmm.
Title: Re: Future of the Fortress
Post by: DVNO on August 10, 2016, 06:49:35 am
How extensively will non-player Adventurers hunt for artifacts?

For example, consider this scenario; A King sends out a NPC hero to retrieve an artifact ring from a Dragon's cave. However, the player steals the ring before the NPC hero can arrive. When the NPC hero arrives at the empty cave, will he just stamp his feet, swear a little, and return home? Or, will he continue on his hunt and track the player down? Do foot prints and witnesses come into play? Does the hero shake down the player for the artifact with that new bandit mugging behavior?   
Title: Re: Future of the Fortress
Post by: LordBaal on August 10, 2016, 07:15:04 am
You can totally get goblins without enabling two lowermost layers, as long as there's demons. They already escape the underworld before they exist, after all.
Never managed to do it. Even jacking up the number of clowns, without the bottom layer they just don't spawn. I think that maybe disabling those layers overrides the number set for the clowns with zero.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on August 10, 2016, 09:00:46 am
Never managed to do it. Even jacking up the number of clowns, without the bottom layer they just don't spawn. I think that maybe disabling those layers overrides the number set for the clowns with zero.

Spoiler: "Try this" (click to show/hide)
Title: Re: Future of the Fortress
Post by: Brightgalrs on August 10, 2016, 01:13:39 pm
Any way we can get the UTTERANCES rules out of being hard-coded?
Link. (http://www.bay12forums.com/smf/index.php?topic=1854.msg29286#msg29286)
Title: Re: Future of the Fortress
Post by: callisto8413 on August 10, 2016, 04:18:37 pm
In Fortress Mode will there ever be a way for the player to assign orphans to married couples?  For example, babies or toddlers who have lost their parents to combat, accidents, or FBs?
Title: Re: Future of the Fortress
Post by: golemgunk on August 10, 2016, 08:18:08 pm
Will npc's knowledge of an artifact's location be tied to rumors?

Like, if someone is heading to plunder an artifact, and you find it first and run off with it, will they automatically come after you instead of heading toward it's previously known location, even if you didn't tell anyone you have it? Would npc's say anything if they saw you carrying an artifact? It would be neat if you could steal something and secretly hide it somewhere, making it lost to all but those who know where you put it.

Also, How would an npc treasure hunter react if they knew you're carrying an artifact they're after? Would they try to kill you on the spot, or mug you like bandits do, barter for it, or even just nicely ask you to give it to them?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 10, 2016, 11:00:55 pm
Will the full range of quests be available to npc adventurers (beasts, bandits, war as well as artifacts)? What will npc adventurers be doing in between quests? Will they be building reputation on their own by raiding tombs, hunting monsters, travelling into the underworld and so on just like players? Or roaming from town to town until a hearth gives them a quest?

Also, how much of what they do will be abstracted? Will we actually get to run into them deep in a kobold cave somewhere as they hunt for artifacts if we're there at the same time? Will they be proactively going about their quests, or just hanging around until we go away and they can get on with things?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 10, 2016, 11:04:06 pm
In Fortress Mode will there ever be a way for the player to assign orphans to married couples?  For example, babies or toddlers who have lost their parents to combat, accidents, or FBs?
This seems like something dorfs should do by themselves, like marriage.
Title: Re: Future of the Fortress
Post by: Arthropleura on August 11, 2016, 12:00:23 am
Will NPC adventurers ask other NPCs and possibly the player, to join them on adventures?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 11, 2016, 12:43:02 am
How robust is the rumour/information system when it comes to entities tracking the location of artifacts they want?

What I mean is, if npc adventurer group A is sent out to recover an artifact from a lair and they get ambushed/backstabbed there by a mean player adventurer deep underground who makes off with the artifact himself, how long will it take for the original entity to find out what happened?

Will they work it out upon discovery of the bodies by a later adventurer group, or will they have to wait until rumours reach them that I've actually got it (and can I prevent this somehow by 'hiding' the artifact somewhere)? Will the entity keep sending pointless excursions to the original lair in the belief that the artifact is still there?
Title: Re: Future of the Fortress
Post by: DVNO on August 11, 2016, 01:14:05 am
In Fortress Mode will there ever be a way for the player to assign orphans to married couples?  For example, babies or toddlers who have lost their parents to combat, accidents, or FBs?
This seems like something dorfs should do by themselves, like marriage.

:O

finally a use for the Dorf Legal system!

"By the power invested in me I hereby declare that you will be owned by the last surviving member of your family, your house cat. The law has spoken!" *Bangs gavel*
Title: Re: Future of the Fortress
Post by: Eric Blank on August 11, 2016, 01:17:33 am
Will entities who treasure an artifact they don't have in their possession at the moment take it personally if the player comes along and grabs it before they can?

Will individuals be upset if you have an artifact they want?

Will they recognize artifact theft? If you steal an artifact out of their site, will they despise you for it or come after you now, or will that have to wait until the law & thieving update down the line?
Title: Re: Future of the Fortress
Post by: falcc on August 11, 2016, 03:33:43 pm
How do things become holy relics in world generation? Is each religious figure restricted to one artifact in their lifetime/after they're butchered? Can someone lose a pinky in life, become deserving of a relic later, and then their pinky bone is the relic or are they always constructed at someone's death? Can heirlooms or crafted artifacts become holy relics later on? Can holy relics become heirlooms for another entity? Will adventurers be able to create or influence the creation of holy relics? Will forts be able to produce holy relics if they have especially prominent temples, and would that have to wait until start scenarios?

Will adventurers always be able to tell the accurate quality of items at shops/held by others? Will the appraiser skill or the relevant crafting skill affect things? Will merchants ever try to claim an object is of better quality or made of better materials than it actually is? Will people ever claim something is a fake relic or fake artifact? Will people ever be able to try passing pyrite off as gold ore?
Title: Re: Future of the Fortress
Post by: Mr S on August 12, 2016, 09:12:23 am
Toady has been on the trend of ever expanding Adventurer interactions, so it seems reasonable that appraisal may make it, eventually. But with many "eventually" items, Sounds good, No timeline.

Where I expect to see this type of behavior, as well as the forgeries, counterfeit goods, false quality claims, etc would be once economy is up and going and/or further development of the Thief and Law arcs.
Title: Re: Future of the Fortress
Post by: Egan_BW on August 12, 2016, 05:45:24 pm
If you're playing adventurer mode and you come across an artifact, will you automatically know it's name, or will it just be a "masterwork leather throng" until you identify it somehow?

It could be interesting if the player raids some ancient abandoned fortress and picks up what they think is some random loot, only to meet a dwarf on the road who can identify what it really is.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 12, 2016, 11:24:07 pm
If you're playing adventurer mode and you come across an artifact, will you automatically know it's name, or will it just be a "masterwork leather throng" until you identify it somehow?

It could be interesting if the player raids some ancient abandoned fortress and picks up what they think is some random loot, only to meet a dwarf on the road who can identify what it really is.
Appraisal skill could come in handy there. Otherwise the treasure hunter role is going to be reduced to hauling around piles of junk in the hopes of finding something neat. Indiana Jones knows an artifact cup when he sees one, as should experienced DF treasure hunters.
Title: Re: Future of the Fortress
Post by: Vattic on August 13, 2016, 04:26:24 pm
The whole hidden or imprecise knowledge thing is really interesting. We have some already like the setting that hides undiscovered history. Wrong maps and the like have been mentioned previously. From what I remember they have to get the underlying simulation working decently before having people misinterpret it. One extreme example of the player getting perfect knowledge is the combat with it's diagnostic level of detail. Imagine if the description was tied to your skills.

Indiana Jones knows an artifact cup when he sees one, as should experienced DF treasure hunters.
In fairness he had a whole lot of knowledge about the related myths. On face value a dwarven appraiser would pay little for that cup, as much as it'd upset the elves. Would be interesting if you had to do some library visiting and identify markings/inscriptions etc, would allow for scenes like that in the film. Makes me wish for adventurous Indy-like historian scholars petitioning to go off after some read about doodad.
Title: Re: Future of the Fortress
Post by: thvaz on August 13, 2016, 04:39:43 pm
Weapons, jewelry, and others kinds of artifacts that can be worn will be effectively worn by its owners? And furniture artifacts, will they be used? Or will they all be kept safe somewhere, or displayed? Maybe it will depend from owner to owner or situation to situation?
Title: Re: Future of the Fortress
Post by: Rockphed on August 13, 2016, 08:06:58 pm
Weapons, jewelry, and others kinds of artifacts that can be worn will be effectively worn by its owners? And furniture artifacts, will they be used? Or will they all be kept safe somewhere, or displayed? Maybe it will depend from owner to owner or situation to situation?

In related vein, will crowns and scepters be properly used by their owners?
Title: Re: Future of the Fortress
Post by: MrWiggles on August 14, 2016, 01:41:18 am
I bet not. This release, so far, is about world gen, and adventure mode and fort mode recognizing and making goals that their artifacts. Not that their also other objects.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 14, 2016, 03:58:30 am
I bet not. This release, so far, is about world gen, and adventure mode and fort mode recognizing and making goals that their artifacts. Not that their also other objects.
But it might happen naturally if Toady wants the game to recognise that an artifact crown's 'proper storage location' according to civ A is "on the head of the king". In which case he'd probably need to clean up crown and scepter usage a little.
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 14, 2016, 08:42:56 am
Will I ever be able to melt down a metal FB into bars?
Title: Re: Future of the Fortress
Post by: Dirst on August 14, 2016, 09:08:26 am
I bet not. This release, so far, is about world gen, and adventure mode and fort mode recognizing and making goals that their artifacts. Not that their also other objects.
But it might happen naturally if Toady wants the game to recognise that an artifact crown's 'proper storage location' according to civ A is "on the head of the king". In which case he'd probably need to clean up crown and scepter usage a little.
There can be more than one artifact crown in a civ.  Reminds me of a book I just read to my son, Caps for Sale.
(https://brownroadchronicles.files.wordpress.com/2013/05/image1.jpg)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 16, 2016, 11:51:25 pm
So will the display cabinets and pedestals get their own zone, like statue gardens? And if so will dorfs actually go there? It seems like they lost interest in hanging out at statue gardens, dining rooms and zoos when the taverns release hit.
Title: Re: Future of the Fortress
Post by: MrWiggles on August 17, 2016, 12:04:50 am
So will the display cabinets and pedestals get their own zone, like statue gardens? And if so will dorfs actually go there? It seems like they lost interest in hanging out at statue gardens, dining rooms and zoos when the taverns release hit.
I think they'll more then have the ability, but a typical dorf fortress population may not be that inclined.
Title: Re: Future of the Fortress
Post by: Arthropleura on August 17, 2016, 06:02:00 am
So will the display cabinets and pedestals get their own zone, like statue gardens? And if so will dorfs actually go there? It seems like they lost interest in hanging out at statue gardens, dining rooms and zoos when the taverns release hit.
I think they'll more then have the ability, but a typical dorf fortress population may not be that inclined.

Museum? Do they serve booze? No? Whelp, back to the tavern!
Title: Re: Future of the Fortress
Post by: DG on August 17, 2016, 07:29:40 am
Well that takes care of a common suggestion topic.
Title: Re: Future of the Fortress
Post by: LordBaal on August 17, 2016, 07:48:07 am
Maybe there's a need to diferentiate regular crowns from the real deal? It's kinda weird to be able to make and trade as many crowns. One would think that the market for those would be reduced to a few nobles.
On zones. Again, most likely is outside the scope but do you think to convert workshops into zones(carpenter workshop with tables, workbenches, tools, cabinets, chests, nails..), seeing you creates another kind of zone. Or will that take too much effort at this point to be a low hanging code-fruit?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 17, 2016, 11:27:08 am
Given the increasing number of bugs, lingering remnants of bugs from the last couple "major ambitious idea" updates, and the inevitable bugs this ambitious artifact release will create, do you plan to set aside additional time for bug fixes, beyond the usual "oh shit new bugs" release that follows each feature update?

EDIT: Changed question to be more clear, because derp.
Title: Re: Future of the Fortress
Post by: falcc on August 17, 2016, 02:09:57 pm
In the lull between Dwarf Fortress releases I'm playing other RPGs and it has me frustrated about some of the really arbitrary morality systems around theft in games.

Once you get to property and/or thievery do you forsee differentiating between how entities respond to stealing an object from someone vs taking an item off of their corpse? Obviously all thievery is weird in DF right now, but it seems really odd if some traveler goes off with a city guard one day and comes back in the guard's clothes that they wouldn't be hassled about it even if they can tell the villagers the story of the guard being killed by a night troll. Will there ever be concepts of/punishments for graverobbing beyond war if you steal a civ's artifact? What are some of the programming barriers, if any?
Title: Re: Future of the Fortress
Post by: peasant cretin on August 17, 2016, 05:41:48 pm
Will we ever see civ specific positions given arms/armor? I always thought it odd to see the sheriff, militia commander, caption captain of the guard, hammerer, champion, or those randomly genned bandit positions completely unarmed. (If this was asked in previos FotF, I apologize)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 17, 2016, 06:11:10 pm
Will we ever see civ specific positions given arms/armor? I always thought it odd to see the sheriff, militia commander, caption captain of the guard, hammerer, champion, or those randomly genned bandit positions completely unarmed. (If this was asked in previos FotF, I apologize)
Don't they all have armour now since 43.04 "armour appropriate to roles" update?
Title: Re: Future of the Fortress
Post by: peasant cretin on August 17, 2016, 07:07:47 pm
No, the civ positions I mentioned are unarmed. I've never seen an armed sheriff or militia leader.

EDIT: Most bandits are armed via the 43.04 "armour appropriate to roles" update, but occasionally a human bandit leader in a mead hall will just have a knife. All the goblin bandits were sufficiently armed.
Title: Re: Future of the Fortress
Post by: thvaz on August 17, 2016, 08:00:27 pm
Given the increasing number of bugs, lingering remnants of bugs from the last couple "major ambitious idea" updates, and the inevitable bugs this ambitious artifact release will create, do you plan to set aside an update for predominantly bug fixes?

I hope Toady just ignores this passive aggressive question, but everyone that hangs out here for some time knows that after a feature release Toady will always make various bug fixes releases, first fixing new bugs and later old bugs. Granted, not every bug will be fixed, but many are.

edit: You are old here. You should know that. You are just a troll.
Title: Re: Future of the Fortress
Post by: stinkasectomy on August 17, 2016, 09:29:56 pm
with display cases and pedestals, will intelligent creatures react to displays of body parts with emotions? display the heads of previous sieges sort of thing. something along the lines of displaying human A's head, and human A's relative breaking into tears and getting emotional mid siege


will display cases/ pedestals have a limit on what is placed in/on them?
 I imagine a volume for display cases, and a single item for a pedestal. so lots of small items can go in a case, but big "non-'large" items (i am assuming "large" is based on item type) will still be placeable on a pedestal (like a especially large dragon head )



edit: green -> limegreen
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 02:13:42 am
I hope Toady just ignores this passive aggressive question, but everyone that hangs out here for some time knows that after a feature release Toady will always make various bug fixes releases, first fixing new bugs and later old bugs. Granted, not every bug will be fixed, but many are.

edit: You are old here. You should know that. You are just a troll.

If I was here to troll, I would've started whining about Toady forgetting about giant desert scorpions.

We really need more bugfix updates. I mean yes, every major feature release is followed by a bugfix release, but it would be useful if he cracked down on bugs a bit harder instead of moving on to creating NEW bugs.
Title: Re: Future of the Fortress
Post by: Putnam on August 18, 2016, 02:17:56 am
every major feature release is followed by a bugfix release

Or 5, or 10.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 02:49:57 am
I can't be the only one wishing that we had a bit more bugfixing that the norm, before we get yet another major content addition. -_-
Title: Re: Future of the Fortress
Post by: Putnam on August 18, 2016, 02:54:10 am
I know, the last one after a major release only lasted 6 months, it's unacceptable
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 03:37:35 am
Taking time fixing bugs is fine. But if you insist on snarking about it:

42.01. Main features: Location zones, art generation, vistors, clothing details, knowledge, writing, etc.
42.02. Bugfixes.
42.03. Bugfixes.
42.04. Some feature additions, mostly bugfixes, GDS redacted out of existence.
42.05. Main features: Heartperson quests, zombie nerfs. Some bugfixes.
42.06. Main features: Job details, image specifications, adventure bonecarving. Some bugfixes.
43.01. Main features: Adventure-mode woodcutting/building, work order enhancements.
43.02. Bugfixes.
43.03. Bugfixes.
43.04. Main features: Force translation, equipment damage. Incorrectly described as primarily bugfixes.
43.05. Main feature: 64-bit release. Some bugfixes.

Going back the last two version numbers and around 8 months of development, we've had 4 out of 11 releases that did NOT include ambitious Fun ideas to add new bugs. The next release is likely to continue that pattern.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 18, 2016, 04:12:36 am
Going back the last two version numbers and around 8 months of development, we've had 4 out of 11 releases that did NOT include ambitious Fun ideas to add new bugs. The next release is likely to continue that pattern.
Yep, Toady should just abandon ambition altogether and spend the next couple of years fixing the bugs in his half finished game. Oh, but wait...that would be kind of rubbish wouldn't it? 8 of the updates you listed included bug fixes. That's pretty much 6 months of bug fixing. Plus all the bugs fixed during development (like lye).

Honestly, what are the major bugs that need fixing right now because they make the game unplayable (for normal people)? I see a weapon trap crash bug that seems serious, does that happen every time?

Other than that vanishing mechants, but they don't count as a whole merchant arc is needed to replace them altogether. Dorfs in trees isn't much fun I guess. Anything else? The bug tracker is pretty hard to work out, hundreds of pages of "Resolved-Duplicate" make it hard to see what new bugs there are.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 04:27:15 am
The point being that 7 of those 11 updates added their own bugs, matching or outpacing the amount of bugs said released fixed.

Is it that absurd to hope that there'll be at least one pure bug-fixing update after the next one? Keeping in mind that there's 90% odds that the update after the impending release will add something else that'll break new things.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 18, 2016, 04:38:33 am
I agree with Random_Dragon that the cleaning up of recently introduced bugs has been lacking (and I basically asked for at least one more bug fix release before moving on earlier, just because it looked like most of those bugs wouldn't be dealt with, which is exactly what happened, unfortunately). While I don't have a problem with random old bugs being fixed (it's always good), I felt the number of new ones dealt with to be disappointingly few, as well as the total number squashed.

Top of my head list of issues introduced with the latest releases:
- Dorfs in trees (probably older than the latest releases, though)
- Militia selecting "overridable" need satisfaction over direct orders or ordered training
- Dorfs defying burrows to satisfy "overridable" needs
- Visiting groups not identified on petition (i.e. petition for the group, with no means to find who the members are), or any other time, for that matter
- Useless tavern keepers (as performers serve as much booze as tavern keepers do)
- Performers not performing
- Significant alcohol poisoning death rate (although this is a judgement call: at least I won't serve booze until the dorf death rate is significantly reduced)
- Lethal "non lethal" bar room brawls (well beyond the occasional accidental death)
- Dorfs incapable of satisfying needs because they won't pick suitable meals, or socialize to get friends and partners
- No means to keep (vampire) visitors away from the fortress interior. The bug announcing vampires as such at least makes allowing visitors possible
- No means to identify visitor vampires as visitors cannot be controlled or examined (the bug above is the only work around, and it's easily missed in the message stream)
- Overstaying visitors
- Hello/goodbye sieges
- Disappearing caravans/liaisons
- Books/quire artifactness causing hauling trouble (together with merchant tagging)
Title: Re: Future of the Fortress
Post by: MrWiggles on August 18, 2016, 05:14:39 am
And the thing with wanting bug fixes, is that for a lot of these bugs, we're kinda clueless what makes them bugs. Some of them, and seems like, feels like, a few  of them are raw typos. Other bugs might be due dummy information from systems being incomplete, dummy systems, or bugs may represent a reworking of underlying system. Which maybe impractical do until other things get done. Like, for a long while the community just wanted cows to give milk so we can get cheese. Cheesemaker dorf, was a baneful immigrant to get. And for us to get cows giving milk, was this entirely new system that cover poisons, and fireballs, and all sorts of other stuff emitted from creatures. We're in the poorest position to go, 'Get that bug', because we cant ever know what we're actually asking.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 18, 2016, 05:45:59 am
Yes, I'm aware that for any individual bug there might be a reason for why it's impractical to address it now. However, I doubt every newly introduced bug is there because there's an old underlying system that's in need for major rework at some appropriate future time.
The list I threw up is one of recent bugs (and I'm sure it's not complete), not a list of demands for bugs to be squashed "now!". However, I feel the desire to rush on was too strong this time, and about a month of bug fixing (and, as Random_Dragon indicates, primarily bug fixing, not additional stuff with a few fixes thrown in, but possibly bug fixing with a few minor things thrown in) ought to have made a lot to address the bug balance.
Title: Re: Future of the Fortress
Post by: Kathe on August 18, 2016, 06:59:41 am
This has probably being asked before, but have you considered making multi-tile creatures (either on x, y or z, or also all three)? What are the main challenges in doing this?
Title: Re: Future of the Fortress
Post by: MrWiggles on August 18, 2016, 07:27:52 am
This has probably being asked before, but have you considered making multi-tile creatures (either on x, y or z, or also all three)? What are the main challenges in doing this?
Yes. To some degree, its pathfinding. And there are also concerns of multitiles creatures being very easy to exploit due AI considerations of them understanding their surroundings.
Title: Re: Future of the Fortress
Post by: LordBaal on August 18, 2016, 07:28:45 am
This has probably being asked before, but have you considered making multi-tile creatures (either on x, y or z, or also all three)? What are the main challenges in doing this?
I think he has. At least I recall him mentioning that. Right now the only "creatures" are wagons but something like that is planed for big creatures (dratlas, monsters...). Over the challenges of doing so I couldn't know, only Toady, our mighty binarysmith could answer that.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 18, 2016, 08:06:06 am
This has probably being asked before, but have you considered making multi-tile creatures (either on x, y or z, or also all three)? What are the main challenges in doing this?
I think he has. At least I recall him mentioning that. Right now the only "creatures" are wagons but something like that is planed for big creatures (dratlas, monsters...). Over the challenges of doing so I couldn't know, only Toady, our mighty binarysmith could answer that.
He also talked about some test version with multi-tile quadrapeds lumbering about, so it's being experimented with at least.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 12:31:27 pm
I agree with Random_Dragon that the cleaning up of recently introduced bugs has been lacking (and I basically asked for at least one more bug fix release before moving on earlier, just because it looked like most of those bugs wouldn't be dealt with, which is exactly what happened, unfortunately). While I don't have a problem with random old bugs being fixed (it's always good), I felt the number of new ones dealt with to be disappointingly few, as well as the total number squashed.

Exactly. I expressed concern about how many bugs are being addressed, versus how many new ones are being created. And predictably this causes a shitstorm. ._.
Title: Re: Future of the Fortress
Post by: WordsandChaos on August 18, 2016, 01:45:49 pm

Will more mundane items be 'owned' by individuals and family entities? As a kind of juxtaposition to the granduer of stealing the holy artefact cake tin of Urist McRoyalBaker, and the ensuing ten year long World War of Doughs, it'd be interesting to see Jeff steal Roger's socks because his have all disintegrated or he's adamant that the colour blue compliments his toenails.


Title: Re: Future of the Fortress
Post by: Dirst on August 18, 2016, 01:54:26 pm
Will more mundane items be 'owned' by individuals and family entities? As a kind of juxtaposition to the granduer of stealing the holy artefact cake tin of Urist McRoyalBaker, and the ensuing ten year long World War of Doughs, it'd be interesting to see Jeff steal Roger's socks because his have all disintegrated or he's adamant that the colour blue compliments his toenails.
"Whose stuff was that anyway?"
"Let's see, the shield belonged to Steve Rogers, the helmet was Tony Stark's, and the pants were Bruce Banner's."
"Put the pants back.  Quietly."
Title: Re: Future of the Fortress
Post by: Putnam on August 18, 2016, 03:12:05 pm
Exactly. I expressed concern about how many bugs are being addressed, versus how many new ones are being created.

By saying that more bugs are introduced than fixed without actually giving any evidence for it, yeah.
Title: Re: Future of the Fortress
Post by: thvaz on August 18, 2016, 06:47:32 pm
Exactly. I expressed concern about how many bugs are being addressed, versus how many new ones are being created.

By saying that more bugs are introduced than fixed without actually giving any evidence for it, yeah.

If that was true, the game would be more unstable than ever, which is not the case.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 18, 2016, 07:50:34 pm
I suppose yes, it is a concern based on an unprovable possibility. That does not invalidate the points that PatrikLundell brought up earlier, which honestly do a better job of stating that concern that I could.
Title: Re: Future of the Fortress
Post by: Quarterblue on August 18, 2016, 08:11:22 pm
By saying that more bugs are introduced than fixed without actually giving any evidence for it, yeah.

Well for what it's worth I remember a time around the .40.xx series of bugfix releases where the number of bugs on mantis dipped below 1900 and now it's at 2277, so yeah the number of bugs seems to have risen. Not that it matters at all though, since a bug can be anything from a crash to a typo and if there are more features one can expect the number of bugs to rise accordingly. After all, an empty program is bug-free, so DF can be effectively said to have risen from 0  bugs to the thousands in 10 years, which sounds pretty dreadful if you don't pay close attention to what it really means. Also it matters even less when considering that Toady works on the stuff he likes and doesn't actually play the game to an extent that he can take notice of its (hypothetical lack of) playability.
Title: Re: Future of the Fortress
Post by: Max™ on August 18, 2016, 09:15:45 pm
The tracker is also higher profile now, I didn't know about it for a while, I was pointed to it, I've pointed others to it, you'd expect a lot of things that are hard to find the proper duplicate of showing up and needing to be resolved, you've got weird edge case bugs that count but aren't really important (teleporting bloodsplosions) vying for attention with serious stuff (campsite animal population explosions) mixed in with amusing stuff (zombie merchants) and more people adding stuff with each new release.
Title: Re: Future of the Fortress
Post by: vlademir1 on August 18, 2016, 10:32:14 pm
Do display cases and pedestals have a quality value like other furniture?  If so, is there any intent to, whether within the current new feature implementation or at some indistinct future point, have dwarf thoughts about incongruous displays (such as the equivalent of displaying a Faberge egg on some random poorly constructed Ikea shelf)?


I can't speak for anyone else, but on the whole "more bugfixes" discussion I personally see no problem with the current level of bugs so long as game breaking bugs don't occur in more than 1% of games.  This game has been effectively in alpha development (even if Toady himself isn't thinking in or using those terms) since 2010 with the 0.31 releases, which was preceded by effectively a public pre-alpha phase that ended with the 0.28 line in 2008 and a private pre-alpha that ended with the 0.21 line's release in 2006.  Until we see a 1.00 line, demarking the start of a beta phase with all features implemented, it is actually counterproductive to push out more bugfixes than is required to maintain feedback levels on new features as they are implemented just as it's counterproductive to push out any real polish on existing systems and content until then (for the record I personally expect to see that in around 2030 or so at the current rate).
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 19, 2016, 02:36:20 am
:
I can't speak for anyone else, but on the whole "more bugfixes" discussion I personally see no problem with the current level of bugs so long as game breaking bugs don't occur in more than 1% of games.  This game has been effectively in alpha development (even if Toady himself isn't thinking in or using those terms) since 2010 with the 0.31 releases, which was preceded by effectively a public pre-alpha phase that ended with the 0.28 line in 2008 and a private pre-alpha that ended with the 0.21 line's release in 2006.  Until we see a 1.00 line, demarking the start of a beta phase with all features implemented, it is actually counterproductive to push out more bugfixes than is required to maintain feedback levels on new features as they are implemented just as it's counterproductive to push out any real polish on existing systems and content until then (for the record I personally expect to see that in around 2030 or so at the current rate).

If 1.0 was due to be out 2018 at the latest I'd agree with the sentiment of just fixing the very worst bugs before that. Given the extremely long development time of DF, as well as the "business model" of its development requiring sufficient continuous interest in it before its "done", I'd suggest there's a need for a somewhat harsher attitude towards bugs. Everyone have their own idea of where the balance ought to be though: there's no "correct" answer.
I also think the "alpha", "beta", "early access" analogies are somewhat misleading. DF is in continuous development, true, but so are a large number of commercial programs. Beta/early access phases can "afford" to contain serious bugs and gross imbalances because they're going to be fixed "soon", but you can't replace "soon" with "in a couple of decades" without consequences. Thus, I believe DF needs to be readily playable at all times, while still recognizing there will be hordes of bugs, some of them rather annoying, that will be around for years before they're due for fixing. From what I've seen during my relatively short time with DF (about 2 years), Toady has made a fairly good job of keeping a reasonable balance, but a minor correction for the latest stretch would be welcome.

I don't care too much about bug tracker statistics, since 100 typos can easily be lived with, but one severe bug can ruin the whole party, and a number of middling ones make you decide to stop butting your head against them them and shift your attention elsewhere.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on August 19, 2016, 11:02:53 am
Will there be a priest occupation in dwarf mode?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 20, 2016, 02:22:57 am
Quote
You'll be able to display any non-large object you like, and there'll be new thoughts for displayed items similar to the admiration of architecture.

Wanna bet playing a small corpse on a pedestal in a reanimation biome will cause shenanigans?

In any case, as much as I'm hoping Toady will take a break from the flurry of new features for a bit after this, I am admittedly excited to see this.
Title: Re: Future of the Fortress
Post by: thvaz on August 20, 2016, 03:33:19 am
Quote
You'll be able to display any non-large object you like, and there'll be new thoughts for displayed items similar to the admiration of architecture.

Wanna bet playing a small corpse on a pedestal in a reanimation biome will cause shenanigans?

In any case, as much as I'm hoping Toady will take a break from the flurry of new features for a bit after this, I am admittedly excited to see this.


If you place a corpse on a pedestal outside in a reanimation biome the expected outcome is that the corpse will be reanimated.

Stop with these passive agressive attacks. All evidences suggest that Toady is doing better than ever (the last version is very stable despite the recent x64 version and donations are on the high) and that you are wrong. Drop the issue.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 20, 2016, 10:12:47 am
For fuck's sake, that was just an admission that, despite my concerns and snarking, I'm still glad to see it.
Title: Re: Future of the Fortress
Post by: Inarius on August 20, 2016, 06:05:42 pm
Quote
Stop with these passive agressive attacks.
I don't think he is only speaking of this last sentence. There are plenty in the last pages, from you.

And I agree with thvaz, in general, the last version is more stable than the previous ones.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 20, 2016, 06:47:27 pm
 So, while everyone is getting understandably excited about displaying the corpses of their victims, Dwarven ethics (make_trophy_sapient) won't actually let this happen without modding, right?
Title: Re: Future of the Fortress
Post by: Arthropleura on August 21, 2016, 12:00:53 am
So, while everyone is getting understandably excited about displaying the corpses of their victims, Dwarven ethics (make_trophy_sapient) won't actually let this happen without modding, right?

According to the wiki, it's [ABUSE_BODIES] that controls whether or not a civ will do this. Dwarves lack this tag so they don't engage in this sort of behavior. The [MAKE_TROPHY_SAPIENT] ethic looks like it controls things like bone jewelry.
Title: Re: Future of the Fortress
Post by: ProjectXMark1 on August 21, 2016, 08:55:42 am
Seeing as fortress starting scenarios are coming a couple of releases down the line, will there be generalisation of this, so that, for example, a legendary swordsman could set up hidden mountain training grounds?

Also, do you ever intend on implementing different game speeds to fortress/adventure mode?
Title: Re: Future of the Fortress
Post by: LordBaal on August 21, 2016, 10:44:16 am
Which kind of scenarios do you have in mind for starters (I'm guessing not all of them will be in right away)? Will they be procedurally created too right? Or it is a surprise?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2016, 05:39:33 pm
Which kind of scenarios do you have in mind for starters (I'm guessing not all of them will be in right away)? Will they be procedurally created too right? Or it is a surprise?
According to the not secret development notes, these for a start:
Quote
Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
Toady also mentioned a while back that they had an underground focussed start planned out.
Title: Re: Future of the Fortress
Post by: Nopenope on August 22, 2016, 12:33:10 am
1. Will dwarven adventurers be occasionnally taken by strange moods?
2. How do you envision invasions for the sake of an artifact to play out in Fortress mode? Will there be a goblin spokesperson of some kind saying "We must have X" or will it be psychically understood by all dwarves that these specific invaders want specific artifact X? Should the player yield, how do you envision the delivery of the artifact? Will there be something like a diplomacy screen, a specific job "deliver artifact to invaders" or just a dump job coupled with goblins pathfinding to your artifact and wordlessly taking it away?
3. Will megabeasts, night creatures, bandits and non-goblin civs be able to demand an artifact as well? In the latter case, will there be diplomatic consequences involved?
4. Will single adventurers target your fortress for artifacts, showing up as visitors, hostiles or otherwise?
5. Assuming artifacts get stolen by animals like keas, do they get tracked by the game so that they could end up in another site?
6. Will the item type of the artifact bear any relevance to the invaders, in other words will they be as likely to demand a platinum war hammer as an elf bone earring, assuming both were crafted in your fortress?
7. Do necro books and named weapons in Fortress mode count as artifacts in that system, or will they eventually fall off the artifact list?
Title: Re: Future of the Fortress
Post by: LordBaal on August 22, 2016, 06:39:16 am
Which kind of scenarios do you have in mind for starters (I'm guessing not all of them will be in right away)? Will they be procedurally created too right? Or it is a surprise?
According to the not secret development notes, these for a start:
Quote
Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
Toady also mentioned a while back that they had an underground focussed start planned out.
I know he mentioned that a while ago. What I ask if is all of them will be right away in the first release? Oh, I just thought on another question. Will starting scenarios have some kind of limits according to the context. IE a roadside inn will have a low pop cap and relative few military immigrants? Will prisons and military forts have a more official, orderly immigration? Will prison colonies have prisoners arriving in cages on wagons or beast of burden or at least escorted by military/police dwarves?
Title: Re: Future of the Fortress
Post by: Witty on August 22, 2016, 11:30:14 am
What are the exact benefits of being focused? What sort of penalties does the game inflict on dwarves and adventurers that are unfocused? (besides from the negative thought)
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 11:40:44 am
What are the exact benefits of being focused? What sort of penalties does the game inflict on dwarves and adventurers that are unfocused? (besides from the negative thought)

It would be nice to get confirmnation from Toady what that does, yes. I've heard others that that being filled with determination focused affects rate of experience gain like in CDDA, while others have suggested buffs to general skill rolls.
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 22, 2016, 11:41:30 am
I've heard it makes you much more accurate.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 11:47:29 am
That's what I meant by buffs, though I'm not sure if that means JUST combat accuracy, or skill rolls in general (and skills are important for hitting enemies).

But I'm also thinking very high odds that whoever first said that saw "focused" and assumed it meant how focused on a target you are, so I have no way of knowing how true that hypothesis is. :V
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on August 22, 2016, 12:14:51 pm
Does the "socialize" activity develop dwarves' relationships and skills?

Will there be more social activities besides storytelling and performing in the future?

Any plans for other decorational furniture besides display cases?
Title: Re: Future of the Fortress
Post by: Valtam on August 22, 2016, 01:50:10 pm
Does the "socialize" activity develop dwarves' relationships and skills?

Will there be more social activities besides storytelling and performing in the future?

Any plans for other decorational furniture besides display cases?

First one is the only actual question. Before the current "social" version (i.e. 0.34) idling dwarves were able to polish their flattering, lying and comforting skills, among others, when they were mingling together, and I'm sure that feature hasn't been scraped since then. So yes, their social skills get a raise when they socialize, although I believe is a really small increase. Correct me if I'm wrong.

The second and third are not Future of the Fortress questions, they resemble something more like suggestions and unscheduled features: yes to both, no timeline available. That also applies to your unanswered priest question from the previous page.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 01:55:48 pm
The second and third are not Future of the Fortress questions, they resemble something more like suggestions and unscheduled features: yes to both, no timeline available. That also applies to your unanswered priest question from the previous page.

Asking Toady whether he has plans regarding an impending feature is suggestion-ish, but still useful if it provokes input regarding the dev's to-do list.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 22, 2016, 05:12:10 pm
The second and third are not Future of the Fortress questions, they resemble something more like suggestions and unscheduled features: yes to both, no timeline available. That also applies to your unanswered priest question from the previous page.

Asking Toady whether he has plans regarding an impending feature is suggestion-ish, but still useful if it provokes input regarding the dev's to-do list.
Which is specifically what the suggestion forum does. Everything there goes on Toady's list. A month or two back he specifically said that stuff suggested here is more likely to be lost.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 06:33:17 pm
True. It would be better to ask what Toady's next plans are regarding the impending features that would support those ideas, and make the suggestion proper in the suggestions section.
Title: Re: Future of the Fortress
Post by: Dirst on August 22, 2016, 06:37:33 pm
True. It would be better to ask what Toady's next plans are regarding the impending features that would support those ideas, and make the suggestion proper in the suggestions section.
Occasionally a Suggestion thread gets to the point where a FOTF question is appropriate.  "We have a lively thread going in the Suggestion forum about restocking aquatic creatures in the caverns, but it has polarized into a debate over whether a tree that falls in a forest with no one around to hear it makes a sound or not..."
Title: Re: Future of the Fortress
Post by: PTTG?? on August 22, 2016, 06:52:44 pm
Trees don't make sounds unless they have [utterances].
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 07:28:30 pm
Plus, it does serve the purpose of trying to probe some info out of Toady, which makes it better than some ways to ask about those ideas.
Title: Re: Future of the Fortress
Post by: Max™ on August 22, 2016, 07:47:06 pm
What are the exact benefits of being focused? What sort of penalties does the game inflict on dwarves and adventurers that are unfocused? (besides from the negative thought)
Using dfhack with a superskilled adventurer being Focused! raised my base accuracy with the same attack on the same target at the same difficult/square target from 13k > 23k, being Distracted dropped me to 9k. There is some amount of skill roll success rate but I couldn't track down where to quantify it exactly, but it feels like it is a similar size effect, call it -25% to +75%?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 08:10:05 pm
Using dfhack with a superskilled adventurer being Focused! raised my base accuracy with the same attack on the same target at the same difficult/square target from 13k > 23k, being Distracted dropped me to 9k. There is some amount of skill roll success rate but I couldn't track down where to quantify it exactly, but it feels like it is a similar size effect, call it -25% to +75%?

Wow. That...is surprising. Can you get ahold of EXP counts to see whether the "experience gain rate" hypothesis is also correct?
Title: Re: Future of the Fortress
Post by: Max™ on August 22, 2016, 09:25:18 pm
Not yet, don't have a working dfhack install atm, but I didn't notice any exp gain effect offhand. Still be nice to see if there is anything less obvious we missed though.
Title: Re: Future of the Fortress
Post by: Thebestidentity on August 22, 2016, 10:32:22 pm
What are the exact benefits of being focused? What sort of penalties does the game inflict on dwarves and adventurers that are unfocused? (besides from the negative thought)
Using dfhack with a superskilled adventurer being Focused! raised my base accuracy with the same attack on the same target at the same difficult/square target from 13k > 23k, being Distracted dropped me to 9k. There is some amount of skill roll success rate but I couldn't track down where to quantify it exactly, but it feels like it is a similar size effect, call it -25% to +75%?
Toady has actually stated in a past devlog that there is a multiplier of all skills that goes from 50% to 150% based on how many needs that have been fulfilled, though usually being more moderate in effect.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 22, 2016, 11:31:38 pm
Toady has actually stated in a past devlog that there is a multiplier of all skills that goes from 50% to 150% based on how many needs that have been fulfilled, though usually being more moderate in effect.

Can this be found? Would be nice to have the question pre-answered, after all. o3p
Title: Re: Future of the Fortress
Post by: Max™ on August 22, 2016, 11:58:27 pm
Quote from: Toady One@04/12/2015
On the other side, a dwarf that has the balance of their needs satisfied will perform tasks more successfully (in addition to the positive emotions and stress reduction they get the moment a need is satisfied). Theoretically, the dwarf can go up to 150% and down as low as 50% in their effective skills, but in reality it'll be a much smaller effect either way -- it is difficult to fully satisfy every need at once (or impossible, if there are enough needs), and at the same time, needs don't become unsatisfied quickly and some are easily met.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 23, 2016, 12:18:43 am
Ah, excellent. Now I wish I knew whether the "exp gain" idea got into people's heads. I keep citing CDDA, so it's likely I wasn't the only one and somebody guessed that it did the same thing. :V
Title: Re: Future of the Fortress
Post by: peasant cretin on August 23, 2016, 06:39:59 am
So it seems the low maintenance route is the least of all headaches regarding Adv Mode needs, as the higher end is too much need management. The benefits afforded by the high end bonus are just more easily managed by having higher skill stats (offensive/defensive) versus your opponent.
Title: Re: Future of the Fortress
Post by: Rockphed on August 23, 2016, 10:04:18 am
True. It would be better to ask what Toady's next plans are regarding the impending features that would support those ideas, and make the suggestion proper in the suggestions section.
Occasionally a Suggestion thread gets to the point where a FOTF question is appropriate.  "We have a lively thread going in the Suggestion forum about restocking aquatic creatures in the caverns, but it has polarized into a debate over whether a tree that falls in a forest with no one around to hear it makes a sound or not..."

My understanding is that Toady reads (or tries to read) every suggestion thread and takes notes.  He skims this thread and looks for green questions. Unless your suggestion thread is about something he is possibly currently working on, if it gets into an argument about minutia your best bet is to walk away and let it cool down for a while.

What temple architecture changes are on the menu for this release?  I realize that lots of things that temples probably need before a complete architecture rewrite are still not in, like having oracles and altars.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 23, 2016, 10:09:26 pm
 Can you talk a little about point four under background changes (balance desire to display with guards/traps/etc.)? Are you going to overhaul traps at all, or will it just be cage/rock/mummy surprise for now? And guards, how will they work? Will they be expanded to guard other stuff (shops, etc) and will they be a feature in fortress mode too? Helpful to keep away the kobolds, I guess.

Also, talking of thieves, will artifact hunting adventurers be announced like kobold thieves, or will they operate more subtly, turning up like regular visitors, mercenaries/monster hunters or something?
Title: Re: Future of the Fortress
Post by: darklord92 on August 24, 2016, 11:59:10 am
Will museum zones/rooms be considered locations, and attract visitors?

Something like a museum fortress dedicated to collecting and protecting artifacts might lead to quite a bit of FUN when fortress value starts going through the roof. Having visitors to ogle them just seems like an upside to something silly like that.
Title: Re: Future of the Fortress
Post by: Rockphed on August 25, 2016, 12:42:06 am
And guards, how will they work? Will they be expanded to guard other stuff (shops, etc) and will they be a feature in fortress mode too? Helpful to keep away the kobolds, I guess.

It has been a while since I used it, but I think military squads can be given time-dependent "stand here" or "do that patrol route" orders.  It might be nice to have locations (which should include the ruling throne room, whenever that gets added to player fortresses) have a guard number to which we can assign militia or fortress guards.  The guards would then try to be inside the location during their assigned guard duty.

Somebody should take that over to the suggestion forum and flesh it out nicely.  I just don't have the energy to find all the things that it needs to connect to.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 25, 2016, 01:42:00 am
And guards, how will they work? Will they be expanded to guard other stuff (shops, etc) and will they be a feature in fortress mode too? Helpful to keep away the kobolds, I guess.

It has been a while since I used it, but I think military squads can be given time-dependent "stand here" or "do that patrol route" orders.  It might be nice to have locations (which should include the ruling throne room, whenever that gets added to player fortresses) have a guard number to which we can assign militia or fortress guards.  The guards would then try to be inside the location during their assigned guard duty.

Somebody should take that over to the suggestion forum and flesh it out nicely.  I just don't have the energy to find all the things that it needs to connect to.
You can set up guard schedules to defend a burrow, so role playing that in a fortress can be done. However, there are no means to make areas off limits to either visitors or citizens (well, you can sort of do the latter with careful pain in the ass burrow juggling), so the guards would just stand around there watching the thieves make off with the valuables with current mechanics unchanged.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 25, 2016, 04:10:36 am
And guards, how will they work? Will they be expanded to guard other stuff (shops, etc) and will they be a feature in fortress mode too? Helpful to keep away the kobolds, I guess.

It has been a while since I used it, but I think military squads can be given time-dependent "stand here" or "do that patrol route" orders.  It might be nice to have locations (which should include the ruling throne room, whenever that gets added to player fortresses) have a guard number to which we can assign militia or fortress guards.  The guards would then try to be inside the location during their assigned guard duty.

Somebody should take that over to the suggestion forum and flesh it out nicely.  I just don't have the energy to find all the things that it needs to connect to.
You can set up guard schedules to defend a burrow, so role playing that in a fortress can be done. However, there are no means to make areas off limits to either visitors or citizens (well, you can sort of do the latter with careful pain in the ass burrow juggling), so the guards would just stand around there watching the thieves make off with the valuables with current mechanics unchanged.
Yes, I think everyone's aware of what can be done already. Hence the lime green question and quote of the development notes section on 'guards and traps' for this artifact release...
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 25, 2016, 07:37:21 am
@Shonai_Dweller: It did seem Rockphed was hazy on the current mechanic, so it wasn't actually a comment on your post, which I find to be a relevant question.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 25, 2016, 08:29:02 am
@Shonai_Dweller: It did seem Rockphed was hazy on the current mechanic, so it wasn't actually a comment on your post, which I find to be a relevant question.
Ah, yeah. Forgive my grouchiness. Put it down to 'heat-addlement'.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on August 25, 2016, 12:55:49 pm
Ah, excellent. Now I wish I knew whether the "exp gain" idea got into people's heads. I keep citing CDDA, so it's likely I wasn't the only one and somebody guessed that it did the same thing. :V
There was an attempt a few months ago to get a dwarf legendary in every single skill. Not just the fortress ones, as that was already done a while ago, but also the adventurer ones. They started as an adventurer, and they said that they were only able to gain skill while focused. I asked if that was really what they meant and if they were sure because I was extremely sure it wasn't necessary to be focused to gain experience, but they said that was indeed what they meant and that they had farmed some skills while not focused for a while and didn't gain any. I guess this is actually worth asking Toady about, because I've never heard any other mention of this or experienced it myself.

Is there any kind of situation that can cause an adventurer to only be able to gain skill while focused? Because supposedly it's happened to someone, but I've never seen it myself.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 25, 2016, 02:39:56 pm
So, while everyone is getting understandably excited about displaying the corpses of their victims, Dwarven ethics (make_trophy_sapient) won't actually let this happen without modding, right?

According to the wiki, it's [ABUSE_BODIES] that controls whether or not a civ will do this. Dwarves lack this tag so they don't engage in this sort of behavior. The [MAKE_TROPHY_SAPIENT] ethic looks like it controls things like bone jewelry.

Drawing from that

> If the above quotation is true, aren't head spikes/nooses/horrible chopped up body displays basically goblin derived museum spaces meant to inflict negative thoughts deliberately upon people who witness them, but satiate goblins? How might other races prefer to display/(or not) their prized/valuable goods and decorations as culturally appropriate?

I have a few other questions in the pipeline but ill wait to space my posts out and read what i've missed given i've been absent for a little while.

Additionally somewhat relevant is this earlier question

with display cases and pedestals, will intelligent creatures react to displays of body parts with emotions?[/color] display the heads of previous sieges sort of thing. something along the lines of displaying human A's head, and human A's relative breaking into tears and getting emotional mid siege
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 25, 2016, 03:01:12 pm
Ah, excellent. Now I wish I knew whether the "exp gain" idea got into people's heads. I keep citing CDDA, so it's likely I wasn't the only one and somebody guessed that it did the same thing. :V
There was an attempt a few months ago to get a dwarf legendary in every single skill. Not just the fortress ones, as that was already done a while ago, but also the adventurer ones. They started as an adventurer, and they said that they were only able to gain skill while focused. I asked if that was really what they meant and if they were sure because I was extremely sure it wasn't necessary to be focused to gain experience, but they said that was indeed what they meant and that they had farmed some skills while not focused for a while and didn't gain any. I guess this is actually worth asking Toady about, because I've never heard any other mention of this or experienced it myself.

Is there any kind of situation that can cause an adventurer to only be able to gain skill while focused? Because supposedly it's happened to someone, but I've never seen it myself.

And now that I'm unbusy from modding more nasties into a certain mod...ah, that would explain where this lunacy started. o3o
Title: Re: Future of the Fortress
Post by: voliol on August 26, 2016, 09:03:36 am
Now that the game is 64-bit, would it be possible/feasible to store the physical/mental descriptions of historical figures to be seen in legends mode? Or when you look at their corpses?
Title: Re: Future of the Fortress
Post by: Max™ on August 26, 2016, 01:29:17 pm
Well, the info is there, I think you mean to have it accessible without the histfig being loaded on a fort map or active adventurer site?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 27, 2016, 05:40:34 pm
What are the overall mechanics behind armor wear? What material properties are considered when determining damage, which are more important, and what armor/weapon tokens might potentially affect it?

I suspect this might have been partially puzzled out by now, but since I'm still seeing dogs tearing apart massively-buffed bone armor, a comprehensive look into how it works would be nice. :V
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 27, 2016, 07:25:25 pm
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Why don't megabeasts breed in worldgen anymore? The last time I saw it happen was like 0.34, and semimegas still breed just fine.
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 28, 2016, 05:01:24 am
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Presumably they are mad at all the other animal-men denizens/animals that arent at peace with wildlife and summarily animal self defence applies in elven culture, so they will step in.
Title: Re: Future of the Fortress
Post by: Arthropleura on August 28, 2016, 12:33:23 pm
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Presumably they are mad at all the other animal-men denizens/animals that arent at peace with wildlife and summarily animal self defence applies in elven culture, so they will step in.

Nah, they only rampage when we run out of "herbs".
Title: Re: Future of the Fortress
Post by: falcc on August 28, 2016, 01:13:06 pm
Are there any plans for adventurers to be able to tell how large an animal is relative to them? The wiki is great but it'd be nice to just look at something and know where it stands relative to my bird person.

Will miasma or an equivalent ever be in adventure mode? Will there ever be smells, death or otherwise, that make can make adventurers nauseous based on discipline, willpower or some other stat? Do NPCs use their sense of smell at all right now for figuring out if someone is sneaking nearby? If not will they eventually? Are there any plans to make items/foods/chemicals/potions/plants that can overwhelm sense of smell and make tracking/being tracked harder? Are there any other scent or tracking things planned for the thief arc?

I just realized dwarves in fort mode sometimes have things in their profiles about grunting when exasperated. Are any of these planned to be visible in adventure mode as actions when a character gets in a certain emotional range, or are they exclusively fort mode flavor?

Any plans for long distance teleportation within a single world/plane during the magical arc?

Will there be families/relationships for adventurers when you get into the family/law/etc arc?

Thanks for the answers as always, Toady.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 29, 2016, 03:12:52 pm
Are there any plans for adventurers to be able to tell how large an animal is relative to them? The wiki is great but it'd be nice to just look at something and know where it stands relative to my bird person.

Will miasma or an equivalent ever be in adventure mode? Will there ever be smells, death or otherwise, that make can make adventurers nauseous based on discipline, willpower or some other stat? Do NPCs use their sense of smell at all right now for figuring out if someone is sneaking nearby? If not will they eventually? Are there any plans to make items/foods/chemicals/potions/plants that can overwhelm sense of smell and make tracking/being tracked harder? Are there any other scent or tracking things planned for the thief arc?

I just realized dwarves in fort mode sometimes have things in their profiles about grunting when exasperated. Are any of these planned to be visible in adventure mode as actions when a character gets in a certain emotional range, or are they exclusively fort mode flavor?

Any plans for long distance teleportation within a single world/plane during the magical arc?

Will there be families/relationships for adventurers when you get into the family/law/etc arc?

Thanks for the answers as always, Toady.


Miasma, evil clouds etc.  like all other df mechanics, are in adventure mode, it just takes awhile for it to pop up, and as you likely know it only happens in caves/buildings (the miasma).



You can express emotions in adventure mode through the talk menu , it has all happy/sad thoughts there and you can choose the one you wish to talk about.
(express emotional state)


Toady has talked about planar mechanics in one of the DF talks, you can find it there.

Yes.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 29, 2016, 03:20:10 pm
1. Why does the world arbitrarily explode into massive amounts of war and reclamations after world gen ends immediately when world activation begins?

2. I may have asked this before, I am not sure, but do you plan to improve bards in the future, like for example will player bards eventually be able to "teach" people through apprenticeship their various poems and dances like the troupe leaders in world gen do, do you plan to allow the player to send members of their troupe to places directly and will people eventually tip you if you are performing in the street? Will "meed hall performer" eventually become something more then "you can just sleep here now" (it doesnt even show up in legends!)?
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 29, 2016, 04:37:59 pm
Will we ever be able to visit a festival as an adventurer? If so, what update is it likely to fall under?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 29, 2016, 05:37:26 pm
Will we ever be able to visit a festival as an adventurer? If so, what update is it likely to fall under?
Festivals outside of worldgen that you can take part in are part of the taverns arc that didn't quite make it in the last release. So, yes they're planned, but probably don't have a clear schedule now (like recipes and games).
Title: Re: Future of the Fortress
Post by: kontako on August 30, 2016, 04:08:08 am
I'm not sure if it's been mentioned elsewhere, but
Will weapon racks and armour stands also be used as display furniture?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 30, 2016, 05:01:06 am
I'm not sure if it's been mentioned elsewhere, but
Will weapon racks and armour stands also be used as display furniture?

I would suspect it to be a coinflip in terms of odds. For some reason this question reminds me of the way Toady implemented harvestable branches. Mostly because actually creating a new item token "BRANCH" instead of using a PLANT_GROWTH or even a TOOL (like I did in Adventurecraft beforehand) was a bit out of left field.

In contrast, adding more display furniture, even if they require inefficiencies like a new item token, makes sense for displaying items that aren't weapons or armor. It'll only become silly if Toady neglects the existing items that might be also useful for that purpose.

That reminds me...I can't recall if I've asked this, but what WAS your reason for implementing branches as their own separate item token BRANCH, instead of PLANT_GROWTH or some other pre-existing item token? Was there some odd bug that cropped up encouraging you to make a separate token, or was there some other reason?
Title: Re: Future of the Fortress
Post by: LordBaal on August 30, 2016, 05:26:25 am
Maybe he need to fix weapon racks and armor stands to hold regular weapons and ammo in the armories first and that isn't in the scope of this release?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 30, 2016, 05:32:46 am
Maybe he need to fix weapon racks and armor stands to hold regular weapons and ammo in the armories first and that isn't in the scope of this release?
With any luck, deciding to use armour stands and weapon racks as display items will make their bug fixing within the scope of this release.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 30, 2016, 05:42:11 am
Maybe he need to fix weapon racks and armor stands to hold regular weapons and ammo in the armories first and that isn't in the scope of this release?

If this release does leave weapon racks and armor stands unusable, that would be an understandable explanation for why.
Title: Re: Future of the Fortress
Post by: 90908 on August 30, 2016, 10:53:35 am
Toady will you, at any point, have apocalyptic events within the game? I'm talking invasions of Angels/demons, angry gods, natural disasters, plagues and so on. If you do in fact have plans for these, how do you think they will be implemented.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 30, 2016, 11:25:57 am
That would be interesting. I recall that Toady has apparently mentioned the idea of opening up the Fun Tubes as potentially leading to apocalyptic aftereffects. Since we no longer use the "you are fucked sir and/or madam, have a randomly-occurring game over" mechanic from way back in 23a, this means the main stumbling block would be checking whether a wrecked fortress left the demons able to escape.

Though technically, this already seems to happen to a limited extent. If you open hell up and lose the fort, select numbers of them will infest the area around the fort. But I don't know if it does any sanity-checking for how secure the breach is, and it seems limited to demons that were present at the site when you lost the fort. They just kinda spread out like dwarves fleeing an abandoned fort tend to.
Title: Re: Future of the Fortress
Post by: Toady One on August 30, 2016, 08:05:22 pm
Thanks to Shonai_Dweller, PatrikLundell, Max^TM, Inarius, Vattic, Untrustedlife, MrWiggles, Witty, Mr S, thvaz, Valtam, Thebestidentity and anybody else that helped to answer questions this time!

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Quote from: Immortal-D
The Work Orders update was truly fantastic.  Have you given any thought to adding a similar quality-of-life improvement to the labors interface?  Honestly, that is the only part of the GUI which I really feel I need a mod/utility to handle.  Trying to manage the labors for more than a handful of Dwarves using the ingame menus is truly cumbersome.
Quote from: Shonai_Dweller
And yeah Toady's mentioned replacing this altogether with...something else. Actually, would be interesting to hear if this 'something else' is any clearer yet or still waiting for just the right Strange Mood to hit before it gets looked at.

We don't yet know what's going to happen there.  It'll likely happen during the embark scenarios rewrite.  The idea of what you are and how much and what sort of autonomy dwarves should have will be a little more clear/diverse at that point, and it does need to be done.

Quote from: LordBaal
I know this is kind of a tangent but now with artifact weapons, do you see feasible a little rework for ranged weapons? Specially customable reloading time? This I think is important to differentiate crossbows from bows and blowguns.

Also, artifact clothing in fortress and adventurer mode, will be of any practical use? Will they be subject to wear and tear?

On a tangent (on what already is a tangent), what about leather size being determinative to the kind and amount of products made? Have you thought about making different size animals give off different amounts of leather? Different products employing different amounts of material or something else?

I don't have any near-term plans along these lines, though we'd wanted to mess with ranged weapons for a while.

Quote from: Nopenope
Which features in your long-term list are you the most looking forward to working on? Which feature in general do you think will be the most painful to implement?

I'm interested in everything -- that's why it's on the list!  The magic and myth stuff is going to be great fun to work on, and boats should be fun.  I imagine getting the world economy to work nicely with framerate and in any sort of passable way will be a nightmare.

Quote from: FantasticDorf
Do you ever foresee a application of a UI window much like in the fortress mode side panel to help handle backlogs of quests (specific item recovery) that can be pursued in the world?

And possibly that specific fortress mode UI as a placeholder for giving instructions to go out into the world, by setting your own 'quests' such as this group of dwarves embarks on a quest to go build a hillock on the next door embark tile or lead so-and so army or join up with a bigger one etc, giving purpose to movement and leaving the map while still connecting you with the action with notifications on progress.

You have 'Q'.  I imagine that'll keep changing as the game changes.  I don't know at this point how the fort dwarf excursions are going to work.

Quote from: TheFlame52
I recently did some science where I jacked humans' hostility values up to 100 and generated worlds. One thing I saw that was interesting was succession wars - sets of civil wars that all occurred following the death of a law-giver. Was that intentional? What causes it?

I'm not sure what you mean by hostility values, so it's hard for me to evaluate.  There are some personality checks, but it doesn't really properly recognize succession wars despite the multiple position claims, although people can be unkind to each other and fight more.  That part of the game is kind of a mess.

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Quote from: FantasticDorf
Can't rush quality but how's Threetoe's latest story coming along?
Quote from: Dirst
Threetoe's stories are generally describing Dwarf Fortress as it is intended to look in the future.  But has this ever gone backwards, with some implementation detail or even bug making its way into a story?

Outline is done.  The experiences of people playing the game and stories we've run into often make it back into the reward stories.  The development of elves overall has been a sort of feedback loop.  If elves had been loved by the community they might not have ended up cannibals, but the first-release elves were designed to be annoying, so...  it was inevitable.

Quote from: Robsoie
In the (far) future, will we see more blending between adventure and fortress mode or will they stay separate game modes ?

I mean by example not having to quit a game in fortress mode to start one in adventure mode, but switch out of your overseer position and simply either take control of one of your fort citizen/visitor or creating a character on the fly, or when visiting one of your fortresses, just switch to the overseer position of it at any time ?

We're hoping for the modes to continue to evolve, as people mentioned, and moving between roles without having to quit can be a part of that.  I'm still not convinced it's a good idea to just be able to control whomever whenever you want.  It's not just about "cheating".  A sense of dwarven autonomy is important to the stories that come out of the game.

Quote from: Max^TM
will heroic items include anything in their description which details how they acquired that status, or will this need to be learned through conversations/legends/storytelling?

I haven't added anything like this.  There's always going to be tension between proper learning and quick exposition, and I'm not even sure what the ideal situation is, since it is time consuming to have to ask about everything, but it's also good not to just have it all out there in the case where some mystery or confusion is warranted (and info dumps can be irritating).

Quote from: FantasticDorf
Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)

I don't have a section in the dev notes to handle this, and I'm not sure what'll happen.  It's best of course for artifacts to not be lost entirely, but even the artifacts lost in regions in world gen can be practically impossible to find (even with exact x/y locations that work, because the map is so large in tiles).

That said, demanded/offered artifact will be better understood and findable as a result of the upcoming diplomacy changes, and we might have some related changes to other currently-stranded items.

Quote from: Button
Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

I don't know which ones are coming next, and I don't want to build expectations.  I also don't want another public list to maintain (the reason the original dev pages are down).

Quote from: Butterfly
Will stealing Holy Relics from a temple cause the thief to get cursed in the same way toppling statues in a temple transforms you into a Vampire or a Werebeast?

It doesn't currently happen, but it would make sense (along with various other things like killing priests etc.).  I doubt we'll focus on that again until the entire setup is gutted by the myth rewrite.

Quote from: Shonai_Dweller
Will other adventurers gain reputation as they wander the world rescuing artifacts and such?

Yeah, any recorded incident is used in reputation calculations, and old rumors are baked into permanent reputations.  It's not clear exactly to what extent that'll matter.

Quote from: isitanos
Also, I don't remember whether groups can give in to demands to avoid war? I imagine the huge goblin army showing at your door demanding you surrender "ShieldBattered the Shiny of Shinies, a wood bracelet menacing with spikes of Adamantine" so the chief's wife can wear it. Then if you actually send someone out to give the bracelet, they might leave peacefully. (Or decapitate the bearer and laugh at you and proceed with the siege, if they feel particularly cruel.)

There's not much diplomacy right now, or even demands to meet -- there's an abstract tribute offer that can be accepted, but no goods actually change hands.  It does put off war, but you can't check it anywhere.  We're going to do a bit in fort mode for this time, and there are artifact peace offerings that matter over a period of years for wars in general, but it's not going to be more than that.

Quote from: Xinrai
Will holy symbols become more prioritized targets for groups with an opposing sphere of worship? Will other individuals/groups prioritize artifacts as well, such as fighters preferring weapons/armor over other items or dragons wanting objects made of gold?

Nope.  There might be something to do with the artifact's utility (I have a note for it), but I have no idea if I'll accomplish anything in that direction.

Quote from: Nopenope
Given how megabeasts are able of quite advanced interactions such as taking over sites, stealing artifacts (despite potentially lacking any bodypart that can grasp them) and being objects of worship, have you ever considered making them 'intelligent' in some way (whether [CAN_LEARN], [CAN_SPEAK] or whatever special tag's in store for interacting with mythic beings)? Do you have plans to expand beyond their being big dumb tameable animals once myth generation gets fleshed out and they get presumably integrated into it?

Among the raw-file megabeasts, the dragon is the one with tension in that regard I think (being intelligent, semi-intelligent, and non-intelligent in sources), and they're complicated because we always wanted to use them as a test case for raw-file-guided generation of a critter.  So they've been in stasis like many other parts of the game.

Quote from: DVNO
How extensively will non-player Adventurers hunt for artifacts?

For example, consider this scenario; A King sends out a NPC hero to retrieve an artifact ring from a Dragon's cave. However, the player steals the ring before the NPC hero can arrive. When the NPC hero arrives at the empty cave, will he just stamp his feet, swear a little, and return home? Or, will he continue on his hunt and track the player down? Do foot prints and witnesses come into play? Does the hero shake down the player for the artifact with that new bandit mugging behavior?

It's hard to say at this point how it'll turn out, since it depends on rumors and the player's ownership of the artifact will probably not be immediate knowledge for them.  Doing a criminal investigation at the scene would be difficult to code, but witnessing is possible -- those accounts already form the basis for death rumors in the game.  The issue is having to do inventory witnesses for held/worn artifacts, which could be lag-inducing or otherwise cause problems, but for artifacts certain allowances should be made, and it's much more likely for artifact seekers and protectors than third parties to get this behavior at first.  It won't be clear how far we can take it this time until some of the gears are spinning.

Quote from: Brightgalrs
Any way we can get the UTTERANCES rules out of being hard-coded?

Even though I said eventually in 2007, we haven't gotten to any of the big language changes since then, so it's still waiting.

Quote from: callisto8413
In Fortress Mode will there ever be a way for the player to assign orphans to married couples?  For example, babies or toddlers who have lost their parents to combat, accidents, or FBs?

I know the way things work now bothers a lot of people.  I'm not sure when I'll address it though -- it takes a bit of work to put in a new family relationship, so it would have to be an actual project rather than a whim.

Quote from: golemgunk
Will npc's knowledge of an artifact's location be tied to rumors?

Like, if someone is heading to plunder an artifact, and you find it first and run off with it, will they automatically come after you instead of heading toward it's previously known location, even if you didn't tell anyone you have it? Would npc's say anything if they saw you carrying an artifact? It would be neat if you could steal something and secretly hide it somewhere, making it lost to all but those who know where you put it.

Also, How would an npc treasure hunter react if they knew you're carrying an artifact they're after? Would they try to kill you on the spot, or mug you like bandits do, barter for it, or even just nicely ask you to give it to them?

That's the hope, yeah.  We'll see if it's enough when the rubber hits the road.

There's the basic situation where they don't know if you're the thief (no witnesses of theft), but they catch you holding the artifact when you enter their site.  Can you just say you were returning it if you stole it?  What if you took it from the actual thief and you actually are returning it and should be a hero to them?  It's not something we can easily handle, and to make the game playable they'll probably have to err on the side of believing you, but then you have an exploit where you can steal and return items to gain rep.  Assuming the guards work well at all (so it isn't easy), perhaps that exploit is close enough to reality that they shouldn't be 100% suspicious the first time it happens.

Ha ha, you'd hope the npc treasure hunter could do each of those four things, right?  I'm not sure what we'll get to, but it's certainly a situation we have to handle.

Quote from: Shonai_Dweller
Will the full range of quests be available to npc adventurers (beasts, bandits, war as well as artifacts)? What will npc adventurers be doing in between quests? Will they be building reputation on their own by raiding tombs, hunting monsters, travelling into the underworld and so on just like players? Or roaming from town to town until a hearth gives them a quest?

Also, how much of what they do will be abstracted? Will we actually get to run into them deep in a kobold cave somewhere as they hunt for artifacts if we're there at the same time? Will they be proactively going about their quests, or just hanging around until we go away and they can get on with things?

Artifacts are the focus this time.  Of course we'd like to do the others, but we might not this time.  Artifacts have the added benefit of not dying when the quest is complete, whereas we don't really have robust systems in place for handling the mass die-off which would no doubt ensue when the non-player heroes start killing all the quest targets.  It'll take more care to handle those kinds of quests.

The local action part is always annoying (it was the worst part of the site claim activation stuff, and we skipped it for things like destroying buildings).  It's quite possible your presence on the same tile map will screw up their questing behavior at first, but we'll give it a shot (as we did with site claims).

Quote from: Arthropleura
Will NPC adventurers ask other NPCs and possibly the player, to join them on adventures?

They have world gen adventuring buddies, and I'm hoping to keep that going, yeah.  I don't know if they'll ask the player -- the whole idea of having a boss that is very particular about your location and tasks and wants you to follow them around is pesky and has implementation annoyances all over.

Quote from: Shonai_Dweller
How robust is the rumour/information system when it comes to entities tracking the location of artifacts they want?

What I mean is, if npc adventurer group A is sent out to recover an artifact from a lair and they get ambushed/backstabbed there by a mean player adventurer deep underground who makes off with the artifact himself, how long will it take for the original entity to find out what happened?

Will they work it out upon discovery of the bodies by a later adventurer group, or will they have to wait until rumours reach them that I've actually got it (and can I prevent this somehow by 'hiding' the artifact somewhere)? Will the entity keep sending pointless excursions to the original lair in the belief that the artifact is still there?

Right now, it depends on the witnesses and where it happened.  Events that aren't seen by an escaping witness don't become common knowledge until a year later, I think, and are never passed around as rumors.  I don't know if it'll stay that way through the upcoming additions.

Body discoveries are a bit weird, as we've all noted in the past -- if they see the bodies locally somehow, they might get psychic knowledge of your involvement in the murder, but that doesn't tell them about the artifact.  And if they don't see the bodies in a loaded tile map, they won't know anything.  If we get to the inventory witnessing we mentioned elsewhere in this fotf post, then those rumors will eventually travel the world and you'll be on the hook for artifact (even if it has left your possession, until more information spreads around).  We can only hope for a lot of Maltese Falcon style bumbling!

We'll have to handle a sort of negative rumor for failed excursions which report back.  We don't really have a comparable situation right now, I don't think, so it'll have to be something new.

Quote from: Eric Blank
Will entities who treasure an artifact they don't have in their possession at the moment take it personally if the player comes along and grabs it before they can?

Will individuals be upset if you have an artifact they want?

Will they recognize artifact theft? If you steal an artifact out of their site, will they despise you for it or come after you now, or will that have to wait until the law & thieving update down the line?

Yeah, the game probably wouldn't work if they always consider you a thief, but they'd certainly want it back.  It came up elsewhere in the fotf response what form their "request" might take, and we're not sure which ones we'll get to.

If there's a witnessed taking of an artifact, it'll likely be recognized as bad bad rep for the taker in this release, even if it isn't specifically regarded as a "crime" in the fort sense.

Quote from: falcc
How do things become holy relics in world generation? Is each religious figure restricted to one artifact in their lifetime/after they're butchered? Can someone lose a pinky in life, become deserving of a relic later, and then their pinky bone is the relic or are they always constructed at someone's death? Can heirlooms or crafted artifacts become holy relics later on? Can holy relics become heirlooms for another entity? Will adventurers be able to create or influence the creation of holy relics? Will forts be able to produce holy relics if they have especially prominent temples, and would that have to wait until start scenarios?

He he he, it doesn't keep track of the parts they lose while alive as anything more than wounds.  So yeah, it just butchers them for a relic, or uses an inventory item (abstractly speaking, since it doesn't generate clothing and trickets for every hf).

Hmm...  I don't think I made heirlooms relicable, but I might be wrong.  Holy relics can certainly become heirlooms/treasures/symbols for another hf or entity, for instance when the temple is looted or when a thief steals them.  Adventurers don't create them at this point, and dwarf mode relics will have to wait (since they don't have religion entities in the forts yet).

Quote from: Egan_BW
If you're playing adventurer mode and you come across an artifact, will you automatically know it's name, or will it just be a "masterwork leather throng" until you identify it somehow?

Everything is pre-identified.  Ideally, you wouldn't know, but that takes some work and would probably be too frustrating right now, when it's hard enough to find stuff in the first place.

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Quote from: thvaz
Weapons, jewelry, and others kinds of artifacts that can be worn will be effectively worn by its owners? And furniture artifacts, will they be used? Or will they all be kept safe somewhere, or displayed? Maybe it will depend from owner to owner or situation to situation?
Quote from: Rockphed
In related vein, will crowns and scepters be properly used by their owners?

We're going to take a stab at it, but there will probably be some annoyances, especially for adv mode owners (since they don't have access to all the fort inventory management).  Furniture will likely just be on display without any use -- it doesn't really understand anything well enough to make proper use of it in adv maps, and they don't do things like eat on tables anyway.

Quote from: TheFlame52
Will I ever be able to melt down a metal FB into bars?

It's a reasonable thing, but I have no idea.

Quote from: LordBaal
Again, most likely is outside the scope but do you think to convert workshops into zones(carpenter workshop with tables, workbenches, tools, cabinets, chests, nails..), seeing you creates another kind of zone. Or will that take too much effort at this point to be a low hanging code-fruit?

Converting workshops into zones is a large project.  I don't understand "seeing you creates another kind of zone".

Quote from: falcc
Once you get to property and/or thievery do you forsee differentiating between how entities respond to stealing an object from someone vs taking an item off of their corpse? Obviously all thievery is weird in DF right now, but it seems really odd if some traveler goes off with a city guard one day and comes back in the guard's clothes that they wouldn't be hassled about it even if they can tell the villagers the story of the guard being killed by a night troll. Will there ever be concepts of/punishments for graverobbing beyond war if you steal a civ's artifact? What are some of the programming barriers, if any?

It's a difficult problem all around.  Ideally, we'd like to do what we can to have people react in culture-appropriate ways.  Just storing the ownership/entity information needed for reliable recognition of a situation is hard enough, and it's better for people to not react than to overreact to a situation, in terms of the game being playable.  I'll be happy with a bare minimum at first, which is just getting a basic recognition of different sorts of property in place for different individuals/entities, mainly for the living.

Quote from: peasant cretin
Will we ever see civ specific positions given arms/armor? I always thought it odd to see the sheriff, militia commander, caption captain of the guard, hammerer, champion, or those randomly genned bandit positions completely unarmed.

It needs a lot of work and we hope it is better at some point.

Quote from: stinkasectomy
with display cases and pedestals, will intelligent creatures react to displays of body parts with emotions?

will display cases/ pedestals have a limit on what is placed in/on them?

Yeah, it calls all the relevant code for the displayed items.

There's a type limit (no large furniture).  I wasn't picky about how much space there is (pedestal items aren't containers, so there wasn't an easy solution around, and I didn't want to do a different interface for display cases so I didn't care there either).

Quote from: WordsandChaos
Will more mundane items be 'owned' by individuals and family entities? As a kind of juxtaposition to the granduer of stealing the holy artefact cake tin of Urist McRoyalBaker, and the ensuing ten year long World War of Doughs, it'd be interesting to see Jeff steal Roger's socks because his have all disintegrated or he's adamant that the colour blue compliments his toenails.

The property rewrite is meant to allow for this.  We do have some item ownership in the fort right now, but the systems are too cumbersome to set up general crimes and trouble throughout the world, so we haven't focused on it.

Quote from: vlademir1
Do display cases and pedestals have a quality value like other furniture?  If so, is there any intent to, whether within the current new feature implementation or at some indistinct future point, have dwarf thoughts about incongruous displays (such as the equivalent of displaying a Faberge egg on some random poorly constructed Ikea shelf)?

The new items have qualities, but nothing really has negative quality.  I'm not sure what'll happen specifically when negative quality is in the game.  We almost put it in a release or two back, and it was sitting in the short-term add box, but now I have no idea when it'll happen.  It'll be great fun when a dwarf with absolutely no skill starts putting out improvised tables and shoddy chairs and the dwarves get to comment on them...  or break them when they sit down too fast or something.  Your suggestion is quite specific though, and not likely a thing that would have made it in on its own.  Many of the questions this time would be better preserved in the suggestions forum.

Quote from: Daniel the Finlander
Will there be a priest occupation in dwarf mode?

There isn't for the current temples because of how the religion entities are separated from the site entities (and we don't currently handle having multiple entities active in the fort other than your overall civilization and your fort's entity).  We probably won't have changes for this until we get to religion-related embark scenarios, where this issue will be central.  There's a chance for some changes during the myth stuff, but I wouldn't guarantee anything there.

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Quote from: Shonai_Dweller
So, while everyone is getting understandably excited about displaying the corpses of their victims, Dwarven ethics (make_trophy_sapient) won't actually let this happen without modding, right?
Quote from: FantasticDorf
If the above quotation is true, aren't head spikes/nooses/horrible chopped up body displays basically goblin derived museum spaces meant to inflict negative thoughts deliberately upon people who witness them, but satiate goblins? How might other races prefer to display/(or not) their prized/valuable goods and decorations as culturally appropriate?

I dunno.  Museum corpses can be complicated.  Trophy ethics don't necessarily apply.  Though I haven't thought very much about the game's cultural differences here.

Quote from: ProjectXMark1
Seeing as fortress starting scenarios are coming a couple of releases down the line, will there be generalisation of this, so that, for example, a legendary swordsman could set up hidden mountain training grounds?

Also, do you ever intend on implementing different game speeds to fortress/adventure mode?

The generalization is the property/law/custom etc. framework that'll allow the embark scenarios to happen.  I'm not sure exactly what I'm going to get to, but the fortress start scenarios aren't going to be in a vacuum.  The changes throughout the world will be sweeping (even if sites themselves remain the same in a lot of ways).

Lag is enough of a problem in regular play that game speed controls would probably be too unreliable to be justified.

Quote from: Nopenope
1. Will dwarven adventurers be occasionnally taken by strange moods?
2. How do you envision invasions for the sake of an artifact to play out in Fortress mode? Will there be a goblin spokesperson of some kind saying "We must have X" or will it be psychically understood by all dwarves that these specific invaders want specific artifact X? Should the player yield, how do you envision the delivery of the artifact? Will there be something like a diplomacy screen, a specific job "deliver artifact to invaders" or just a dump job coupled with goblins pathfinding to your artifact and wordlessly taking it away?
3. Will megabeasts, night creatures, bandits and non-goblin civs be able to demand an artifact as well? In the latter case, will there be diplomatic consequences involved?
4. Will single adventurers target your fortress for artifacts, showing up as visitors, hostiles or otherwise?
5. Assuming artifacts get stolen by animals like keas, do they get tracked by the game so that they could end up in another site?
6. Will the item type of the artifact bear any relevance to the invaders, in other words will they be as likely to demand a platinum war hammer as an elf bone earring, assuming both were crafted in your fortress?
7. Do necro books and named weapons in Fortress mode count as artifacts in that system, or will they eventually fall off the artifact list?

1. Not at present.  Even in the fort it's more of a non-soldier thing.  It would be an involved project to get it up and working for adventurers as well, interface-wise, and many of the materials wouldn't be available unless you were at a player-made fort.
2. Since the demand is meant to be a choice for the player, it'll have to be expressed by somebody.  I'm not sure if the hand-off will happen...  in the depot, perhaps?  Something like that.
3. Non-goblin civs probably will at first.  I don't know that I'll get to anything with the others.
4. Yeah, though it's unclear at this point exactly what angle or angles they'll take.
5. Not at present.
6. I'm not sure.  There are certainly things they could consider, even if it's just the value.
7. I don't think they'll care about items your dwarves name on their own.

Quote from: LordBaal
Will starting scenarios have some kind of limits according to the context. IE a roadside inn will have a low pop cap and relative few military immigrants? Will prisons and military forts have a more official, orderly immigration? Will prison colonies have prisoners arriving in cages on wagons or beast of burden or at least escorted by military/police dwarves?

Yeah, the whole point is that there will be actual differences.  It would be best for the limits to be non-artificial and mutable based on how the situation at the site changes, but we'll see what we get the first time around.

Quote from: Daniel the Finlander
Does the "socialize" activity develop dwarves' relationships and skills?

Will there be more social activities besides storytelling and performing in the future?

Any plans for other decorational furniture besides display cases?

I would say yes, but if it doesn't, it's related to the bug where they don't get married, since that's all the same chatting code which is apparently broken in some way.

We already have all the world gen festivals that haven't yet made it to play, so there are a lot of future activities on the plate there (from sport/art competitions to processions to rituals etc.).

Not that I remember, though it's the sort of thing that seems to pop up tangentially.

Quote from: Rockphed
What temple architecture changes are on the menu for this release?

I just need a place to store artifacts.  As much time as I'm going to end up burning in the map section, architecture is not a focus.

Quote from: Shonai_Dweller
Can you talk a little about point four under background changes (balance desire to display with guards/traps/etc.)? Are you going to overhaul traps at all, or will it just be cage/rock/mummy surprise for now? And guards, how will they work? Will they be expanded to guard other stuff (shops, etc) and will they be a feature in fortress mode too? Helpful to keep away the kobolds, I guess.

Also, talking of thieves, will artifact hunting adventurers be announced like kobold thieves, or will they operate more subtly, turning up like regular visitors, mercenaries/monster hunters or something?

Nah, I'm not going to have a chance to do the big trap rewrite now.  Guards are still unplanned.  Ideally, we'd have a few different MOs for adventuring groups (siege code vs. the new diplomacy-before-invasion thing vs. visitors), but only get to so much for this time.

Quote from: darklord92
Will museum zones/rooms be considered locations, and attract visitors?

Nope.  I just needed a room.

Quote from: vjmdhzgr
Is there any kind of situation that can cause an adventurer to only be able to gain skill while focused? Because supposedly it's happened to someone, but I've never seen it myself.

Not as far as I can tell looking at this.  It's always possible there's a bug or something I'm missing, but focus/distraction just affects your own skill roll, which doesn't determine the skill gain.

Quote from: voliol
Now that the game is 64-bit, would it be possible/feasible to store the physical/mental descriptions of historical figures to be seen in legends mode? Or when you look at their corpses?

It only gives us a few extra GB for a lot people, so I'm not sure we can keep everything loaded even now.  Things can uncompress and allocate quite large (though I'm not sure that would be an issue with ~25000 units).  However, they have the potential to slow down lookups and other code if they aren't properly quarantined, so there are all sorts of other annoyances.  The best thing is probably just to load the unit files in legends mode, which is feasible and just isn't done now because legends mode doesn't currently use them.

Quote from: Random_Dragon
What are the overall mechanics behind armor wear? What material properties are considered when determining damage, which are more important, and what armor/weapon tokens might potentially affect it?

It's the same calculations used for the combat code in general.  Overall momentum and relative shear/impact material properties are the important part.

Quote from: TheFlame52
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Why don't megabeasts breed in worldgen anymore? The last time I saw it happen was like 0.34, and semimegas still breed just fine.

The first is just an oversight.

I dunno what's going on with megabeasts.  I'll have to check.

Quote from: falcc
Are there any plans for adventurers to be able to tell how large an animal is relative to them? The wiki is great but it'd be nice to just look at something and know where it stands relative to my bird person.

Will miasma or an equivalent ever be in adventure mode? Will there ever be smells, death or otherwise, that make can make adventurers nauseous based on discipline, willpower or some other stat? Do NPCs use their sense of smell at all right now for figuring out if someone is sneaking nearby? If not will they eventually? Are there any plans to make items/foods/chemicals/potions/plants that can overwhelm sense of smell and make tracking/being tracked harder? Are there any other scent or tracking things planned for the thief arc?

I just realized dwarves in fort mode sometimes have things in their profiles about grunting when exasperated. Are any of these planned to be visible in adventure mode as actions when a character gets in a certain emotional range, or are they exclusively fort mode flavor?

Any plans for long distance teleportation within a single world/plane during the magical arc?

Will there be families/relationships for adventurers when you get into the family/law/etc arc?

I don't have particular plans for the first two.  Ideally we'd have more things in the game.

We'd been hoping to get to the mannerisms -- we have the emotional states now, but there are fewer situations in adventure mode that use the emotion code, and it doesn't apply emotion code to every utterance in conversations, so we're still not quite to the place where we can use the mannerism triggers as stated in the paragraph.

Teleportation is one of the effects in the magic system generator as it stands now, but we don't have any idea which effects will actually be used in the game on the first pass.

I don't know if adventurer families will go in at the same time as the basic rewrite.  We won't have time to get to all the repercussions.

Quote from: Untrustedlife
1. Why does the world arbitrarily explode into massive amounts of war and reclamations after world gen ends immediately when world activation begins?

2. I may have asked this before, I am not sure, but do you plan to improve bards in the future, like for example will player bards eventually be able to "teach" people through apprenticeship their various poems and dances like the troupe leaders in world gen do, do you plan to allow the player to send members of their troupe to places directly and will people eventually tip you if you are performing in the street? Will "meed hall performer" eventually become something more then "you can just sleep here now" (it doesnt even show up in legends!)?

1. Somebody asked about this before.  I haven't gotten a chance to check what's going on.

2. We're hoping that the actions taken are available in each mode (between world gen, dwarf and adv).  We skipped all the economy related stuff.

Quote from: kontako
Will weapon racks and armour stands also be used as display furniture?

They are still thoroughly broken.  Some issue or another stopped me from fixing them the last few times, but eventually we'll handle it.

Quote from: Random_Dragon
That reminds me...I can't recall if I've asked this, but what WAS your reason for implementing branches as their own separate item token BRANCH, instead of PLANT_GROWTH or some other pre-existing item token? Was there some odd bug that cropped up encouraging you to make a separate token, or was there some other reason?

Using PLANT_GROWTH would require an extensive raw rewrite, and that wasn't in the cards at the time.  BRANCH is fine.

Quote from: 90908
Toady will you, at any point, have apocalyptic events within the game? I'm talking invasions of Angels/demons, angry gods, natural disasters, plagues and so on. If you do in fact have plans for these, how do you think they will be implemented.

We're hoping to get some things along these lines with the myth release, including the end of the world entirely in certain settings.  It's completely unclear how it is going to play out though.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 30, 2016, 09:09:17 pm
Interesting answers as always.

Quote from: Random_Dragon
What are the overall mechanics behind armor wear? What material properties are considered when determining damage, which are more important, and what armor/weapon tokens might potentially affect it?

It's the same calculations used for the combat code in general.  Overall momentum and relative shear/impact material properties are the important part.

Quote from: Random_Dragon
That reminds me...I can't recall if I've asked this, but what WAS your reason for implementing branches as their own separate item token BRANCH, instead of PLANT_GROWTH or some other pre-existing item token? Was there some odd bug that cropped up encouraging you to make a separate token, or was there some other reason?

Using PLANT_GROWTH would require an extensive raw rewrite, and that wasn't in the cards at the time.  BRANCH is fine.

1. Aw, no hint as to whether X_YIELD, X_FRACTURE, or X_STRAIN_AT_YIELD might be more important among those three?

2. Heh. Now you're reminding me of the modding effort I put into copy-pasting "FAKED" growths for plants that currently can't be harvested in adventure mode. And the "faked branches as growth on trunks" was a pain in the ass in to add, one tree at a time. So I can understand that. XP
Title: Re: Future of the Fortress
Post by: falcc on August 30, 2016, 09:23:23 pm
Wow, I didn't realize I asked questions so many times this month. I just find myself playing a lot and things come to me every few weeks. Thanks for the answers anyway. As always I'm even more excited for new updates with all this new information.
Title: Re: Future of the Fortress
Post by: peasant cretin on August 30, 2016, 09:39:48 pm
Thanks for the replies, Toady. An interesting eventual tomorrow for DF in both modes.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 30, 2016, 10:13:44 pm
Quote
We're hoping to get some things along these lines with the myth release, including the end of the world entirely in certain settings
Ragnarok Fortress! Yeah, can't wait.  :D
Title: Re: Future of the Fortress
Post by: Putnam on August 30, 2016, 11:23:50 pm
Aw, no hint as to whether X_YIELD, X_FRACTURE, or X_STRAIN_AT_YIELD might be more important among those three?

STRAIN_AT_YIELD is not likely to matter for wear. FRACTURE should cause a lot more damage than YIELD, but I don't know how that specifically actually works.

STRAIN_AT_YIELD refers to how much the material has deformed once the pressure on it is equal to YIELD. YIELD is the pressure where it starts undergoing permanent deformation instead of elastic deformation. FRACTURE is the pressure where the material fails completely and fractures.

FRACTURE and YIELD are both in pascals, STRAIN_AT_YIELD is a dimensionless value (strain (https://en.wikipedia.org/wiki/Deformation_(mechanics)#Strain), parts-per-100,000)
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 30, 2016, 11:42:28 pm
STRAIN_AT_YIELD is not likely to matter for wear. FRACTURE should cause a lot more damage than YIELD, but I don't know how that specifically actually works.

STRAIN_AT_YIELD refers to how much the material has deformed once the pressure on it is equal to YIELD. YIELD is the pressure where it starts undergoing permanent deformation instead of elastic deformation. FRACTURE is the pressure where the material fails completely and fractures.

FRACTURE and YIELD are both in pascals, STRAIN_AT_YIELD is a dimensionless value (strain (https://en.wikipedia.org/wiki/Deformation_(mechanics)#Strain), parts-per-100,000)

I suspected that strain at yield was not a factor, yes. If I recall, strain-at-yield also works inversely, where it seems lower values are better in combat mechanics. This, bone armor suffering severely from the armor mechanics, and bone having a fairly low strain at yield all support the idea that it doesn't affect combat that much.

Now this leads to another idea. If fracture is the one more likely to affect wear, I'll have to see whether yield versus fracture is most important with respect to actual damage of body tissues and damage to the wearer of armor.

If yield is more important in that case, it presents me a possible way to mod certain materials to be harder-wearing without excessively buffing their defensive value in combat.
Title: Re: Future of the Fortress
Post by: Putnam on August 31, 2016, 12:32:24 am
FRACTURE is more important to damage--reaching FRACTURE leads to "tearing" while YIELD leads to bruising (if vascular and elastic) or denting (if nonelastic).

I mean, I did explain exactly what they mean. That's not what they're supposed to mean, that's basically exact meaning. STRAIN_AT_YIELD being more-strain-is-higher should've meant lower-is-better, yeah. TENSILE_STRAIN_AT_YIELD (for example) of 10000 means that an object pulled apart to its YIELD limit will become twice as long in the process; COMPRESSIVE will become half the size, TORSION twist 2π radians, SHEAR means that two line segments in the cross section parallel to the shear vector of the sheared object1 that could formerly be connected end-to-end to make a rectangle would now make a parallelogram such that the top-left corner of the parallelogram forms a right triangle with the bottom right corner and the top right corner2, IMPACT is completely ignored when above 50000, I don't know exactly what it represents.

1I'M SORRY I DON'T KNOW HOW TO UNJARGON THIS
2 seriously there's probably a better way to say that
Title: Re: Future of the Fortress
Post by: Inarius on August 31, 2016, 02:48:23 am
Toady, to what extent do you plan to make magic procedural ?

Will there be a sort of list of spells/effects hardcoded (or computed) or in a .txt file in relation to spheres and which have to be "found" (like the current scholar/knowledge system), or will this be randomized in each world, and if if this is the case, how ?
Will the player have a sort of "list" of magic spells that can be used in a fight (like you could use a Ballista), or will this be decided by the NPC wizard (like any other sort of weapon) ?
Will the magic be managed with a "Mana" system or a "Spell per day" ? Or any other system ?

I'm very curious of how you will make something really different from standard RPG magic with detailled spells that have some very specific characteristics.

Thanks !


EDIT : It's not need to answer, I have had my information thanks to the very interesting GDC talk I hadn't listened until now.
Title: Re: Future of the Fortress
Post by: Rubik on August 31, 2016, 05:27:48 am
 Do you have any change in mind for the communication system between people?
You mentioned a long time ago the possibility of using tones and intentions while you speak to another person as modifiers, like when you fight, which would be awesome by itself, but I would love knowing if eventually we will get a more robust system, highly tied to the psychology of dwarves (conversations change drastically between different people, etc.)
Keeping on this line, will we get more stuff that make our adventurer's personality matter more? For now, the only thing that changes between one or another is the needs you have, derived from your personality, but it doesn't affect interactions between beings at all, which I kinda expected
Thank you really for creating this awesome game, and best of luck with the upcoming events
Title: Re: Future of the Fortress
Post by: Knight Otu on August 31, 2016, 06:09:11 am
Toady, to what extent do you plan to make magic procedural ?

Will there be a sort of list of spells/effects hardcoded (or computed) or in a .txt file in relation to spheres and which have to be "found" (like the current scholar/knowledge system), or will this be randomized in each world, and if if this is the case, how ?
Will the player have a sort of "list" of magic spells that can be used in a fight (like you could use a Ballista), or will this be decided by the NPC wizard (like any other sort of weapon) ?
Will the magic be managed with a "Mana" system or a "Spell per day" ? Or any other system ?

I'm very curious of how you will make something really different from standard RPG magic with detailled spells that have some very specific characteristics.

Thanks !

You should watch the GDC Talk (https://www.youtube.com/watch?v=v8zwPdPvN10) from earlier this year (Toady's part starts about 9 minutes in). It should answer several of your questions even if it's not the complete version.
Title: Re: Future of the Fortress
Post by: LordBaal on August 31, 2016, 07:00:46 am
Quote from: LordBaal
Again, most likely is outside the scope but do you think to convert workshops into zones(carpenter workshop with tables, workbenches, tools, cabinets, chests, nails..), seeing you creates another kind of zone. Or will that take too much effort at this point to be a low hanging code-fruit?

Converting workshops into zones is a large project.  I don't understand "seeing you creates another kind of zone".
Sorry for my terrible english. I meant, you are creating new new zones for other things (museums), and recently relatively speaking introduced temples and libraries.

Thanks for the answers! Looking forward to the next time (and release).
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 31, 2016, 10:42:56 am
FRACTURE is more important to damage--reaching FRACTURE leads to "tearing" while YIELD leads to bruising (if vascular and elastic) or denting (if nonelastic).

I mean, I did explain exactly what they mean. That's not what they're supposed to mean, that's basically exact meaning. STRAIN_AT_YIELD being more-strain-is-higher should've meant lower-is-better, yeah. TENSILE_STRAIN_AT_YIELD (for example) of 10000 means that an object pulled apart to its YIELD limit will become twice as long in the process; COMPRESSIVE will become half the size, TORSION twist 2π radians, SHEAR means that two line segments in the cross section parallel to the shear vector of the sheared object1 that could formerly be connected end-to-end to make a rectangle would now make a parallelogram such that the top-left corner of the parallelogram forms a right triangle with the bottom right corner and the top right corner2, IMPACT is completely ignored when above 50000, I don't know exactly what it represents.

1I'M SORRY I DON'T KNOW HOW TO UNJARGON THIS
2 seriously there's probably a better way to say that

Ah, makes sense. This does foil my ideas for mitigating armor damage, though. :V
Title: Re: Future of the Fortress
Post by: vjmdhzgr on August 31, 2016, 11:15:47 am
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Why don't megabeasts breed in worldgen anymore? The last time I saw it happen was like 0.34, and semimegas still breed just fine.
Have you ever seen a male and female megabeast of the same species live in the same site with the total number of megabeasts in the world less than the starting cap for megabeast population? Because that can be pretty rare. I never even saw any megabeasts breed in 0.34.
Title: Re: Future of the Fortress
Post by: Inarius on August 31, 2016, 12:40:07 pm
Thank you. Actually, it answers to all my questions (or nearly). I'll edit my question.
Title: Re: Future of the Fortress
Post by: Eric Blank on August 31, 2016, 02:04:16 pm
Thanks for the answers! It's good to know what's going on.

I'm a bit confused about this, now;
Quote
Events that aren't seen by an escaping witness don't become common knowledge until a year later, I think, and are never passed around as rumors.
Does this mean that we can't really get away with theft/murder scot-free? People will always learn of what happened in time? How do we hide something, then?

Title: Re: Future of the Fortress
Post by: Max™ on August 31, 2016, 05:04:42 pm
Elves are at peace with wildlife. Why do wild animals still rampage in their sites?

Why don't megabeasts breed in worldgen anymore? The last time I saw it happen was like 0.34, and semimegas still breed just fine.
Have you ever seen a male and female megabeast of the same species live in the same site with the total number of megabeasts in the world less than the starting cap for megabeast population? Because that can be pretty rare. I never even saw any megabeasts breed in 0.34.
I've had roc and hydra dynasties set up before in 43.05 worlds.
Title: Re: Future of the Fortress
Post by: Detros on August 31, 2016, 08:48:02 pm
After the last interview (http://thestonedgamer.com/interviews/item/863-simulate-your-very-own-fantasy-universe-looking-at-a-decade-of-dwarf-fortress) noted DF has such details as interaction of the mucous tissues in eyelids on eyeballs, I finally came with some questions for FoF:

Was there ever some system of DF simulation that got later removed because on the second look it seemed to you "too much detailed"?
Which of the features currently in game is the biggest system that you see as "too much detailed, needs rework"?

I think things like economy don't qualify for the first question because it is still planned to be added back in some way.
Title: Re: Future of the Fortress
Post by: Putnam on August 31, 2016, 09:29:20 pm
I remember mention of a much more detailed genetics system that was to go into 0.31 that was postponed on account of possible mutiny.
Title: Re: Future of the Fortress
Post by: vlademir1 on August 31, 2016, 10:33:53 pm
Toady, thank you for answering and also I'm sorry if that came across as a suggestion rather than just my pure curiosity in the direction of your thinking.
Title: Re: Future of the Fortress
Post by: Eric Blank on September 01, 2016, 12:19:08 am
After the last interview (http://thestonedgamer.com/interviews/item/863-simulate-your-very-own-fantasy-universe-looking-at-a-decade-of-dwarf-fortress) noted DF has such details as interaction of the mucous tissues in eyelids on eyeballs, I finally came with some questions for FoF:

Was there ever some system of DF simulation that got later removed because on the second look it seemed to you "too much detailed"?
Which of the features currently in game is the biggest system that you see as "too much detailed, needs rework"?

I think things like economy don't qualify for the first question because it is still planned to be added back in some way.

Was that noble position introduced for a little bit, armsdwarf or quartermaster or something. Supposed to assign gear to militia members. Broken and buggy as all hell, so toady removed it and now militiadwarves just grab their own armor. Its simpler this way.
Title: Re: Future of the Fortress
Post by: Kathe on September 01, 2016, 10:21:04 am
After the last interview (http://thestonedgamer.com/interviews/item/863-simulate-your-very-own-fantasy-universe-looking-at-a-decade-of-dwarf-fortress) noted DF has such details as interaction of the mucous tissues in eyelids on eyeballs, I finally came with some questions for FoF:

Was there ever some system of DF simulation that got later removed because on the second look it seemed to you "too much detailed"?
Which of the features currently in game is the biggest system that you see as "too much detailed, needs rework"?

I think things like economy don't qualify for the first question because it is still planned to be added back in some way.

Was that noble position introduced for a little bit, armsdwarf or quartermaster or something. Supposed to assign gear to militia members. Broken and buggy as all hell, so toady removed it and now militiadwarves just grab their own armor. Its simpler this way.

Maybe there could be different kinds of bookkeepers, the one assigned to count military gear could be called the quartermaster.
Title: Re: Future of the Fortress
Post by: Egan_BW on September 01, 2016, 02:33:15 pm
Probably anything that gets removed is simply to be added at some unforeseen later date. It is the most ambitious game that's actually being made,™ after all. :P
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on September 02, 2016, 03:57:06 am
Why aren't hospitals included in the new locations system? When they are included, will "chief medical dwarf" become an occupation instead of a title? Are there going to be other occupations in the hospital?
Title: Re: Future of the Fortress
Post by: Melting Sky on September 02, 2016, 05:40:01 pm
Quote from: 90908
Toady will you, at any point, have apocalyptic events within the game? I'm talking invasions of Angels/demons, angry gods, natural disasters, plagues and so on. If you do in fact have plans for these, how do you think they will be implemented.

We're hoping to get some things along these lines with the myth release, including the end of the world entirely in certain settings.  It's completely unclear how it is going to play out though.

Now this has me excited.
Title: Re: Future of the Fortress
Post by: LordBaal on September 02, 2016, 07:36:12 pm
Quote from: 90908
Toady will you, at any point, have apocalyptic events within the game? I'm talking invasions of Angels/demons, angry gods, natural disasters, plagues and so on. If you do in fact have plans for these, how do you think they will be implemented.

We're hoping to get some things along these lines with the myth release, including the end of the world entirely in certain settings.  It's completely unclear how it is going to play out though.

Now this has me excited.
I'm picturing an scenario where after your fort crumbles you can't play fortress mode anymore since your race/culture or all of them are dead as result of some apocalyptic event.
So you can only play as a adventurer/survivor amidst the ruins of what used to be the world. Scavenging and trying to get by with whatever you can, even maybe have an last quest to restore the world or scape the hell out of there into another dimension or world or something.
Out of control zombies and/or demons overrunning everything, catastrophic spells, apocalyptic wars, meteorites falling... all valid causes for regional or global ends of the world.
Title: Re: Future of the Fortress
Post by: Max™ on September 02, 2016, 09:30:36 pm
Oh god I just figured out why the "dwarves crawling through a world-intestine before being dragged out to be drowned" thing gave me a weirdly humorous vibe.

I don't understand! Do you like this? Are you enjoying this? (https://www.youtube.com/watch?v=fZ8uvvZ5iPA)
Title: Re: Future of the Fortress
Post by: Qyubey on September 03, 2016, 07:47:18 am
Regarding creation myths (though it'd apply to regular myths as well), two things:

Firstly, is there really only one belief system per race? I'd find it odd if every culture in the world possessed identical creation myths and beliefs, so will the system be able to generate separate religions? I highly doubt creatures of different cultures and religions would hold the same creation doctrine, after all. Religions splintering off/combining, and growing/shrinking in power could be interesting. Cults that don't believe in souls, or say that a different god created their race, for example.

Secondly, by 'fake myths' I mean, can it generate myths that are actually false? In the GDC video, you did mention you can have religion and myths without fantasy existing, but is it possible to generate false gods or magic while still having some of it be real? Like, two kinds of magic runestone exist but only one of them actually works; or two gods but one is just made up by a cult.

If so, could the player could set an option for "All true/Some true/All false"?
Title: Re: Future of the Fortress
Post by: Max™ on September 03, 2016, 07:52:10 am
The myth generator screens actually seemed to leave room for that sort of thing, over on the right side it had adjectives like "lost" "doubted" "destroyed" and whatnot as I recall, I've got some of the shots I took from the video somewhere.
Title: Re: Future of the Fortress
Post by: Qyubey on September 03, 2016, 08:01:23 am
The myth generator screens actually seemed to leave room for that sort of thing, over on the right side it had adjectives like "lost" "doubted" "destroyed" and whatnot as I recall, I've got some of the shots I took from the video somewhere.

Is that the video of Tarn showing the prototype off? I had to stop watching because I was busy. Yeah, I'm pretty sure he mentioned somewhere that myths could become lost so that's a definite one, but I'm mainly concerned about the fact that he showed off a block of creation myth - feels like it'd imply there's only one creation myth per world, which is just not cricket.

It'd be great in Adventure mode to be faced with a bunch of different religions, each with codexes that contradict one another, making you unsure as to which is the truth, if any. Also that sense of suspicion if the god you worship even exists - or could just be asleep for a thousand years. It'd be Fun if you got fed up and renounced your god, only to be struck down for your impudence and disbelief.  :D

Maybe, if there was a Prime Myth that every other religion took bits of and added their own nonsense, you'd have the option to try and collate all the historical and religious information you can to decipher common Myths and Events. New Adventurer Job: Historian. It'd certainly give you a reason to visit libraries and collect books. Maybe you keep finding this mention of a Dark Tower in different cultures, so you venture out to it and see what information could be stored there.

EDIT: Watching the video now. It does seem to imply different cultures will interpret the creation myth differently (depending on what they were associated with), but they do seem to share gods. My question was about whether they'd believe entirely unique creation myths, but this might work better. I could see this as a Zeus/Jupiter situation, where they just call things differently but have a similar root, so that's very interesting and plays more into the historian idea. One issue I have is that it doesn't seem to generate unique religions - just race-wide ones. It'd be cool to see sects and offshoots from big religions that interpret the creation myth and its gods differently. Like if some necromancers believe one god was actually a death deity and rewrite history to fit their view.

EDIT2: Finished it. Now I feel silly, so I edited my question a bit. Basically I just want to know if we can expect lies to be possible.
Title: Re: Future of the Fortress
Post by: Kathe on September 04, 2016, 10:44:00 am
When the sliders for world generation are implemented, and 0 fantasy worlds are generated, containing only humans, will that mean that those worlds will be unplayable because they lack dwarves? Or will we, on those occasions, be able to play as humans? Or will the "dwarves" of such worlds actually be "medium sized humanoids, fond of the sun and industry" (humans)?
Title: Re: Future of the Fortress
Post by: Wish Fulfiller on September 04, 2016, 01:30:59 pm
Excellent deed, saving that bat! Turn off those ceiling fans or the blades will crush little aviating bones.

Do ceiling fans even exist in British homes?
Title: Re: Future of the Fortress
Post by: SpoCk0nd0pe on September 04, 2016, 01:32:12 pm
Given that the switch to 64 bit seems to be addressing some hardware limitations of the game, are there further steps planned in that direction? Like addressing CPU limitations?
Title: Re: Future of the Fortress
Post by: MrWiggles on September 04, 2016, 01:36:01 pm
Like, what? Teaming up with Intel to make a DF custom CPU? oO
Title: Re: Future of the Fortress
Post by: Dirst on September 04, 2016, 02:22:49 pm
Like, what? Teaming up with Intel to make a DF custom CPU? oO
Before long you might need a quantum computer to implement your quantum stockpile.
Title: Re: Future of the Fortress
Post by: Rockphed on September 04, 2016, 07:04:46 pm
Do ceiling fans even exist in British homes?

Toady One and Threetoe live in the pacific northwest of the United States, so I'm not sure why you are asking this.
Title: Re: Future of the Fortress
Post by: Qyubey on September 04, 2016, 07:52:40 pm
Oh, thought of another one:

Will civilizations ever own artifacts? I know bloodlines can, but I mean like governments/institutions controlling art; the Mona Lisa in the Louvre, for example. On that note, will we ever have procedural flags, anthems, or dances that are unique to/associated with a civilization? Can you play someone the song of your people? I could imagine playing a national anthem for people that are currently at war with that nation would probably result in a bar fight.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 05, 2016, 09:32:09 pm
When the sliders for world generation are implemented, and 0 fantasy worlds are generated, containing only humans, will that mean that those worlds will be unplayable because they lack dwarves? Or will we, on those occasions, be able to play as humans? Or will the "dwarves" of such worlds actually be "medium sized humanoids, fond of the sun and industry" (humans)?
Adventurer will be playable. But, yeah, I suppose you might end up with human 'dwarves' for Fortress mode.

Toady mentioned earlier, that non-fortress site play probably won't be in for a while and in case of a completely random weird races world with no dwarves, one would inevitably be pushed into being a subterranean, fortress building type to keep Fortress mode going.
Title: Re: Future of the Fortress
Post by: Dirst on September 05, 2016, 09:38:39 pm
Adventurer will be playable. But, yeah, I suppose you might end up with human 'dwarves' for Fortress mode.

Toady mentioned earlier, that non-fortress site play probably won't be in for a while and in case of a completely random weird races world with no dwarves, one would inevitably be pushed into being a subterranean, fortress building type to keep Fortress mode going.
As scenarios and other site types get rounded out (forest retreats, etc.) the game might be able to cobble together a "fort" mode for non-subterranean critters.  Phosphorus-powered undersea forges, anyone?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 05, 2016, 10:09:50 pm
Adventurer will be playable. But, yeah, I suppose you might end up with human 'dwarves' for Fortress mode.

Toady mentioned earlier, that non-fortress site play probably won't be in for a while and in case of a completely random weird races world with no dwarves, one would inevitably be pushed into being a subterranean, fortress building type to keep Fortress mode going.
As scenarios and other site types get rounded out (forest retreats, etc.) the game might be able to cobble together a "fort" mode for non-subterranean critters.  Phosphorus-powered undersea forges, anyone?
Yeah, eventually it'll all get there. It's in the long term notes. Just perhaps not with the initial mythgen release.
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on September 06, 2016, 09:37:56 pm
Do ceiling fans even exist in British homes?

He wasn't actually asking the question as related to the previous sentence, he was just asking an unrelated question. :P

By the way, do people eat pears in Britain? :P
Title: Re: Future of the Fortress
Post by: MrWiggles on September 06, 2016, 11:46:15 pm
Do people in Britain wear suntan lotion?
 
Title: Re: Future of the Fortress
Post by: Valtam on September 06, 2016, 11:57:15 pm
Oh, thought of another one:

Will civilizations ever own artifacts? I know bloodlines can, but I mean like governments/institutions controlling art; the Mona Lisa in the Louvre, for example. On that note, will we ever have procedural flags, anthems, or dances that are unique to/associated with a civilization? Can you play someone the song of your people? I could imagine playing a national anthem for people that are currently at war with that nation would probably result in a bar fight.

Those are not close goals for the current release, so the most reliable answer you will get from Toady will be "yes, no timeline yet".
Also, some of those things are already implemented ingame, such as the flags, dances and lyrical forms. Given that institutions do not exist yet the way (I assume) you envision them, then there's no reason to improve on those features.

That could change as soon as Toady returns to the Religion and Law arcs, where maybe artifacts or other objects could be seized or controlled by a specific entity, but who knows how that might play out in the long term.

Do ceiling fans even exist in British homes?

Toady One and Threetoe live in the pacific northwest of the United States, so I'm not sure why you are asking this.

Coming from a Escaped Lunatic, I think it could be a garden-variety bot.
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 07, 2016, 03:05:19 am
In the event of adventure-named artifacts, how will naming them be handled? Will they just use the old system of randomly naming a weapon they grow attatched to, or will the player be prompted to construct a name for it? Because the latter system is bad enough about creating "the spurting banana" levels of derp for titles and such. :V
Title: Re: Future of the Fortress
Post by: Qyubey on September 07, 2016, 05:24:29 pm
Oh, thought of another one:

Will civilizations ever own artifacts? I know bloodlines can, but I mean like governments/institutions controlling art; the Mona Lisa in the Louvre, for example. On that note, will we ever have procedural flags, anthems, or dances that are unique to/associated with a civilization? Can you play someone the song of your people? I could imagine playing a national anthem for people that are currently at war with that nation would probably result in a bar fight.

Those are not close goals for the current release, so the most reliable answer you will get from Toady will be "yes, no timeline yet".
Also, some of those things are already implemented ingame, such as the flags, dances and lyrical forms. Given that institutions do not exist yet the way (I assume) you envision them, then there's no reason to improve on those features.

That could change as soon as Toady returns to the Religion and Law arcs, where maybe artifacts or other objects could be seized or controlled by a specific entity, but who knows how that might play out in the long term.

Yeah I suppose that would naturally occur when he implements a proper society structure for entities; law, guilds, and social stratification. I mainly wanted to know if we could expect artifacts to be considered National Treasures by an entire entity, but i guess if there's no real government yet, that might not be feasible.

Y'know... so we can steal the declaration of independence.   8)
Title: Re: Future of the Fortress
Post by: Mephansteras on September 08, 2016, 10:12:58 am
I somehow totally missed that there was a new thread for FotF.
Title: Re: Future of the Fortress
Post by: Infinityforce on September 08, 2016, 05:12:28 pm
Lots of questions, I highlighted the main ones in green

DEVELOPMENT
How extensively (do you think) DF will need to be rewritten, code-wise? How extensively is it rewritten between updates?
What were the biggest updates in terms of features and code changes?
What was the easiest thing to implement? The most difficult? What did you enjoy/prefer? What do you hate/regret?
What do you intend to get rid of/replace that is currently existing?

When will labors be overhauled?
Would we, for instance, be able to sort dwarves by attributes and put them into groups, or create groups with conditions (only dwarves with X skill or Y attribute?)
When you have 100+ dwarves, it's difficult to manage.
Will the 'O'rders menu be reworked with more options or less options? So far I think 'O'rders is a great way to get dwarves to something/forbid them from doing things.

How will the individual dwarf interface be overhauled?
I don't think I'd like it if you got rid of the sentences. But having a graphic representation would make at-a-glance or summarisation easier.
Will we be able to view more of a dwarf at once (seeing attributes alongside skills, for example)?
How will creature traits be handled in the future? I love how every dwarf is completely & absolutely unique. Even modern game developers can't get this right, to this level of detail and interactiveness! Truly, you've done a good and special thing.

Do you think these things will come about towards the end of DF's life? Towards version 1.0?
How much do you think it will retail for? What will be the major difference between it and the current free versions? Are there are a lot of features you're witholding for the retail product? I'm sure you make a tonne of money already. Do you live in a mansion? Did you ever dream you would be so successful? Do you believe in God and thank him? or are you more Armok-oriented?

How long till the code supports full graphicsets, tileset overrides etc.? Is it envisioned in the future? Perhaps towards the end of it's life?
I'm curious for the future and grateful for getting to play this AWESOME game, literally unique and one-of-a-kind which everyone should play (hence my interest in GUI and graphic sets, it'd make the game very accesible)
One of the best rls is NETHACK ON MY PHONE. A few years ago, I couldn't even dream or comprehend playing it without a keyboard.
It has assignable, macroable buttons that can be scrolled through on customisable panels.
It's one of the best improvements to nethack ever! A plethora of commands condensed and at my fingertips :)
Just noting how adding customisable buttons and custom toolbars,made it ultra-accessible on my mobile phone, whereas once it was the domain of the keyboard/PC now I don't need to press a single key once I've configured the buttons/panels)
Do you foresee clickable buttons in menus, perhaps to move the game to tablets and phones? For that matter, what do you think about adding graphic elements to make a full GUI, along with icons etc.? For that matter, will hotkeys be improved and expanded? Or some form of customisable interface?

TBH this is the most amazing game I have ever played. It is so comprehensive, detailed, thorough and well thought out.
It's a joy and a thrill to live out the industry and history which our ancestors may have experienced and lived (in a simplified way) themselves.
Nearly every major industry is represented! Not to mention animals, trees, and in the future commerce etc.... Truly a labour of love x and playing it is love x
Sorry if so many questions, it must make you tired, huh? I'm sure most of these questions have already been asked, forgive me if it's the case.
Whatever your decisions are, I'm sure they'll be great and for the best.
Also, sorry for focusing on fortress mode. I know you put a lot of effort into adventurer. Once the myth update comes about, I'm sure it'll be a billion times more FUN!
The only problem I have with adventurer is having to sort through so many lists of procedurally generated information. I find it difficult to navigate because the world is bigger than the content, the content ends up getting buried or lost :( If there were some way to make objectives, quests etc. more obvious and stand out more. (I'm thinking how in games they have glowing, revolving, brightly coloured POIs and stories that guide gameplay. Maybe there will be some form of standard objectives/achievements such as ranks, titles, rewards more akin to RPGs? Or a world will spawn various archetypal quest givers instead of just civilians?)
Otherwise I enjoy running after crows and wrestling them to death, jumping and climbing trees (sheer genius, btw) and seeking out lairs.
Sincerely yours, a devoted player and ardent watcher: 74s (Seven Fours - a pun on Sevenforce)

edit: I heard that defensive forts will be nerfed in the future, such as more balanced traps and enemies that can dig through stone. How long will it be before we see this kind of thing?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 08, 2016, 06:13:43 pm
Lots of questions, I highlighted the main ones in green

DEVELOPMENT
When will labors be overhauled?

How will the individual dwarf interface be overhauled?

Do you think these things will come about towards the end of DF's life? Towards version 1.0?

How long till the code supports full graphicsets, tileset overrides etc.? Is it envisioned in the future? Perhaps towards the end of it's life?

Last month's FOTF Toady talked about labours interface and so on. Probably the Scenarios release will see some sort of shake up of the interface.
Additional graphics support is in the long-term dev notes, so at this stage answer will probably be 'Yes, one day. No specific plans yet'.
Title: Re: Future of the Fortress
Post by: Infinityforce on September 08, 2016, 06:55:11 pm
Thanks Shonai_Dweller!
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 09, 2016, 02:19:39 am
@74s: Regarding Toady's luxury life style, you can check the monthly updated link at the top of the page for money http://www.bay12forums.com/smf/index.php?topic=160337 (http://www.bay12forums.com/smf/index.php?topic=160337), and the progress (with hints of his jet set life style) here http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/).

In summary, Toady would make a fair bit more from a decently paid regular job (with regular working hours...).
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 09, 2016, 05:52:22 am
Do people in Britain wear suntan lotion?

Do ceiling fans even exist in British homes?

He wasn't actually asking the question as related to the previous sentence, he was just asking an unrelated question. :P

By the way, do people eat pears in Britain? :P

As your captive british person

> Yes, not that there much reason to put any on.

> No we have little vents (with tiny minute gap holes too small for insects) to catch a breeze because the big shiny thing few british people have lived to have ever seen and get nausated and moan about (much like dwarves) is rarely seen

> I personally detest pears but other british people do eat them, though citrus is more popular because of a inbuilt fear of scurvy.

Now back on topic please with DF orientated questions and PM me if you have more british culture specific questions.
Title: Re: Future of the Fortress
Post by: Dirst on September 09, 2016, 09:16:32 am
We could derail the thread for several pages with a debate on how to pronounce Urist, but I agree more stuff worthy of being in lime green.
Title: Re: Future of the Fortress
Post by: Max™ on September 09, 2016, 06:39:20 pm
I am still hurt that Toady says "oo-rist" rather than "your-ist" (not exact phonetics there as it's closer to the redneck "yer", like "yer the yer-ist dorf I ever met, yer-ist') and I still wake up in a cold sweat from time to time hearing him say it, yet despite my normal response of defaulting to the pronunciation of the creators (jif, ping) unless it is hilarious (jayfeg, scuhbuh) I just can't find it in myself to say it like that, not just because I have a stutter triggered by certain sounds, but because it hits my ear so wrong.

WOE I SAY, WOE AND ILL TIDINGS HAVE FALLEN UNTO ME!
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on September 09, 2016, 08:26:28 pm
Some questions concerning .dat files:

1) What is stored in the "art_image" files?

2) What is stored in the "feature" files?

3) What is stored in the "site" files?

4) What is stored in "unit" files?

5) What is the significance of the ubiquitous hex-sequence "D08A"?

More may follow.


Title: Re: Future of the Fortress
Post by: Putnam on September 09, 2016, 09:11:28 pm
1. Named images, such as engravings and player-specified things.
2. Volcanos, rivers, peaks, magma tubes, other terrain features. IIRC caverns too?
3. Sites, such as cities, towns, player fortresses, caves, lairs, shrines, forest retreats, dark pits etc.
4. Units. Critters, creatures, and so on. Everything that can move, attack etc.
Title: Re: Future of the Fortress
Post by: timotheos on September 11, 2016, 01:59:46 am
When the fantasy level slider is in place do you have any plans to keep some sort of dangerous creatures deliberately attacking the fortress even at low fantasy levels?
Ie. High-moderate fantasy we have the titans, megabeasts, weres, etc. Will anything scary attack at low fantasy level? Giant (enraged?) creatures maybe?
Title: Re: Future of the Fortress
Post by: Qyubey on September 11, 2016, 03:55:52 am
When the fantasy level slider is in place do you have any plans to keep some sort of dangerous creatures deliberately attacking the fortress even at low fantasy levels?
Ie. High-moderate fantasy we have the titans, megabeasts, weres, etc. Will anything scary attack at low fantasy level? Giant (enraged?) creatures maybe?

The greatest monster of all is Man.
Title: Re: Future of the Fortress
Post by: Immortal-D on September 12, 2016, 06:26:15 pm
I know that fun stuff like sharks and whales are in game, but you'll only see them once in a blue moon.  After cracking open the caverns, water spawns drop to nil due to cavern critters spawning in such large packs.

-Can you please explain why land creature spawns are preferred over water creature spawns?

-Can you say off-hand how much work would be involved to make ocean/lake critters more frequent?
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 13, 2016, 02:06:20 am
I know that fun stuff like sharks and whales are in game, but you'll only see them once in a blue moon.  After cracking open the caverns, water spawns drop to nil due to cavern critters spawning in such large packs.

-Can you please explain why land creature spawns are preferred over water creature spawns?

-Can you say off-hand how much work would be involved to make ocean/lake critters more frequent?
It's only surface water creatures that are rare. Cavern ones are annoyingly common (annoying because they far too frequently decide to camp). Of course, the cavern ones are actually amphibious.
On the other hand, if you embark on a stream, you'll frequently find amphibious (water) creatures on embark, but once they've migrated away (or been killed, in the case of giant sponges), I don't think I've ever seen any return.
Title: Re: Future of the Fortress
Post by: Jipopotamus on September 13, 2016, 05:09:01 am
Do people in Britain wear suntan lotion?
 

Kids do and adults are usually too stubborn to. This year I'm afraid to say I got sunburnt :(
Title: Re: Future of the Fortress
Post by: jecowa on September 13, 2016, 09:58:00 am
How popular is the 64-bit version of Dwarf Fortress compared to the 32-bit version?

Sorry, if this type of question isn't allowed, please let me know, and I'll turn off the lime text.
Title: Re: Future of the Fortress
Post by: LordBaal on September 13, 2016, 10:24:44 am
How popular is the 64-bit version of Dwarf Fortress compared to the 32-bit version?

Sorry, if this type of question isn't allowed, please let me know, and I'll turn off the lime text.
It think is quite valid and also interesting. Does Toady keeps track of the amount of downloads of each version? Given the trend of modern computing eventually having only a 64 bit version could become a reality. Way, way into the future anyway.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 13, 2016, 11:03:18 am
How popular is the 64-bit version of Dwarf Fortress compared to the 32-bit version?

Sorry, if this type of question isn't allowed, please let me know, and I'll turn off the lime text.
It think is quite valid and also interesting. Does Toady keeps track of the amount of downloads of each version? Given the trend of modern computing eventually having only a 64 bit version could become a reality. Way, way into the future anyway.
If looking for statistics, why not the complete set, i.e. Linux and Mac versions as well (and any others, if there are any)?
Title: Re: Future of the Fortress
Post by: jecowa on September 13, 2016, 11:27:33 am
If looking for statistics, why not the complete set, i.e. Linux and Mac versions as well (and any others, if there are any)?
Yes, please. It might be easier to provide raw download numbers, and it'd be nice to have the additional data.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 13, 2016, 06:01:51 pm
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.
Title: Re: Future of the Fortress
Post by: Qyubey on September 13, 2016, 07:31:27 pm
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Another question, but more speculative:

Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.
Title: Re: Future of the Fortress
Post by: Dirst on September 13, 2016, 07:35:43 pm
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.
It was a very different audience, but I recently had to distribute software to about ninety people with a mix of personally-owned PCs and Macs; only one asked for the 32-bit version.  And I think that one was a 32-bit flavor of Vista on 64-bit hardware.
Title: Re: Future of the Fortress
Post by: Putnam on September 13, 2016, 08:32:23 pm
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Vanilla DF has mouse support. As long as the cursor's on screen, you can click and the cursor will move there.

In fact, the only reason DFHack has mouse support is because of DF's native mouse support.

It also has full mouse support in the military screen.
Title: Re: Future of the Fortress
Post by: Qyubey on September 13, 2016, 11:23:43 pm

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Vanilla DF has mouse support. As long as the cursor's on screen, you can click and the cursor will move there.

In fact, the only reason DFHack has mouse support is because of DF's native mouse support.

It also has full mouse support in the military screen.

Vanilla, the mouse support only works for a few options though.
Title: Re: Future of the Fortress
Post by: MrWiggles on September 14, 2016, 06:25:12 pm
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Another question, but more speculative:

Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.

Yes, well kinda. It depends how much of a different mode you'd consider it. Technically, you can build a town now in Fort Mode, the systems to recognize it as such are just coming in slowly, but the whole guests and tavern thing is a start.

Beyond that, TodayOne and ThreeToe have talked about, being able to play as any historical figure from World Gen. Even if this is a Ruler, and just rule the country. From what I recall, this was being done in the frame work of adventure mode, but being a Ruler of a country  would imply a lot of different features that currently arent there for players yet. And that conversation didnt exclude historical figures, that happen to be monsters, but it was focus on none monsters.

And they have also talked about building up towns, starting up towns in Adventure Mode as well, in something discrete. Like you wouldnt jump to Fortress Mode to make your Adventurers town.

Title: Re: Future of the Fortress
Post by: Kitsune on September 14, 2016, 10:19:25 pm
I was wondering,
  Are we going to see anything with creatures gaining intelligence, for example, dragons growing wiser/smarter with age, gods granting random creatures intelligence (probably for no good reason like everything else)?
Also
  Are we also going to see any "raised by X" scenarios and if so can that happen to the player before the start of adventure mode?
Title: Re: Future of the Fortress
Post by: Putnam on September 14, 2016, 11:17:28 pm
Mods can already make creatures intelligent, so that's not too weird.

You can pretty easily have goblins raised in elven culture or w/e already. Adoption simply isn't in the game right now, but AFAIK it's always said to be something reasonable when it comes up.
Title: Re: Future of the Fortress
Post by: Kitsune on September 15, 2016, 12:09:53 am
Mods can already make creatures intelligent, so that's not too weird.

You can pretty easily have goblins raised in elven culture or w/e already. Adoption simply isn't in the game right now, but AFAIK it's always said to be something reasonable when it comes up.
When I said "raise by X" I was more talking about less civilised animals like for example wolves which is the normal X for the "raised by X" (saying?) thing.
Title: Re: Future of the Fortress
Post by: Qyubey on September 15, 2016, 07:30:23 am
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Another question, but more speculative:

Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.

Yes, well kinda. It depends how much of a different mode you'd consider it. Technically, you can build a town now in Fort Mode, the systems to recognize it as such are just coming in slowly, but the whole guests and tavern thing is a start.

Beyond that, TodayOne and ThreeToe have talked about, being able to play as any historical figure from World Gen. Even if this is a Ruler, and just rule the country. From what I recall, this was being done in the frame work of adventure mode, but being a Ruler of a country  would imply a lot of different features that currently arent there for players yet. And that conversation didnt exclude historical figures, that happen to be monsters, but it was focus on none monsters.

And they have also talked about building up towns, starting up towns in Adventure Mode as well, in something discrete. Like you wouldnt jump to Fortress Mode to make your Adventurers town.

That's kind of the root of my question. Either he can keep implementing new features on either of those two modes, or segregate out game types so that each given one focuses on its own thing. I imagine Controls would be a big decider - if you controlled a ruler or ran a semi-autonomous town or tavern you might have a different control scheme than pure adventurer or Fortress.
Title: Re: Future of the Fortress
Post by: falcc on September 16, 2016, 01:07:23 am
Are there any planned expansions to night creatures during the magic release, either the addition of new ones or changes to existing night creatures to make them fit in with the magic in myth generation? Will necromancers and bandit leaders be asking for artifacts, or ever go seeking them personally? If a civilization's artifact ends up at a necromancer tower do they understand how to siege that? Will vampire purges ever have the chance to go wrong and end with the vampire destroying a whole village or something?
Title: Re: Future of the Fortress
Post by: Kitsune on September 18, 2016, 05:56:18 pm
Hey Toady,
What are some artifact effects that you are excited about adding?

Are creature size changes going to effect clothing differently (examples: cloth, silk, etc ripping apart from the size increase (possibly leaving wearable rags for your new size, if your size doesn't increase too much) and metal taking much longer to break apart most likely hurting the player in the process) anytime soon?

On a related subject, are you planning on making an effect for wearable artifacts that makes the artifact change size to fit the wearer?

Lastly, are we ever going to be able to wear clothing that doesn't fit? For example wearing a large robe/coat/shirt so you don't freeze to death if you don't have anything else.

Edit:Oh you can't forget the effect where the wearer grows/shrinks to the size of the clothes when worn.
Title: Re: Future of the Fortress
Post by: Taffer on September 21, 2016, 12:05:36 pm
As a personal project I'm working on creature descriptions (https://github.com/nc-z/df-raws), and I've been very curious as to how Toady and Threetoe creatively envision the animal people. Are red squirrel men (just as one example) covered in fur, resembling humanoid versions of red squirrels, or is the description intended to be a more literal one, with an ordinary human that just happens to have a squirrel's head and tail? ("A person with the head and tail of a red squirrel"). One could argue that there's "no official answer" to this, but I'm still curious to hear how Toady/Threetoe think of them. Fan artwork tends to depict them as the former, but the descriptions seem to imply the latter.
Title: Re: Future of the Fortress
Post by: Max™ on September 21, 2016, 12:26:27 pm
I'm always scared to go down that road, for there furry madness lies.

I've also got something which I'm scared to mention and definitely don't want to bring up as a bug report, but in certain cases it is possible to demolish structures by simply deconstructing them with a campsite. The method by which a campsite can overlap a structure is an edge case to say the least*, but the end result is still a hole in the ground that used to be an underworld spire, or a sacked keep, and so forth. Sadly these structures are still listed as being intact, but due to the permanence enforced on campsites they remain demolished. Would you happen to know if any of the changes you've made with temples/kobold sites, and artifact tracking would touch on things like the world being aware of campsites and events/changes made within them? Related to this would be things like a campsite tavern attracting customers, temples attracting pilgrims, and so on.


*
Title: Re: Future of the Fortress
Post by: Evans on September 21, 2016, 01:17:50 pm
Beast men are fairy well established in fantasy genre.

Usually, depending on a beast type, they are humanoid in appearance - as in two- legged.
However other features vary greatly - lion men are usually big and muscular with clawed arms and lion heads, Ajani Pride from MTG is good illustration of that, consistent with earlier fantasy depiction:
Spoiler (click to show/hide)

Bearmen are their own category. They are large, hairy, aggresive in most of settings, have large claws and fangs.

Cat people are somewhat special.
They are usually portrayed as nimble, using tools, claws, stealth but - they are of the size of human or smaller, with short fur.
They would look something like this:
Spoiler (click to show/hide)
Elder Scrolls Khajit are good depiction of those.

Hyena men are your typical gnolls. Actually Gnoll race *is* Hyena Men.
Spoiler (click to show/hide)
Gnolls are typically ugly, smelling, aggresive and strong, moving in pack with their large weapons.

Wolf men are somewhat werewolf type - although their personalities do vary much.

Other beast men were also depicted:
Rhino men are especially nicely done in MTG, due to Rhox people:
Spoiler (click to show/hide)
Fierce, but civilized warriors, that most often than not stand on the side of "Good".

Elephant men were portrayed through the fantasy genre many times as well.
In wizardry series you could have a playable character of Elephant man of Ninja class (try to imagine few tonne elephant ninja).
They are usually big, heavy, and doing a lot of damage and - almost never 'evil' in any sense.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Beast men have been around since 80s(probably much earlier, considering egyptian mythology, but let's talk modern fantasy).
Initially savage, they evolved greatly in 90s and later on and there is a lot of reference on how to picture them.

Of course, there are more modern depiction of them. And it is good to remember smaller creatures are animal people too:
Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Taffer on September 21, 2016, 01:21:07 pm
Beast men are fairy well established in fantasy genre.

I know about their depiction in the fantasy genre, but I'm not asking about that. I'm asking for Toady and Threetoe's take on them, and their descriptions lend themselves more to egyptian-style animal gods, with animal faces and features on otherwise human people. Their take on elves isn't the well established fantasy version, either.
Title: Re: Future of the Fortress
Post by: Evans on September 21, 2016, 01:22:23 pm
I am not saying this is how they will be portrayed in DF.

All I am saying that there is a plenty of source material and Toady probably have encountered some of these somewhere.
We will have to wait and see :)

Edit:
I know what you are asking and I am curious myself!
I just think that in game description "a person with animal head and tail" is more of a placeholder than definitive depiction at this time :)
Title: Re: Future of the Fortress
Post by: Dirst on September 21, 2016, 01:46:10 pm
The ANIMAL_PERSON creature variation does not alter the underlying creature's [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] tag.  So as of right now they are furry.
Title: Re: Future of the Fortress
Post by: Kitsune on September 21, 2016, 04:13:41 pm
I thought I was the only one wondering how exactly the animal people looked, I'm still wondering if the heads to them are pure animal or a mix of human (or humanoid) and animal, because the pure animal heads always looked creepy in my head.
Title: Re: Future of the Fortress
Post by: Egan_BW on September 21, 2016, 10:31:42 pm
Given that most dwarves find nature to be somewhat disturbing, that's probably a good thing. :D
Title: Re: Future of the Fortress
Post by: Kitsune on September 22, 2016, 02:01:47 am
I think that's just because they don't like looking at it and are only in it to cut down trees and cutting down tree lovers. (I'm just thinking of a elf protesting with a sign that says "non sentient meat is murder.)
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 22, 2016, 12:02:27 pm
The ANIMAL_PERSON creature variation does not alter the underlying creature's [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] tag.  So as of right now they are furry.

Furry confirmed. o3o
Title: Re: Future of the Fortress
Post by: Mel_Vixen on September 23, 2016, 07:43:13 am
Iirc atleast treetoes story "Root" goes into detail somewhat about the outside appereance of the Animal people i think there was another one with a rhino person?

Anyway i think the representation so far are good but the prefstrings could be a bit clearer ... not that it changes much.

Btw. one of the oldest Animal people depictions is the so called "Löwenmensch" carved from mamoth-ivory and estimated to be 35 to 40 Thousand years old.

Spoiler (click to show/hide)


One could also argue that many middleeuropean Fables are "furry" for depicting humans in human like behaviour and posses. Sadly "puss in boots" is the only one most northamericans seem to know.
Title: Re: Future of the Fortress
Post by: Mel_Vixen on September 24, 2016, 10:33:36 am


Quote
It would still be better to have some engravings and the ability to ask directions.

I wonder how easy that would be. You could always look up the mapdata and plot routes but would that be the shortest route or the intended route? Would the engravings have to be created on the fly when you enter a fortress / deep-fort or can they be precreated? (which i guess they could be if forts safe layouts like cities)
 
Markerstones around streetcorners would be nice or painted signs but that would need new decorations code right?
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 24, 2016, 06:41:28 pm

Markerstones around streetcorners would be nice or painted signs but that would need new decorations code right?

Interesting, you (or somebody) should really make a suggestion for that niche, you could use it for hauling/traffic in which to designate particular corridors to go through or stops for tracks to run parallel (thinking of waypoints in Open TTD as seen on trains in that game). Infact just some kind of marking that can be read to instantly learn the immediate area/content detailed (such as uploading a map in fortress mode mode, having that printed onto paper/carved into stone reading it then having it stored to memory in adventure mode knowing the local area.) would be immensely useful, given that carving a crude image of objects outside storerooms using the image designer isn't always practical

Question for toady

Given that now kobolds are now recieving attention, will their methods of acquiring goods/or domestic production lines be looked into? Given that all cave born kobolds become theives, whilst all town settling (abandoned/loosely overtaken abandoned towns) acquire unnatural town roles, as before, their entity were equipped spontaneously with weapons derived from ores for daggers etc, more domestic roles would also improve local kobold cave population upkeep if they could produce food on site and make it harder to penetrate with all the spare populace milling around, collectively stronger for skulking sieges also with more population.

Even goblins make weapons and stockpile them in towers (i've seen on my goblin entity modded adventure runs it gets filled up fast), but even by RAW notes, the new museum update and a grand focus on site stockpiles might break the habit of non-mining kobolds (because the picks are too big, and ores nationwise don't have reliance on miner roles to generate, basically out of thin air) turning up with daggers they can't make without a tad more elaboration assuming they didn't just steal them.
Title: Re: Future of the Fortress
Post by: Asin on September 24, 2016, 07:40:59 pm
Toady, you said that in the magic update, one of your big goals was to allow wizards to end up being able to make a new servant race with magic. My question is will we be able to control what exactly our servant race will look like?
Title: Re: Future of the Fortress
Post by: Asin on September 24, 2016, 07:53:46 pm
The myth generator screens actually seemed to leave room for that sort of thing, over on the right side it had adjectives like "lost" "doubted" "destroyed" and whatnot as I recall, I've got some of the shots I took from the video somewhere.

Is that the video of Tarn showing the prototype off? I had to stop watching because I was busy. Yeah, I'm pretty sure he mentioned somewhere that myths could become lost so that's a definite one, but I'm mainly concerned about the fact that he showed off a block of creation myth - feels like it'd imply there's only one creation myth per world, which is just not cricket.

It'd be great in Adventure mode to be faced with a bunch of different religions, each with codexes that contradict one another, making you unsure as to which is the truth, if any. Also that sense of suspicion if the god you worship even exists - or could just be asleep for a thousand years. It'd be Fun if you got fed up and renounced your god, only to be struck down for your impudence and disbelief.  :D

Maybe, if there was a Prime Myth that every other religion took bits of and added their own nonsense, you'd have the option to try and collate all the historical and religious information you can to decipher common Myths and Events. New Adventurer Job: Historian. It'd certainly give you a reason to visit libraries and collect books. Maybe you keep finding this mention of a Dark Tower in different cultures, so you venture out to it and see what information could be stored there.

EDIT: Watching the video now. It does seem to imply different cultures will interpret the creation myth differently (depending on what they were associated with), but they do seem to share gods. My question was about whether they'd believe entirely unique creation myths, but this might work better. I could see this as a Zeus/Jupiter situation, where they just call things differently but have a similar root, so that's very interesting and plays more into the historian idea. One issue I have is that it doesn't seem to generate unique religions - just race-wide ones. It'd be cool to see sects and offshoots from big religions that interpret the creation myth and its gods differently. Like if some necromancers believe one god was actually a death deity and rewrite history to fit their view.

EDIT2: Finished it. Now I feel silly, so I edited my question a bit. Basically I just want to know if we can expect lies to be possible.
Can someone link me to the video?
Title: Re: Future of the Fortress
Post by: Dustin on September 24, 2016, 11:43:42 pm
i got a quick question, why cant we implement a multiplayer and not have to use mods which sometimes dont work?
Title: Re: Future of the Fortress
Post by: Putnam on September 25, 2016, 12:11:19 am
i got a quick question, why cant we implement a multiplayer and not have to use mods which sometimes dont work?

Because the multiplayer done in mods are hacky as hell and multiplayer is ludicrously difficult to implement into a project as deep into development as this one.
Title: Re: Future of the Fortress
Post by: downwithgdi on September 25, 2016, 12:34:56 am
How varied will the different magical effects be that the myth generator can churn out? Standard stuff like healing, levitation, resizing, teleportation, or maybe something more outlandish?
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 25, 2016, 06:21:00 am
i got a quick question, why cant we implement a multiplayer and not have to use mods which sometimes dont work?

Because the multiplayer done in mods are hacky as hell and multiplayer is ludicrously difficult to implement into a project as deep into development as this one.

My best guess would be it would have to be a new mode (wizard mode?) or a shared adventurer mode world acting like a MMO that multiple people scurry around in, which doesn't sound as hard as it probably is if people just host a world on their own computers rather than zach and tarn having dedicated servers, and eventually the game gets most of its optimisation bugs out of the way to make it playable and people having to download the world raws first before playing online etc. etc.

Bring on the troll forts as overly complex traps for killing MMO adventurers looking to steal ready made artifact items, in some bizarre way raiding a fortress might end up more like a dungeon raid.

Question - Because of the complexity of the magic arc and more specifically functions of the wizard towers being personal to a wizard's behaviour and objectives Site with appropriate chambers (laboratory, library, ritual, summoning, etc, Quests and tasks and duties (as seen in the development subsection "Wizards"), could we expect to see them involved into a seperate mode putting the player in charge (a adventurer scenario?) if they are not immediately a adventurer feature with overlapping fortress mode implications?
Title: Re: Future of the Fortress
Post by: Putnam on September 25, 2016, 06:53:31 am
i got a quick question, why cant we implement a multiplayer and not have to use mods which sometimes dont work?

Because the multiplayer done in mods are hacky as hell and multiplayer is ludicrously difficult to implement into a project as deep into development as this one.
a shared adventurer mode world acting like a MMO that multiple people scurry around in, which doesn't sound as hard as it probably is if people just host a world on their own computers rather than zach and tarn having dedicated servers

I really don't think you understand why multiplayer is difficult. Logistics is difficult and important for MMOs or matchmaking games, but for something like Dwarf Fortress it's all in the programming, which is stupidly hard when you're over a decade into development, since most things need to be written with some sort of multiplayer model in mind.
Title: Re: Future of the Fortress
Post by: wierd on September 25, 2016, 07:16:51 am
Issues with concurrency, people who use memory cheats, et al.

EG, what happens when the two simulated worlds stop agreeing on what the world's data is, because somebody used DFHack?  Which game instance gets to claim to be right?

Hold that thought----

Now, what happens when the two simulated worlds stop agreeing-- because of a slightly different outcome from the randomizer, due to a processor bug, or other glitch?

Dealing with these kinds of problems, and doing it sensibly is one of the hurdles of a proper multiplayer mode. For a good example of why clients talking to each other is not a good approach, see the original diablo, and the item hacking tools for multiplayer games.

In addition to this obvious one, there is also simply the issue of how DF handles offloaded sites.  Instead of being properly offloaded, sites that have players running around in them will be fully simulated. Look at the memory footprint of DF with just one active site being simulated for one user-- Compound that many times for as many users as are running around in that world.  Now-- keep all the many gigabytes of data synchronized between all player's machines, while having all clients agree on the data.

Multiplayer is not a trivial thing to add to this game.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 25, 2016, 08:33:32 am
Let alone that DF is NOT an FPS with a "real time" clock running, but a step wise simulation that's subjected to both pauses and FPS lag. There's a reason MMOs are "real time" shooter/R*TS type things, rather than turn based, 'cause others don't want to wait for the slowpoke with the FPS-killed machine (PBEM type play can work for turn based, but then the turns are vastly LONGER than those of DF).
If you want MMO functionality you'll have to build it in from the beginning, and sacrifice all single player features that would have benefited from pausing. I'd say it's a lot easier to retrofit DF for multi threading than redesigning it as an MMO.

* "R" stands for real time, but it's generally hugely accelerated time (training soldiers, even the greenest of grunts, takes a lot more time than 30 seconds).
Title: Re: Future of the Fortress
Post by: Evans on September 25, 2016, 09:55:40 am
That depend on how you look at it and what you expect from the final product.

- dfhack might be disabled save for admin account server side
- cheating might not be a problem if this is buddy game over ip
- fortress mode is not possible to simulate reliably without rebuild the game from the scratch

This leaves us with adventure mode with real time (set speed) probably for a team adventure (team leader can switch to/from world map and other players follow, they regain control once out of fast travel).

Team leader(game host) would also be the only to have tactical pause (think of Baldur's gate).

This might work, but still it would need redesigning many game elements.
Title: Re: Future of the Fortress
Post by: Eric Blank on September 25, 2016, 02:44:44 pm
We had a game client that allowed us to remotely play the game on someone elses' computer. That was pretty damn fun. When we werent all fighting for control at the same time :P
Title: Re: Future of the Fortress
Post by: wierd on September 25, 2016, 04:20:35 pm
ahhh, good old DFTerm.

I remember trying to host such a server. My adsl had too crappy of an upload pipe to service reliably, despite having the game itself running lickedy split.

But this does make me wonder about something today, which I think I might try out.
(this thread is inappropriate, if it works I will take it to a new thread in general.)
Title: Re: Future of the Fortress
Post by: Putnam on September 25, 2016, 05:12:52 pm
We had a game client that allowed us to remotely play the game on someone elses' computer. That was pretty damn fun. When we werent all fighting for control at the same time :P

when i ran it i always had control

but that's because i could use dfhack to do stuff while other people were doing things properly lol
Title: Re: Future of the Fortress
Post by: Colev0 on September 25, 2016, 05:40:40 pm
On the topic of the new worldgen system in the works: are certain creatures in the game slated to be removed in order to better suit this system? I understand that mundane creatures like cats and dogs will probably be kept so that completely mundane worlds can be more easily created, but what of creatures like gorlaks, satyrs, etc? Will they be replaced with randomized creatures when fantasy worlds are created, or will they remain to some extent?
Title: Re: Future of the Fortress
Post by: Mel_Vixen on September 25, 2016, 05:57:25 pm
On the topic of the new worldgen system in the works: are certain creatures in the game slated to be removed in order to better suit this system? I understand that mundane creatures like cats and dogs will probably be kept so that completely mundane worlds can be more easily created, but what of creatures like gorlaks, satyrs, etc? Will they be replaced with randomized creatures when fantasy worlds are created, or will they remain to some extent?

I realy dont see the need to remove them. With plants it was different since you had a few generic placeholders but with gorlaks and such its a different thing. They are original creations and having non-mundane non stereotypical critters as Stock-options is in my mind good.

You can still have all te random things you like after all.
Title: Re: Future of the Fortress
Post by: Eric Blank on September 25, 2016, 07:02:15 pm
Doubt we'll lose a whole bunch of critters.
I imagine there would probably have to be new raw tags to define how mundane a creature is, like a value with a range identical to what the worldgen setting has, so you can define "this creature should only appear if the world fantasy value is between 10 and 99."

We'd still have all the creatures we have now, I mean why would we not? but they'd probably become subject to tags like that, where gorlaks won't appear in perfectly mundane or entirely fantastical worlds.
There was also talk of raw tags that can be randomized according to worldgen settings, and I imagine that in highly fantastical worlds you might still have gorlaks, but it'd be probable that they have an association with the love and cavern spheres and magics, and be hot pink with lidless eyes and a curling tail.
Title: Re: Future of the Fortress
Post by: Asin on September 25, 2016, 07:23:14 pm
Can somebody link me the mythgen video?
Title: Re: Future of the Fortress
Post by: Putnam on September 25, 2016, 07:44:35 pm
I imagine there would probably have to be new raw tags to define how mundane a creature is, like a value with a range identical to what the worldgen setting has, so you can define "this creature should only appear if the world fantasy value is between 10 and 99."

Toady posted some example raws from the standalone myth generator test that had explicitly-defined minimum:maximum fantasy level tokens in the various creatures.
Title: Re: Future of the Fortress
Post by: Asin on September 25, 2016, 07:50:39 pm
Where are those raws? Also, could somebody link me the mythgen video? I haven't seen it and I am highly curious.
Title: Re: Future of the Fortress
Post by: Dirst on September 25, 2016, 07:52:22 pm
I imagine there would probably have to be new raw tags to define how mundane a creature is, like a value with a range identical to what the worldgen setting has, so you can define "this creature should only appear if the world fantasy value is between 10 and 99."

Toady posted some example raws from the standalone myth generator test that had explicitly-defined minimum:maximum fantasy level tokens in the various creatures.
It would be entertaining to limit Grenlins to low fantasy levels (though maybe excluding zero) to properly reflect their role as Unexplained Phenomena in a "rational" world.
Title: Re: Future of the Fortress
Post by: DG on September 25, 2016, 10:27:44 pm
But DF gremlins are way beyond real life myth gremlins. In the same way that DF ghosts are.
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 26, 2016, 03:00:52 am
Even better, gremlins on mundane settings become nigh on un-seeable even at lose range.

(though taming a creature and summarily freaking people out with a creature that shouldn't exist is a bit odd)
Title: Re: Future of the Fortress
Post by: golemgunk on September 26, 2016, 04:45:03 am
Can somebody link me the mythgen video?

 Here, Tarn's part starts at 9:20 (https://www.youtube.com/watch?v=49b7fUI7AEI).

 He also shows a little more of it toward the end of this interview (http://www.pcgamer.com/dwarf-fortress-creator-on-how-hes-42-towards-simulating-existence/).
Title: Re: Future of the Fortress
Post by: Asin on September 26, 2016, 07:32:49 am
Thanks.
Title: Re: Future of the Fortress
Post by: OluapPlayer on September 26, 2016, 12:15:22 pm
I got a couple of questions for The Toad.


1) Are there any plans to expand on interaction with intelligent wild creatures in Fortress Mode? Right now, whenever you encounter something like a merperson, a plump helmet man, a troglodyte, a kea man etc, your only option is to kill them and have them stay in your refuse forever. Are there any plans for us to be able to perhaps communicate with these intelligent beings, perhaps teach them to leave the fort alone or even invite them to join the fortress as citizens? Since animal people joining civilizations is something that already happens in worldgen, this kind of interaction could serve as an extension which can be directly controlled by the player.

2) Related to the above, are there any plans on expanding on intelligent wild creature behaviour? Currently, they all act like unbutcherable useless animals, despite being able to speak and equip items. I mean things like animal men wearing clothes and carrying weapons, or troglodytes arriving to the fortress wearing loincloths and carrying wooden clubs for that authentic caveman feel.

3) Will we see the (semi)megabeasts receiving any buffs with the introduction of magic? Currently, they are rather non-threatening compared to forgotten beasts. And speaking of which, how will they fit into mythology? Can we assume they'll have larger roles in more magical settings?

4) Speaking of magical settings, after watching your GDC 2016 presentation, you commented on magic-less worlds not possessing dwarves, elves or goblins, which we could also see in the raw files you presented. Does that mean these magic-less human-only worlds will only be playable in adventure mode? Or are we *gasp* getting official playable humans in fortress mode, if only in this kind of world?

5) Final question; you mentioned the HFS is gonna be more integrated to the world with the introduction of magic. Any chance we'll be able to create custom demons with modding? The tokens exist but they do nothing on user-defined raws.


Keep up the great work!
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 26, 2016, 05:57:19 pm
Even better, gremlins on mundane settings become nigh on un-seeable even at close range.

(though taming a creature and summarily freaking people out with a creature that shouldn't exist is a bit odd)
Title: Re: Future of the Fortress
Post by: gchristopher on September 27, 2016, 12:34:53 am
The volunteers that produce essential 3rd party tools (Dwarf Therapist, DFHack) are having a harder-than-usual time finding the memory offsets for the 64-bit versions of DF. This means that a lot of players are stuck on earlier versions until those tools catch up. (Especially Therapist, without which I wouldn't show the game to a new player.)

I know when DF was first created, mod APIs were not as common, but now they're fairly standard. (Though DF was solidly ahead of the curve in allowing for RAW-based modding.)

Would you consider making the lives of the DFHack and other tool creators easier somehow? It seems like if Dwarf Fortress had an init or command line option where it would print out the memory address/offsets of all the key structures, then the community would be on much easier footing to quickly catch up to DF releases. That wouldn't expose any proprietary code or be nearly the effort of implementing a full mod API, since all you'd need to add is print statements for requested structure memory addresses, right?
Title: Re: Future of the Fortress
Post by: GoblinCookie on September 27, 2016, 01:51:50 pm
5) Final question; you mentioned the HFS is gonna be more integrated to the world with the introduction of magic. Any chance we'll be able to create custom demons with modding? The tokens exist but they do nothing on user-defined raws.

We can create custom demons as it is.  All we do is set a creature to have underground depth 5:5 and they become demons in the underworld. 

Given that creatures are going to be able to put in opt-out tags for creatures or items to prevent them from become subjects of the game-world mythology and to entities to prevent them from generating myths at all? I say this because in the case of modded creatures the generated mythology may be completely out of place given that their own canonical origins in the mod world are completely different. Also if magic and stuff are dependent upon mythology will it be possible to force certain outcome of various mythologies in those regards directly in the entity raw files without the myths having to actually be generated. Lastly how much control are we going to have over the nature of the mythology that is generated, can we for instance define a specific origin for a creature/entity so that when it's myths are generated this will always be the starting point? 
Title: Re: Future of the Fortress
Post by: Dirst on September 27, 2016, 02:33:05 pm
5) Final question; you mentioned the HFS is gonna be more integrated to the world with the introduction of magic. Any chance we'll be able to create custom demons with modding? The tokens exist but they do nothing on user-defined raws.

We can create custom demons as it is.  All we do is set a creature to have underground depth 5:5 and they become demons in the underworld. 

Given that creatures are going to be able to put in opt-out tags for creatures or items to prevent them from become subjects of the game-world mythology and to entities to prevent them from generating myths at all? I say this because in the case of modded creatures the generated mythology may be completely out of place given that their own canonical origins in the mod world are completely different. Also if magic and stuff are dependent upon mythology will it be possible to force certain outcome of various mythologies in those regards directly in the entity raw files without the myths having to actually be generated. Lastly how much control are we going to have over the nature of the mythology that is generated, can we for instance define a specific origin for a creature/entity so that when it's myths are generated this will always be the starting point? 
My mod does have a bit of canon to it

Quote
When the gods forged the first life, their strikes were of such incredible force that even the forgotten embers possessed power beyond mortal comprehension.  These embers, buried deep within the rock, imbue the surrounding stone with the dignity and vigor of a living thing.  Fresh, hot embers are surrounded by Living Stone that can be quite dangerous if awakened by careless mining.  The smaller embers have cooled leaving behind Hidden Gems where they otherwise would not be expected.

but I'm willing to rewrite that into a more generic scenario, or in an ideal world give the player two choices: (1) force a Forging of the World myth or (2) flag the creatures to appear only in worlds with a Forging of the World myth.

I'm really interested to see what modders can "see" or even control in relation to the myth generator.
Title: Re: Future of the Fortress
Post by: thvaz on September 28, 2016, 06:53:40 pm
There is some "rumor system" involving the discovery of the player's inns or even the entire fortresses?
Will the player's fortresses have the possibility of a dwarf or visitor being these "shadier" people?
Title: Re: Future of the Fortress
Post by: MrWiggles on September 29, 2016, 02:40:39 am
What do you mean by shady? Like a rapper? Or a gossip?
Title: Re: Future of the Fortress
Post by: Spriggans on September 29, 2016, 05:11:43 am
I played a plump helmet man adventurer this day. I have to say I'm kinda disapointed that my adventurer cannot perform a dance nor play a (not wind) instrument. Sure he cannot speak, but dancing / instrumenting should still be possible.
Does dancing uses the CAN_SPEAK flag ? Could it be changed easily ?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on September 29, 2016, 05:38:18 am
Given these are from people kidnapped for goblins, what springs to mind would be more like mafia, MrWiggles.
Title: Re: Future of the Fortress
Post by: thvaz on September 29, 2016, 06:37:41 am
What do you mean by shady? Like a rapper? Or a gossip?

Like Bill Ferny in the Lord of the Rings.
Title: Re: Future of the Fortress
Post by: 90908 on September 29, 2016, 08:59:29 am
Are there plans to, in adventure mode, take up positions that are currently only holdable by npcs? I.E everything from bartender to King to Baron to priest? And if so how do you plan to implement this?
Title: Re: Future of the Fortress
Post by: Mel_Vixen on September 29, 2016, 10:43:44 am
I would guess the gobos can also extract rumors from kidnaped children and prisoners by torture (i hope so atleast) ?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on September 29, 2016, 10:51:45 am
With what Mel_Vixen just asked, will we be seeing NPCs lying in the game rather than just changing the topic or not knowing?
Title: Re: Future of the Fortress
Post by: peasant cretin on September 29, 2016, 02:34:59 pm
Are there plans to, in adventure mode, take up positions that are currently only holdable by npcs? I.E everything from bartender to King to Baron to priest? And if so how do you plan to implement this?

Sorta happens, but not in the way one would like. I had an Adv mode character become broker in the fort he spawned in, due to an on site insurrection's transfer of power. The original broker simply lost his/her position due to the switch.
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 29, 2016, 05:45:19 pm
Lies and intrigue are needed. If you load up a goblin faction and scale a tower to greet your demon master as a adventurer, it slowly transpires that they know NOOOOTHING at all. Not a scrap of trivia outside of the immediate area despite having very good social stats because they are not well travelled at all beside from running out of the tower with their armies to kill things. Not even things in their own goblin kingdom such as who's quarrelling over what.

If you go and sit down and tell them things they'll impart gratitude. More tactile information like patrols etc might well tip the balance of a war if somehow a demon uses that information to gain a tactical advantage in a ambush etc, even at current that interests them greatly anyway as per probably by fortificated site AI. Given that all fights right now are head on engagements, quite well simulated by fortress sieges coming off the side of the map. If a shady tavern guest got away with rumours they might point out your traps like the former human and elf diplomats etc and slowly break you down from the inside by making dwarves angry with falsified rumours creating grudges and rifts between friends.

Question
 
In relevance to future thief/shady person adventurer roles/careers, will playing a role of gathering intrigue be more valuable and perhaps profitable if you say were in the position to feed juicy information to a demon master who then uses that information in world generation to forumate attacks and use you (and accountability for truthfulness/competency) as their earpiece.

It would also go hand in hand with the concept of concealing your identity, given that dwarves will instinctively attack as current just home in on you as if they can smell you with no quarter combat and vice versa in mortal political enemy engagements in wartime. Hide your allegiance and identity and blend in with the crowd as a random animal person or travelling goblin bard.
Title: Re: Future of the Fortress
Post by: Toady One on September 29, 2016, 06:26:44 pm
Thanks to Knight Otu, Putnam, Eric Blank, Max^TM, Shonai_Dweller, Valtam, PatrikLundell, MrWiggles, Evans, Dirst and anybody I missed for helping to answer questions!

Quote from: Rubik
Do you have any change in mind for the communication system between people?
You mentioned a long time ago the possibility of using tones and intentions while you speak to another person as modifiers, like when you fight, which would be awesome by itself, but I would love knowing if eventually we will get a more robust system, highly tied to the psychology of dwarves (conversations change drastically between different people, etc.)
Keeping on this line, will we get more stuff that make our adventurer's personality matter more? For now, the only thing that changes between one or another is the needs you have, derived from your personality, but it doesn't affect interactions between beings at all, which I kinda expected

We'd still like to add personality modifiers to conversations, but the payoff is low compared to other systems considering the sheer number of utterances we have to alter/respect now -- even for the pieces that don't have to be respected on a per-utterance basis, it's tough to devote the time.  Ideally, each character would have their own voice, but that's proven impractical so far.  That said, we still really want to make some progress in this area.

Making the adventurer's personality matter is also tricky, since it can easily break the game by restricting choices at nonsensical times, so we have to be careful -- needs were a nice squishy not-severe-penalty way to get started.  I'm not sure where it will go from here, but we'd like to find other such ways to get you in your own skin without railroading you at all.

Quote from: Eric Blank
Quote
Events that aren't seen by an escaping witness don't become common knowledge until a year later, I think, and are never passed around as rumors.
Does this mean that we can't really get away with theft/murder scot-free? People will always learn of what happened in time? How do we hide something, then?

They don't end up blaming you -- it's just a hard problem to keep things completely secret from all the game's systems forever.  The historical event becomes known, but the incident report and rumor don't get converted into reputation changes.  It'd be ideal to keep track of who knows what about everything, but it's not feasible memory-wise.  So you might see supposedly unknown events bleeding into artwork and conversations after a long while.  There could be additional controls put into place, but it's all hard work for less return as you go.

Quote from: Detros
Was there ever some system of DF simulation that got later removed because on the second look it seemed to you "too much detailed"?
Which of the features currently in game is the biggest system that you see as "too much detailed, needs rework"?

I think things like economy don't qualify for the first question because it is still planned to be added back in some way.

Eric Blank mentioned the arsenal dwarf or whatever it was called, which is a good example -- too much bureaucracy for too little gain.  Putnam mentioned genetics, but if I remember, that was more a problem of getting it to work with any future appearance designer (which is still something of an issue even with the simple genetics), though I don't 100% recall and there were likely other problems.  As for the current stuff, there are things like the military screen which are bad, but I don't necessarily want to take that level of control away.  VPL labor setting is another -- it would be ideal to replace the spreadsheetiness of it with something better and less fiddly, but there are dangers there as we've discussed in the past.

Quote from: Daniel the Finlander
Why aren't hospitals included in the new locations system? When they are included, will "chief medical dwarf" become an occupation instead of a title? Are there going to be other occupations in the hospital?

Hospitals might be a somewhat closer fit, but there are all sorts of systems that want to be under one umbrella.  We didn't attempt to change any of them in that release.  I'm not sure how it's going to unfold -- occupations could merge with whatever happens with guilds vs. workshops and all that as well.

Quote from: Qyubey
Regarding creation myths (though it'd apply to regular myths as well), two things:

Firstly, is there really only one belief system per race? I'd find it odd if every culture in the world possessed identical creation myths and beliefs, so will the system be able to generate separate religions? I highly doubt creatures of different cultures and religions would hold the same creation doctrine, after all. Religions splintering off/combining, and growing/shrinking in power could be interesting. Cults that don't believe in souls, or say that a different god created their race, for example.

Secondly, by 'fake myths' I mean, can it generate myths that are actually false? In the GDC video, you did mention you can have religion and myths without fantasy existing, but is it possible to generate false gods or magic while still having some of it be real? Like, two kinds of magic runestone exist but only one of them actually works; or two gods but one is just made up by a cult.

If so, could the player could set an option for "All true/Some true/All false"?

We've observed that the system can be used to create myths for civs in settings where there isn't a "correct" story for creation, though it does get into many of the problems we experience throughout the game with incorrect information.  Certainly, there could also be false stories created in fantasy settings with a "correct" story, but it isn't as high a priority as just getting things to work at all with the main story, and it introduces complications which have to handled explicitly (which takes time, and therefore makes the prospect of a "some true" first release decrease).  There's still hope though, and it's true that some of the best payoffs are in systems where a correct system can confront an incorrect one at different levels of power.

Quote from: SpoCk0nd0pe
Given that the switch to 64 bit seems to be addressing some hardware limitations of the game, are there further steps planned in that direction? Like addressing CPU limitations?

Nothing so specific or that we are super optimistic about.  It has been kicked around a lot in here.  There's some hope for microthreading, and people have helped a bit there, but there are just a lot of small problems adding up as well, all with varying levels of hope attached to them.

Quote from: Qyubey
Will civilizations ever own artifacts? I know bloodlines can, but I mean like governments/institutions controlling art; the Mona Lisa in the Louvre, for example. On that note, will we ever have procedural flags, anthems, or dances that are unique to/associated with a civilization? Can you play someone the song of your people? I could imagine playing a national anthem for people that are currently at war with that nation would probably result in a bar fight.

Currently, in the case of entity position symbols, some general "treasures", and holy relics, the artifact claim is stored at the entity level.  All of the initial art forms are currently attached to a specific civilization, but it doesn't understand them in a national or cultural way, I guess, in a way that would cause conflict.  I'm not sure if anything'll happen later on.

Quote from: Random_Dragon
In the event of adventure-named artifacts, how will naming them be handled? Will they just use the old system of randomly naming a weapon they grow attatched to, or will the player be prompted to construct a name for it? Because the latter system is bad enough about creating "the spurting banana" levels of derp for titles and such. :V

I imagine it'll use the name construction screen, which makes the name your fault.

Quote from: 74s
How extensively (do you think) DF will need to be rewritten, code-wise? How extensively is it rewritten between updates?
What were the biggest updates in terms of features and code changes?
What was the easiest thing to implement? The most difficult? What did you enjoy/prefer? What do you hate/regret?
What do you intend to get rid of/replace that is currently existing?

Do you mean, like, ever?  Anything is up for grabs, for either rewriting or replacement.  How extensively it is rewritten really depends on the update.  Adding the Z coordinate was one of the most comprehensive, but it was also pretty shallow most places.  Other changes like adding tissues didn't come up everywhere but they could really gut individual parts of the game or otherwise totally screw them up (combat, butchery, etc.).  I don't have a good answer for the easiest/most difficult type questions...  I get a headache trying to rank and categorize code additions since there are many years to consider and I don't remember them all well.

Quote from: Urlance Woolsbane
What is the significance of the ubiquitous hex-sequence "D08A"?

If that's 35536 (plugging 8AD0 into a hex converter), that could correspond to -30000 as a signed 16 bit integer.  That's an invalid local coordinate, so if it, say, looks up an item's location after it has been removed from the map, it might return those coordinates to stop a job from continuing.  Using a more typical looking number like -1 is dangerous since you often have calculations that look near the left/top edge of the map and might use -1 when scanning around, and using a large negative value is less annoying than having a whole separate flag in many instances, even if it's less clean.

Quote from: timotheos
When the fantasy level slider is in place do you have any plans to keep some sort of dangerous creatures deliberately attacking the fortress even at low fantasy levels?
Ie. High-moderate fantasy we have the titans, megabeasts, weres, etc. Will anything scary attack at low fantasy level? Giant (enraged?) creatures maybe?

It'll be difficult to answer questions about the specifics of how it'll work out until we are deeper into it.  For instance, if there's that horror slider and you crank it up in a zero fantasy setting, does that just make everybody grumpier?  It's similar for this question.  Ultimately, the "sliders" will tweak lots of little parameters (much like Create New World vs. using the advanced parameters).  So a basic slider low fantasy game will be something generic, but if you want this or that, you'll be able to get more of this or that as we add parameters.

Quote from: Immortal-D
-Can you please explain why land creature spawns are preferred over water creature spawns?

-Can you say off-hand how much work would be involved to make ocean/lake critters more frequent?

I don't know -- I'd have to check this one as part of a bug report.

Quote from: jecowa
How popular is the 64-bit version of Dwarf Fortress compared to the 32-bit version?

These aren't necessarily all complete downloads, and it's only directly from the main site (as opposed to dffd), but it's all I've got.


/dwarves/df_43_05_win.zip         53,426
/dwarves/df_43_05_linux.tar.bz2   7,835
/dwarves/df_43_05_osx.tar.bz2     6,648
/dwarves/df_43_05_win32.zip       4,247
/dwarves/df_43_05_legacy.zip      1,518
/dwarves/df_43_05_legacy32.zip    1,117
/dwarves/df_43_05_win_s.zip       584
/dwarves/df_43_05_linux32.tar.bz2 438
/dwarves/df_43_05_legacy_s.zip    158
/dwarves/df_43_05_legacy32_s.zip  158
/dwarves/df_43_05_win32_s.zip     125
/dwarves/df_43_05_osx32.tar.bz2   95


Quote from: Qyubey
Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.

We had a bunch of ideas on the old dev page, but I'm not sure that's the way things are going.  Old items like "play a monster!" seem now like just tweaking how elephant man adventurers are regarded by others.  There could be some things in the more distant future that don't quite fit the current two paradigms, like playing a deity, but even that could just be seen as some amped up form of adv/dwf mode (like playing a powerful wizard).  I have a world debugging mode which is vaguely like being an observer-only deity, and something like that could eventually be incorporated, or be merged with an editor mode.

But for something like starting a new specific game mode where the title screen would say "Dwarf Fortress"/"Human Town"/"Adventurer"...  perhaps that isn't in the cards so much now?  The specific ordered events which made the early dwarf mode "dwarf mode" are something the game is leaning away from (stuff like autumn caravans and timed invasions and barony triggers), and we're going to see some new ways of thinking when the embark scenarios come up.  It might be possible that some severe blending happens at that point, especially as the game starts to appreciate more and more the realities of worldgen, like there being human populations at dwarven hillocks and all that.  "Human town" mode might creep up on us that way -- we've already seen it with the goblin monarchs you occasionally get, and the new tavern visitors/residents.  In the end the modes might just end up being "playing a site" and "playing a historical figure" -- the only real new mode we'd need there would be a civ-wide one, perhaps, though that could still be pretty easily centered around a capital or leader if one exists.  You can start to think of other edge cases from there.

Quote from: Kitsune
Are we going to see anything with creatures gaining intelligence, for example, dragons growing wiser/smarter with age, gods granting random creatures intelligence (probably for no good reason like everything else)?
Also
  Are we also going to see any "raised by X" scenarios and if so can that happen to the player before the start of adventure mode?

I have no idea!  I don't think it'll happen any time soon, though the gods will probably raise some races up from animaldom on occasion in the new myths.

Quote from: falcc
Are there any planned expansions to night creatures during the magic release, either the addition of new ones or changes to existing night creatures to make them fit in with the magic in myth generation? Will necromancers and bandit leaders be asking for artifacts, or ever go seeking them personally? If a civilization's artifact ends up at a necromancer tower do they understand how to siege that? Will vampire purges ever have the chance to go wrong and end with the vampire destroying a whole village or something?

Nothing explicitly planned -- however the night creatures sit right in the guts of the stories as one of the few explicit subcategories of creatures, and necromancy as well is bound to be exploded as generated magic systems come into play, so things are likely to move one way or another.  I haven't gotten to the fort mode diplomacy stuff for this release yet, so I can't offer anything for behavior regarding asking for artifacts.  Civs will use heroes vs. towers as it stands, I think.  Dunno about the future of vampire purges.

Quote from: Kitsune
What are some artifact effects that you are excited about adding?

Are creature size changes going to effect clothing differently (examples: cloth, silk, etc ripping apart from the size increase (possibly leaving wearable rags for your new size, if your size doesn't increase too much) and metal taking much longer to break apart most likely hurting the player in the process) anytime soon?

On a related subject, are you planning on making an effect for wearable artifacts that makes the artifact change size to fit the wearer?

Lastly, are we ever going to be able to wear clothing that doesn't fit? For example wearing a large robe/coat/shirt so you don't freeze to death if you don't have anything else.

Edit:Oh you can't forget the effect where the wearer grows/shrinks to the size of the clothes when worn.

Recently I haven't really been thinking of artifact effects separately from the general magic changes...  and I don't really have favorite effects I can bring to mind.  The generation process is the exciting part for me right now.  Zach is excited about telepathy and being able to see through other people's eyes.  Scamps is excited about summoning rodents.

It would be cool if size changes mattered vs. equipment, but I don't have a timeline.  It's made more complicated since some of the body changes can occur when the creature isn't loaded fully.

Artifact size changes are something you read about, so it's a fair addition, but I don't have specific plans.  Generally, everything sounds cool.  Not sure what'll happen.

Quote from: Taffer
Are red squirrel men (just as one example) covered in fur, resembling humanoid versions of red squirrels, or is the description intended to be a more literal one, with an ordinary human that just happens to have a squirrel's head and tail? ("A person with the head and tail of a red squirrel").

Yeah, as Dirst noted, they are covered with fur or scales or feathers.  I agree that the descriptions are misleading.

Quote from: Max^TM
in certain cases it is possible to demolish structures by simply deconstructing them with a campsite. The method by which a campsite can overlap a structure is an edge case to say the least*, but the end result is still a hole in the ground that used to be an underworld spire, or a sacked keep, and so forth. Sadly these structures are still listed as being intact, but due to the permanence enforced on campsites they remain demolished. Would you happen to know if any of the changes you've made with temples/kobold sites, and artifact tracking would touch on things like the world being aware of campsites and events/changes made within them? Related to this would be things like a campsite tavern attracting customers, temples attracting pilgrims, and so on.

No, I don't think current work is related.  That'll just have to be handled separately.

Quote from: Mel_Vixen
Quote
It would still be better to have some engravings and the ability to ask directions.
I wonder how easy that would be. You could always look up the mapdata and plot routes but would that be the shortest route or the intended route? Would the engravings have to be created on the fly when you enter a fortress / deep-fort or can they be precreated? (which i guess they could be if forts safe layouts like cities)
 
Markerstones around streetcorners would be nice or painted signs but that would need new decorations code right?

We have a few intermediate map levels that understand the larger structure of sites even when they aren't fully loaded, so the directions themselves aren't so hard to do, but it can be hard to get it all across succinctly in a way that actually helps, especially in a conversation or on a little sign, and yeah, we'd need to do a bit of groundwork if we don't just have pure text instructional engravings.

Quote from: FantasticDorf
Given that now kobolds are now recieving attention, will their methods of acquiring goods/or domestic production lines be looked into? Given that all cave born kobolds become theives, whilst all town settling (abandoned/loosely overtaken abandoned towns) acquire unnatural town roles, as before, their entity were equipped spontaneously with weapons derived from ores for daggers etc, more domestic roles would also improve local kobold cave population upkeep if they could produce food on site and make it harder to penetrate with all the spare populace milling around, collectively stronger for skulking sieges also with more population.

Well, I doubt it'll be much improved by what we're doing, but there'll likely be some local professions associated to some of the new room types.  Weird problems from whatever's going on in abandoned towns sound more buggy than anything.

Quote from: Asin
Toady, you said that in the magic update, one of your big goals was to allow wizards to end up being able to make a new servant race with magic. My question is will we be able to control what exactly our servant race will look like?

We're hoping to get to something like that eventually, but that has a large interface attached to it (since exact appearance is linked to actual body parts and tissues etc. all the way down the line), which'll increase its skippability as the release becomes more uncomfortably long.  For that reason, it's hard to say what we'll get to in the first pass.

Quote from: downwithgdi
How varied will the different magical effects be that the myth generator can churn out? Standard stuff like healing, levitation, resizing, teleportation, or maybe something more outlandish?

The more you drill down to individual effects, the less outlandish they seem, but any of the ones in your list can be made outlandish through the side effects, requirements, etc. attached to them, as well as by attaching two or more to the same magical event.  We had some examples in the GDC slides, but it is all based on a pretty standard list of a few hundred effects at the core (of which we'll only get to a fraction on the first pass).  I think even in the beginning, the links between the magic systems and the creation myths should stop the game from feeling completely standard, but we won't really know until we get there.

Quote from: FantasticDorf
Because of the complexity of the magic arc and more specifically functions of the wizard towers being personal to a wizard's behaviour and objectives Site with appropriate chambers (laboratory, library, ritual, summoning, etc, Quests and tasks and duties (as seen in the development subsection "Wizards"), could we expect to see them involved into a seperate mode putting the player in charge (a adventurer scenario?) if they are not immediately a adventurer feature with overlapping fortress mode implications?

We've had a few other projects that were entirely in that vein, and whether it ends up being an outgrowth of the current adv site-building or something new, I'd expect an eventual attainment of something along those lines.  Nothing can be promised for the first release, of course.

Quote from: OluapPlayer
1) Are there any plans to expand on interaction with intelligent wild creatures in Fortress Mode? Right now, whenever you encounter something like a merperson, a plump helmet man, a troglodyte, a kea man etc, your only option is to kill them and have them stay in your refuse forever. Are there any plans for us to be able to perhaps communicate with these intelligent beings, perhaps teach them to leave the fort alone or even invite them to join the fortress as citizens? Since animal people joining civilizations is something that already happens in worldgen, this kind of interaction could serve as an extension which can be directly controlled by the player.

2) Related to the above, are there any plans on expanding on intelligent wild creature behaviour? Currently, they all act like unbutcherable useless animals, despite being able to speak and equip items. I mean things like animal men wearing clothes and carrying weapons, or troglodytes arriving to the fortress wearing loincloths and carrying wooden clubs for that authentic caveman feel.

3) Will we see the (semi)megabeasts receiving any buffs with the introduction of magic? Currently, they are rather non-threatening compared to forgotten beasts. And speaking of which, how will they fit into mythology? Can we assume they'll have larger roles in more magical settings?

4) Speaking of magical settings, after watching your GDC 2016 presentation, you commented on magic-less worlds not possessing dwarves, elves or goblins, which we could also see in the raw files you presented. Does that mean these magic-less human-only worlds will only be playable in adventure mode? Or are we *gasp* getting official playable humans in fortress mode, if only in this kind of world?

5) Final question; you mentioned the HFS is gonna be more integrated to the world with the introduction of magic. Any chance we'll be able to create custom demons with modding? The tokens exist but they do nothing on user-defined raws.

1-2) Various things have come up over the years, but we haven't gotten to any of it yet.  So it falls into the "we'd like to do more, but no timeline" category.

3) Yeah, the situation has kind of blurred and blown open there, at least as far as the stories are concerned.  It sort of depends on the further implementation of deities in some cases, since some of the megabeasts are lifted to that status in certain myths (cosmic primordial dragons and what not).  Difficult to say how much and to what extent on the first pass though, since the first pass has so much to do already.

4) Hard to say what's going to happen -- easiest is adv only.  Next easiest is some crappy human fort mode that sucks and is just like regular fort mode.  I think it would be a waste to do more with it until embark scenarios shake things up a bit (as described above in this fotf post).

5) It's quite possible that you'll be able to link your own creature objects up in a way that can be used by the game.  For instance, in the presentation, goblins were explicitly allowed to be created either on their own, or from a curse on one of the other main races -- it would not be super difficult to force a custom demon type object to assume a role that is demonish in a way understood by the generator.  Of course, there are many possibilities that won't be realized on the first pass, and we'll continue to add to the system as we go.

Quote from: gchristopher
Would you consider making the lives of the DFHack and other tool creators easier somehow? It seems like if Dwarf Fortress had an init or command line option where it would print out the memory address/offsets of all the key structures, then the community would be on much easier footing to quickly catch up to DF releases. That wouldn't expose any proprietary code or be nearly the effort of implementing a full mod API, since all you'd need to add is print statements for requested structure memory addresses, right?

There have been conversations along these lines over the years, though it has been a while on this particular matter.  Utility people can and do PM me.  I really don't recall where it was left last time it came up, or if it was decided that finding memory addresses was the fun part?

Quote from: GoblinCookie
Given that creatures are going to be able to put in opt-out tags for creatures or items to prevent them from become subjects of the game-world mythology and to entities to prevent them from generating myths at all? I say this because in the case of modded creatures the generated mythology may be completely out of place given that their own canonical origins in the mod world are completely different. Also if magic and stuff are dependent upon mythology will it be possible to force certain outcome of various mythologies in those regards directly in the entity raw files without the myths having to actually be generated. Lastly how much control are we going to have over the nature of the mythology that is generated, can we for instance define a specific origin for a creature/entity so that when it's myths are generated this will always be the starting point? 

Right now, there's sort of this nebulous "animals" group, for instance, that may or may not include some of the weirder vanilla subterranean creatures.  There's going to have to be room for stuff that's just kinda in a place without getting name-checked in the myths.

I don't understand the second question.  Do you mean can you define interactions in the raws without them being linked to myths at all?  That should still be possible, including whatever new effects are supported.  There'll be a boundary at some point in the definition of a raw-file magic system where it runs up against the generator (requiring a certain landform, say), where what you are asking for is basically a world editor beyond what the raws currently offer.  A world editor is on the table for this stuff, but also one of the things that's hardest to justify the time spent for the initial release.  After we get that, and specific deities and landforms and etc etc can just be added to a setting, then it's easier to do, and presumably that'll also help us with worlds where you want to say, define all the deities and related magic systems explicitly, but at the same time, allow the world map to vary, but still have, say, a particular site with properties X, Y and Z.

I'm not sure exactly how much control there will be at first over the direction of myths.  We added a few parameters for the presentation, but it'll be more involved by the time it gets into the game itself.  I can't promise anything specific, but a lot of scenarios are pretty easy to support, and I should be able to be responsive to concerns (until it bumps up against the previous paragraph).

Quote from: thvaz
There is some "rumor system" involving the discovery of the player's inns or even the entire fortresses?
Will the player's fortresses have the possibility of a dwarf or visitor being these "shadier" people?

Site reviews were separated from the main rumor system since they had to carry more information, but it's similar.  The inn's location is made available to super-curious people from the beginning, just to get the ball rolling, though technically we could have made that always happen through caravans or something (that didn't seem reliable enough, and world traffic is still in many ways abstracted anyway).

I'm not yet sure how the shadier types are going to operate, if they'll be new people or just the personality/value-compatible ones -- it'll be up to testing.

Quote from: Spriggans
I played a plump helmet man adventurer this day. I have to say I'm kinda disapointed that my adventurer cannot perform a dance nor play a (not wind) instrument. Sure he cannot speak, but dancing / instrumenting should still be possible.
Does dancing uses the CAN_SPEAK flag ? Could it be changed easily ?

I don't recall what it takes.  It could be super easy but I thought I looked at it once and skipped out (since I had only a few minutes set aside).  If it's on the bug tracker, it has a chance of being handled like everything else.

Quote from: 90908
Are there plans to, in adventure mode, take up positions that are currently only holdable by npcs? I.E everything from bartender to King to Baron to priest? And if so how do you plan to implement this?

It'd be ideal, but it's a slow process since there are mechanics/interface to implement for each of them.  Adventure mode has been slowly improving and expanding, and that's all part of it.

Quote from: Mel_Vixen
I would guess the gobos can also extract rumors from kidnaped children and prisoners by torture (i hope so atleast) ?

We haven't done anything with it yet, and it doesn't do anything with adult prisoners post w.g., which is where the rumors are more closely tracked.

Quote from: Fleeting Frames
With what Mel_Vixen just asked, will we be seeing NPCs lying in the game rather than just changing the topic or not knowing?

Nope, not any time soon.  The information is hard enough to track as it is without keeping extra layers of wrong information.

Quote from: FantasticDorf
In relevance to future thief/shady person adventurer roles/careers, will playing a role of gathering intrigue be more valuable and perhaps profitable if you say were in the position to feed juicy information to a demon master who then uses that information in world generation to forumate attacks and use you (and accountability for truthfulness/competency) as their earpiece.

It certainly makes sense that being near some gears and levers of power wouldn't be bad for somebody selling information, though it's anybody's guess how all that is going to play out.  The agents in this release will set the early stage for that kind of thing being possible though, and we're looking forward to doing more.
Title: Re: Future of the Fortress
Post by: OluapPlayer on September 29, 2016, 08:30:14 pm
Oh gosh, Toady answered my questions.

Like I said, keep up the great work! Hyped to see what you got on your sleeve!
Title: Re: Future of the Fortress
Post by: Max™ on September 29, 2016, 09:02:50 pm
I was very confused at the early-ish reply, but it's a good surprise.

Finding memory structures itself isn't as fun as figuring out interesting things to do with them, assuming someone with specific ideas on which structures would be the most important/helpful, or even how to add in this export method/option from the dfhack team were to do so, would it be right to say that the main obstacle would then just be implementing the extra option to spit out an address > structure type file?

Locating structures is difficult due to the tools needed and expertise involved giving a small cross-section able to really make progress at it, diagnosing the actual dfhack specific bugs and such after it enters an early but still functioning state is a much broader chunk of the community. Implementing a full API for systems which you intend to rewrite would be wasteful, but the dfhack folks are comfortable enough working with the addresses and structures and it wouldn't obligate you to maintain an API either, but would make it much simpler than going in with a debugger and poking at stuff and checking a few addresses that tend to be consistent, or other more arcane wizardry.
Title: Re: Future of the Fortress
Post by: jecowa on September 29, 2016, 09:56:12 pm
it's only directly from the main site (as opposed to dffd), but it's all I've got.


/dwarves/df_43_05_win.zip         53,426
/dwarves/df_43_05_linux.tar.bz2   7,835
/dwarves/df_43_05_osx.tar.bz2     6,648
/dwarves/df_43_05_win32.zip       4,247
/dwarves/df_43_05_legacy.zip      1,518
/dwarves/df_43_05_legacy32.zip    1,117
/dwarves/df_43_05_win_s.zip       584
/dwarves/df_43_05_linux32.tar.bz2 438
/dwarves/df_43_05_legacy_s.zip    158
/dwarves/df_43_05_legacy32_s.zip  158
/dwarves/df_43_05_win32_s.zip     125
/dwarves/df_43_05_osx32.tar.bz2   95



Thank you! Download data from DFFD is more visible anyway, but it might not make sense to compare downloads from the front page to downloads of Lazy Newb Packs on DFFD.

Just in case, at the moment a Lazy Newb Pack with the 64-bit Windows version of Dwarf Fortress v0.43.05 has 1,106 downloads on DFFD, while a similar Lazy Newb Pack for Mac has 702 downloads on DFFD.

I don't know of any 64-bit versions of the Linux version on DFFD or of any 32-bit versions of Dwarf Fortress v0.43.05 on DFFD.

Here are some counts of the main page data (excluding DFFD stuff) in case anyone here wanted to see that broken down some.
Downloads of Dwarf Fortress v0.43.05 for various platforms and bitness:

Windows 64-bit - 55,686 (90.79%)
Windows 32-bit - 5,647 (9.21%)

Linux 64-bit - 7,835 (94.71%)
Linux 32-bit - 438 (5.29%)

Mac 64-bit - 6,648 (98.59%)
Mac 32-bit - 95 (1.41%)

Total 64-bit - 70,169 (91.91%)
Total 32-bit - 6,180 (8.09%)
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 30, 2016, 12:38:16 am
I noticed you said there are no explicit plans for expanding the night creatures in the magic release, however you did brainstorm night creatures "for all colors of the rainbow" at one point, are those still planned, or will the "night creature hunter" arc not get any love for awhile. One obvious missing thing is more interesting vampires, all the vampires are basically the exact same right now  which is very conspicuous compared to the others, like werecreatures which are extremely varied, and even necromancers have slightly different zombie stats for each "type" (and the magic release will expand potential evil magic alot more)  it just seems odd that vampires haven't been given as much love as the others especially given how prolific and varied they are in fantasy worlds.

(the wiki post lists the night creatures you mentioned, http://dwarffortresswiki.org/index.php/DF2014:Night_creature)
Title: Re: Future of the Fortress
Post by: Puzzlemaker on September 30, 2016, 07:26:09 am
When armies path through your fort, do they show up?  Can you create a map with a chokepoint, build a fort there and hold back the goblin tide heading for the rest of civilization?
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 30, 2016, 11:01:20 am
And rather belatedly on my part, excellent answers as always.

Quote from: Random_Dragon
In the event of adventure-named artifacts, how will naming them be handled? Will they just use the old system of randomly naming a weapon they grow attatched to, or will the player be prompted to construct a name for it? Because the latter system is bad enough about creating "the spurting banana" levels of derp for titles and such. :V

I imagine it'll use the name construction screen, which makes the name your fault.

Oooh yes. And sorry about that, I kinda meant to say the former, since that is where most of the weird randomly-made epithets come from. Though I do intentionally make weird names for groups and figurines way too often.
Title: Re: Future of the Fortress
Post by: Rose on October 01, 2016, 03:45:25 am
Am I reading this right? Will we be able to take the fight to the enemy?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 01, 2016, 09:17:05 am
Am I reading this right? Will we be able to take the fight to the enemy?
Eventually this will become a system to send out armies. For the artifact release, all that's planned is to send out squads to recover (and hunt for new??) stolen artifacts.
Title: Re: Future of the Fortress
Post by: Migrant on October 02, 2016, 01:49:11 pm
When armies path through your fort, do they show up?  Can you create a map with a chokepoint, build a fort there and hold back the goblin tide heading for the rest of civilization?

If you place your fort in between the enemies and your civ's sites, you will be attacked far more (if not exclusively) than your civ's other sites  because your site is easier to reach.

Quote
I have a world debugging mode which is vaguely like being an observer-only deity, and something like that could eventually be incorporated, or be merged with an editor mode.
Does anyone know where (if anywhere) Toady has mentioned this before? Personally I would love to advance the world without playing the game so "spectator mode" is very intriguing to me.
Title: Re: Future of the Fortress
Post by: Oran Legendstone on October 02, 2016, 05:12:14 pm
1. Will we ever see megabeasts recruiting lesser intelligent creatures around them into some sort of faux militia (ex. a dragon recruiting kobolds to steal things for him.)

2. Where did your design for kobolds come from? I notice a lot of other people see them as being lizard/dog-like creatures despite them being more like small hairy men since they seem to match the description of the art for the one shown in kobold quest.
Title: Re: Future of the Fortress
Post by: mikekchar on October 02, 2016, 07:56:58 pm
Am I reading this right? Will we be able to take the fight to the enemy?

To a certain extent you can already do this in adventure mode.  I've managed to wipe out the kobolds once (which is not terribly difficult, travel aside).  The one thing that would be very nice is to get a mention in Legends mode.  World generation often has battles with 4 against 20 for instance.  I've gone into goblin pits and wiped out 20-30 goblins with nary a mention in Legends.

It would be cool to have mentions like when an adventurer party kills more than X adversaries at a site, or more than Y%, or even when you manage to completely overrun the site. Interestingly, when I murdered a sleeping army (that bug still exists!) it's invasion was marked as defeated in Legends mode, but didn't mention my adventurer, or his group.

I have not managed to steal an artifact yet, but probably that should be next on my todo list.  Hard to find them in this version.  Mightily looking forward to the update :-)
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 03, 2016, 01:21:34 am
@Migrant: Yes. If you want sieges you should ensure your embark is the one closest to the enemy. If not, they tend to deal with the closer ones first before coming to you. This "be the closest one" advice includes other civs, as you don't want the goblins to spend their time on e.g. elves before coming for you. Obviously, they may be at peace with the elves, but you don't know that pre embark, and that may change in the 2 week embark frenzy anyway.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on October 03, 2016, 01:50:30 pm
Is food not rotting in stockpiles just a temporary feature? I've always thought that it was just a temporary placeholder until food preservation is expanded (with smoking and salting, for example), but I'm not so sure now because I didn't see anything in the dev notes.
Title: Re: Future of the Fortress
Post by: wierd on October 04, 2016, 10:27:19 pm
Is food not rotting in stockpiles just a temporary feature? I've always thought that it was just a temporary placeholder until food preservation is expanded (with smoking and salting, for example), but I'm not so sure now because I didn't see anything in the dev notes.

Along this line:


Are there any plans to improve brewery? In the real world, fermented beverages benefit from aging, gaining properties from the container they age in. Scotch being such a creature, as are many kinds of wine. An interesting way to make alcohol more dynamic would be an aging mechanic, which can be offset by incorporating an "angel's share" mechanic. Do you have any plans at all for something like this?
Title: Re: Future of the Fortress
Post by: Souleater17 on October 05, 2016, 12:19:16 pm
Are Night Trolls in Fortress Mode planned? Things like Night Trolls invading fortresses to kidnap someone and such. Similarly, are Bogeymen planned to appear in Fortress Mode? Would they torment children and such, as they do in folklore?
Title: Re: Future of the Fortress
Post by: Di on October 05, 2016, 03:35:49 pm
Do you use any of  the neural network models anywhere in the game?
Title: Re: Future of the Fortress
Post by: Putnam on October 05, 2016, 03:42:14 pm
Nope.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 06, 2016, 07:02:56 pm
Are Night Trolls in Fortress Mode planned? Things like Night Trolls invading fortresses to kidnap someone and such. Similarly, are Bogeymen planned to appear in Fortress Mode? Would they torment children and such, as they do in folklore?

You can already find night trolls in native DF fortress mode in cave sites that you embark ontop, technically you can find caves by editing files to make them show up on embark map. They have their own little house there, and you can send in your troops to fight and slay them there, though be warned they are strong and may overpower your starting 7 if unprepared.

I guess your question is more applicative to night trolls travelling in a mode where it is always day. much the same in saying boogeymen couldn't pop up against a dwarf alone chopping wood in the dead of night during adventure mode and detection being slower for threats as simulated.
Title: Re: Future of the Fortress
Post by: thvaz on October 06, 2016, 08:05:27 pm
Are Night Trolls in Fortress Mode planned? Things like Night Trolls invading fortresses to kidnap someone and such. Similarly, are Bogeymen planned to appear in Fortress Mode? Would they torment children and such, as they do in folklore?

You can already find night trolls in native DF fortress mode in cave sites that you embark ontop, technically you can find caves by editing files to make them show up on embark map. They have their own little house there, and you can send in your troops to fight and slay them there, though be warned they are strong and may overpower your starting 7 if unprepared.

I guess your question is more applicative to night trolls travelling in a mode where it is always day. much the same in saying boogeymen couldn't pop up against a dwarf alone chopping wood in the dead of night during adventure mode and detection being slower for threats as simulated.

I did a suggestion about this in the Suggestion Board waaay back in the day. Even if there isn't day/night cycle in fortress mode you could infer it is abstracted. After all, there is already night creatures attacks (Werecreatures) and there is already a similar mechanic to the night trolls abduction (Goblins kidnappers).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 07, 2016, 08:48:45 am
 Talking of ruined libraries, does this mean that libraries will actually be ruined in the next version? Generally a ruined fortress at the moment will contain a perfectly non-ruined library (and trading post) while a browse of Legends shows that scholars have continued to take up positions at the library for hundreds of years after a forgotten beast trashed the rest of the place.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 07, 2016, 06:18:37 pm
Two related questions for toady

> Since you mentioned servant races being 'created to your liking' would that interpretively mean that zombies become re-classified as 'servants' rather than pure products of magical ability, and domestically around the necromancers tower would fulfill the usual duties of where the servant races would suffice? Summoning servants to all descriptions out of corpses sounds like a very convenient way of creating labour, especially since they are utmost loyal rather if rather dim than having thinking minds like intelligent beings.

and

> Would you consider slaves and servants to be within the same vein gameplay wise or differently? Abstract to magic, the slavery system would sound similar to a house-keeping wizards setup traditionally (to which in some respects wizard servants and regular slaves are the same made and obtained by different means) as to say if your civ approved it, you would have a flow of forced worker "servants" to obtain, and a warm-up to the more elaborated wizard servants in gameplay (which as you have mentioned is a little way off with all the customisation quirks to sort out yet.)
Title: Re: Future of the Fortress
Post by: Unknown-Figure1 on October 08, 2016, 12:40:15 pm
The next release seems promising.

With the artifact quests that are sure to appear in the next release, will our adventurers be able to simply kill the quest-giver and keep the artifact(s) they find for themselves? I want my thug characters to accumulate as much shit as possible.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on October 08, 2016, 10:59:24 pm
The next release seems promising.

With the artifact quests that are sure to appear in the next release, will our adventurers be able to simply kill the quest-giver and keep the artifact(s) they find for themselves? I want my thug characters to accumulate as much shit as possible.
I mean you could always just not give the artifact to them in the first place which would be less likely to have negative consequences. So in addition: is there any reason to actually give artifacts to questgivers and not just keep them?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 09, 2016, 03:29:29 am
If an npc on an artifact quest gets the artifact but then is unable to complete the journey (because some wandering psychopath killed the quest-giver) do they hang on to it, or deliver it to someone else (family member or something)?

If they hang on to it and then later come to visit your fortress, will irate armies turn up demanding that you hand it over? Would that depend on the visitor's status (resident, citizen, etc) or would the artifact being in your location cause your site to become the current 'owner'?

And one more:

 Can multiple quest-givers assign the same quest to various npcs/player adventurers? Will this result in massive fights in towns as npcs all try to be the one to return the artifact?

Oh, and:

 Following on from the previous poster's thoughts, will npcs ever decide just to keep the artifact for themselves instead of returning it?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 09, 2016, 03:39:17 am
The next release seems promising.

With the artifact quests that are sure to appear in the next release, will our adventurers be able to simply kill the quest-giver and keep the artifact(s) they find for themselves? I want my thug characters to accumulate as much shit as possible.
I mean you could always just not give the artifact to them in the first place which would be less likely to have negative consequences. So in addition: is there any reason to actually give artifacts to questgivers and not just keep them?
You wouldn't gain any reputation if you didn't complete the quest. And that's pretty much the only point to quests right now.

Also (at least before magic is introduced) most of the artifacts will be worthless (practically speaking) junk (like a lot of fortress mode artifacts).
Title: Re: Future of the Fortress
Post by: wierd on October 11, 2016, 11:18:58 pm
Misc item user is actually pretty harsh, even OP, when using artifacts, or at least it used to be. Not as super as when histfig migrants first became a thing, and came dressed like Mr. T, but still pretty strong.

Adding magic effects could be quite entertaining.  That brings up an interesting question though..



Since magic is going to be based on spheres of influence, it can possibly make deities a more active force in the world besides just random curses for vandalism and profanination. Are there any plans for special moods for priest caste dwarves in fortress mode? It would be an obvious mechanic to get sphere aligned artifacts, where type of artifact would not be tied to the dwarf's skill base, but wholly on the alignment axis system, so that eg, a god of music worshiper would produce divinely empowered instruments, if they are completely devoted to worship.  Currently, a dwarf selects an object class based on skill set, which determines which kind of workshop they claim.  A new kind of mood, say "holy work", for dwarves with severe skill rust, and high experience in temple disciplines (suggesting dedicated priest position) could produce magical artifacts, without training a craft skill to legendary, (similar to " fey" mood), and allow proper object alignment and type based on deity.  This could be made a little more interesting by weighing dwarf character traits, and some other features (like current emotional state) to influence and refine object type creation from the short list if sphere aligned objects and possible magical effects.  The need for extensive skill rust, and high temple activity would make this a very rare mood type, which limits abuse. Do you have any plans for such a thing, and if not, what do you have in mind there?
Title: Re: Future of the Fortress
Post by: Infinityforce on October 12, 2016, 03:15:52 am
Misc item user is actually pretty harsh, even OP, when using artifacts, or at least it used to be. Not as super as when histfig migrants first became a thing, and came dressed like Mr. T, but still pretty strong.

Adding magic effects could be quite entertaining.  That brings up an interesting question though..



Since magic is going to be based on spheres of influence, it can possibly make deities a more active force in the world besides just random curses for vandalism and profanination. Are there any plans for special moods for priest caste dwarves in fortress mode? It would be an obvious mechanic to get sphere aligned artifacts, where type of artifact would not be tied to the dwarf's skill base, but wholly on the alignment axis system, so that eg, a god of music worshiper would produce divinely empowered instruments, if they are completely devoted to worship.  Currently, a dwarf selects an object class based on skill set, which determines which kind of workshop they claim.  A new kind of mood, say "holy work", for dwarves with severe skill rust, and high experience in temple disciplines (suggesting dedicated priest position) could produce magical artifacts, without training a craft skill to legendary, (similar to " fey" mood), and allow proper object alignment and type based on deity.  This could be made a little more interesting by weighing dwarf character traits, and some other features (like current emotional state) to influence and refine object type creation from the short list if sphere aligned objects and possible magical effects.  The need for extensive skill rust, and high temple activity would make this a very rare mood type, which limits abuse. Do you have any plans for such a thing, and if not, what do you have in mind there?

Great question! I was wondering about priestly/noble classes functions with regards to spheres myself!
Looks like you beat me to the punch!
What advantage (if any) will spheres confer to nobility or priestly castes for example? And how will that affect civilisations?
Will we see a battle between state and clergy for the minds and souls of people? High politics? Religious law? Crusades? Will nobility be affected towards charity or cruelty, and therefore loved or hated?
Title: Re: Future of the Fortress
Post by: Align on October 12, 2016, 05:18:29 am
Will completely non-magical worlds also not have things like caverns or the magma sea?
Title: Re: Future of the Fortress
Post by: LordBaal on October 12, 2016, 07:43:51 am
Wow... priest artifacts. That could be a really clever way to actually produce magical artifacts in world gen and during gameplay. I can't stop picturing the Staff of Zombification, the Panacea Tree, the Sword of Sight, the Stones of Resurrection, the Crown of Strength so on and so so..
Will completely non-magical worlds also not have things like caverns or the magma sea?
Don't see why not. They are not really magical. They would be devoid of fantastic creatures but they should be still there, being real geological formations.
Title: Re: Future of the Fortress
Post by: Calidovi on October 12, 2016, 09:05:25 am
How will fortress mode remain challenging in a mundane world devoid of megabeasts, semi-megabeasts, werebeasts, good/evil areas, etc.? Is a mundane world intended to be a sort of casual/easy-mode version of dwarf fortress? The same goes for adventure mode, though not as much.
Title: Re: Future of the Fortress
Post by: Eric Blank on October 12, 2016, 10:18:31 am
Sounded like there was still the potential for a lot of inter and intranational conflict, and then there's always environmental hazards like lack of water or failing to provide food.
Title: Re: Future of the Fortress
Post by: Rubik on October 13, 2016, 01:20:42 am
How will fortress mode remain challenging in a mundane world devoid of megabeasts, semi-megabeasts, werebeasts, good/evil areas, etc.? Is a mundane world intended to be a sort of casual/easy-mode version of dwarf fortress? The same goes for adventure mode, though not as much.
You just have to look into our own world to answer your question
The slider of fantasy does only that, extract or add fantasy, it doesn't add dificulties. So the things you mention would get changed to diseases (black pest), economically-induced famines(once  farming and the economy aren'r broken, this'll be a serious problem), devastating wars, etc.
Title: Re: Future of the Fortress
Post by: Spriggans on October 13, 2016, 01:40:32 am
I know you said once you don't consider yourself a good game developer.
Will you at any point hire some highly competent monkeys developers to improve the game's implementation, in order to improve FPS ?

Greetings from France ! :-*
Title: Re: Future of the Fortress
Post by: Putnam on October 13, 2016, 01:45:15 am
no
Title: Re: Future of the Fortress
Post by: Hartsteen on October 13, 2016, 02:25:11 am
Are there plans for a more challenging 'normal' enviroment like impenetrable underwood (i.e. thornhedges, swamps)? Will large stacks of items (like wood, stones) be able to block floortiles?
Title: Re: Future of the Fortress
Post by: DG on October 13, 2016, 02:25:58 am
How will fortress mode remain challenging in a mundane world devoid of megabeasts, semi-megabeasts, werebeasts, good/evil areas, etc.? Is a mundane world intended to be a sort of casual/easy-mode version of dwarf fortress? The same goes for adventure mode, though not as much.
You just have to look into our own world to answer your question
The slider of fantasy does only that, extract or add fantasy, it doesn't add dificulties. So the things you mention would get changed to diseases (black pest), economically-induced famines(once  farming and the economy aren'r broken, this'll be a serious problem), devastating wars, etc.

Assuming that the technological cut-off remains independent of fantasy slider, a no-fantasy world will become easy-mode (in a relative sense) just by taking into account the absence of things like dragons, forgotten beasts, werecreatures, necromancers, husking clouds etc. Calidovi asked a very good question. None of the things you mentioned wouldn't also be a threat in the fantasy world on top of everything else.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 13, 2016, 03:42:10 am
How will fortress mode remain challenging in a mundane world devoid of megabeasts, semi-megabeasts, werebeasts, good/evil areas, etc.? Is a mundane world intended to be a sort of casual/easy-mode version of dwarf fortress? The same goes for adventure mode, though not as much.
You just have to look into our own world to answer your question
The slider of fantasy does only that, extract or add fantasy, it doesn't add dificulties. So the things you mention would get changed to diseases (black pest), economically-induced famines(once  farming and the economy aren'r broken, this'll be a serious problem), devastating wars, etc.

Assuming that the technological cut-off remains independent of fantasy slider, a no-fantasy world will become easy-mode (in a relative sense) just by taking into account the absence of things like dragons, forgotten beasts, werecreatures, necromancers, husking clouds etc. Calidovi asked a very good question. None of the things you mentioned wouldn't also be a threat in the fantasy world on top of everything else.
Evil humans, human infiltrators, human gangs seeking holy artifacts, ambushes, invasions, thieves, revolutions, forest fires, earthquakes, volcanoes, buffalo stampedes, woolly mammoths, Yetis(?!)...life is dangerous for above-ground dwelling humans.

Besides, Toady says there'll be an actual 'danger/horror' slider which is a separate thing to the fantasy slider.
Title: Re: Future of the Fortress
Post by: Dirst on October 13, 2016, 06:00:09 am
The horror slider might need to go to further extremes if fantasy elements are low or off.  It takes recurring Criminal Minds style psychopaths to present a similar level of difficulty to a single necromancer.  But seems quite doable so long as it doesn't get repetitive/predictable.
Title: Re: Future of the Fortress
Post by: DG on October 13, 2016, 07:51:55 am
I don't think I made my point well.
Title: Re: Future of the Fortress
Post by: Dirst on October 13, 2016, 07:57:16 am
I don't think I made my point well.
Well, no-fantasy can still be seen as an easy mode if the game doesn't intentionally make up for no-fantasy by cranking up the quantity.

Besides, in a no-fantasy world you don't have to worry about Criminal Minds style psychopaths who breath fire.
Title: Re: Future of the Fortress
Post by: LordBaal on October 13, 2016, 07:57:52 am
WARS. Wars would keep the game challenging alone. In real life it didn't take dragons or zombies to make history utterly interesting and horrific.
Title: Re: Future of the Fortress
Post by: Calidovi on October 13, 2016, 09:11:15 am
WARS. Wars would keep the game challenging alone. In real life it didn't take dragons or zombies to make history utterly interesting and horrific.

Then we need actual wars and revolutions. Not this 'site captured by 3 goblins and a beak dog' stuff. The capturing of sites as it is now seems to be inconsequential. If dwarf fortress had things like a tribute system, puppet states, full-fledged army, and religious conflict, it would deepen the game many times over. No doubt it's tough, to implement though, and artifact conflict is already a step in the right direction.
Title: Re: Future of the Fortress
Post by: Rubik on October 13, 2016, 09:34:17 am
I didn't explain myself well enough before
As many of you have said, fantasy adds a lot of things, and all the things that happen in a non-magic world also should happen in a magical world(mundane things like wars, misery, hunger, etc.)
The problem is, that's not the hostility slider, that's the fantasy slider
In a fantastical world there are dragons, horrible creatures and sacrifice magic cults, but there are also fairies, healing potions, and a generally more advanced culture, in terms of technology (see 'The Witcher')
Magic wisemen means culture, knowledge and common sense, something that affects the world positively, resulting in less wars, better controled countries, etc.
That's very general and all, but it makes a point.
What I mean is that in a well designed system like the sliders, everything kinda equilibrates , and it's not about difficulty, but flavour, which you can decide how much you want, and that's totally cool
Title: Re: Future of the Fortress
Post by: Inarius on October 13, 2016, 09:44:51 am
I know you said once you don't consider yourself a good game developer.
Will you at any point hire some highly competent monkeys developers to improve the game's implementation, in order to improve FPS ?

Greetings from France ! :-*

Bonjour à toi aussi,

I think you don't understand how game (and DF) development work.
How you code is something very personnal.
If you are employed by a big company you use a lot of rules, way to work, in order to make sure everybody can read your code.
But if you are working alone, and especially if you are coding for a long time alone, your code will slowly be not understandable for everybody else.
That's the first main issue.

The second is that, when you write alone, you have a general plan of your work in your head. Like if you had the map of a place and remember it. You know this goes there, and then here, and then use this and this to make this, until this happens, etc...it's like a functional map of your game. You can produce it with some external tool, but it requises a lot of maintenance work.
Penetrating a program made by somebody else is complex. Things can be really really hard to understand, and take hours because it looks like archaic, or stupid or absurd. Sometimes it is. Sometimes it is not. You have to grasp all the tiny details everywhere. Even if the code is correctly commented. But coding is also a pleasure. Adapting the code to "modern standards" will be painful and boring and takes months. When you work 16hours/day on a project and alone, you can expect it to be fun. At least.

Secondly, you have to understand Dwarf Fortress is huge. In mid-2014 it was something like 450k lines, and It's probably over a million now. Printed on A4 sheets (on both sides), it would be higher than you and put together it would be 5 km long.
Thirdly, hiring someone (who will be mostly useless for several months to understand all the game) is costly. Toady makes more money now than he used to make, but still : he is living from our donation. If he pays a coder, how will he live ? Actually what will happen is that the coder won't work 16h per day on it (obviously). To make as much work as he is doing now alone, and with the same efficiency, you'll probably have to hire more than 3 or 4 people. So you will need a LOT more money than now. For a result that will be VERY LONG to be at the same level than now.
Last, remember that firstly, Toady is coding because he likes to. It's his hobby. Good or bad, it's what he likes. This is a precarious equilibrium. But it's also a performance. More than 10 years on the same program ! If you change his equilibrium, it can be better, but it can be worst.


Title: Re: Future of the Fortress
Post by: PatrikLundell on October 13, 2016, 10:24:45 am
I know you said once you don't consider yourself a good game developer.
Will you at any point hire some highly competent monkeys developers to improve the game's implementation, in order to improve FPS ?

Greetings from France ! :-*

Bonjour à toi aussi,

I think you don't understand how game (and DF) development work.
How you code is something very personnal.
If you are employed by a big company you use a lot of rules, way to work, in order to make sure everybody can read your code.
But if you are working alone, and especially if you are coding for a long time alone, your code will slowly be not understandable for everybody else.
That's the first main issue.

The second is that, when you write alone, you have a general plan of your work in your head. Like if you had the map of a place and remember it. You know this goes there, and then here, and then use this and this to make this, until this happens, etc...it's like a functional map of your game. You can produce it with some external tool, but it requises a lot of maintenance work.
Penetrating a program made by somebody else is complex. Things can be really really hard to understand, and take hours because it looks like archaic, or stupid or absurd. Sometimes it is. Sometimes it is not. You have to grasp all the tiny details everywhere. Even if the code is correctly commented. But coding is also a pleasure. Adapting the code to "modern standards" will be painful and boring and takes months. When you work 16hours/day on a project and alone, you can expect it to be fun. At least.

Secondly, you have to understand Dwarf Fortress is huge. In mid-2014 it was something like 450k lines, and It's probably over a million now. Printed on A4 sheets (on both sides), it would be higher than you and put together it would be 5 km long.
Thirdly, hiring someone (who will be mostly useless for several months to understand all the game) is costly. Toady makes more money now than he used to make, but still : he is living from our donation. If he pays a coder, how will he live ? Actually what will happen is that the coder won't work 16h per day on it (obviously). To make as much work as he is doing now alone, and with the same efficiency, you'll probably have to hire more than 3 or 4 people. So you will need a LOT more money than now. For a result that will be VERY LONG to be at the same level than now.
Last, remember that firstly, Toady is coding because he likes to. It's his hobby. Good or bad, it's what he likes. This is a precarious equilibrium. But it's also a performance. More than 10 years on the same program ! If you change his equilibrium, it can be better, but it can be worst.
I agree with most of the above. However, hiring an employee to do the coding is not the only way to go about it (and that would probably be harmful to the longevity of DF). You could use other approaches instead:
- Hiring someone for a specific task, such as looking over a particular piece of logic Toady knows can be made better but haven't yet figured out how (and with "better" I mean achieve the desired result in an efficient manner, where "desired result" can be easily described in an understandable manner, and might be what's currently achieved, or might be close to the desired end result).
- Hiring someone or take lessons to improve either in particular coding techniques or for things that currently are implemented in a way that could be done better.
- Hiring someone to get the know-how needed to achieve a particular goal, such as e.g. how to gradually rework the code to eventually support multi threading (or make the assessment that it's not a realistic goal and possibly come up with a revised strategy for how to address limited areas instead).

I agree that taking on new people in a big complex project results in a negative productivity for a fair while.

Only Toady can decide how he wants to go about it, though.
Title: Re: Future of the Fortress
Post by: Dirst on October 13, 2016, 10:30:59 am
Brooke's Law: Adding people to a late project makes it later.

The reasoning is pretty much what Patrik mentioned about negative productivity, though I wouldn't call DF "late" as much as I'd call some of DF's fans impatient.
Title: Re: Future of the Fortress
Post by: Vattic on October 13, 2016, 12:42:46 pm
Are there plans for a more challenging 'normal' enviroment like impenetrable underwood (i.e. thornhedges, swamps)? Will large stacks of items (like wood, stones) be able to block floortiles?
Toady has mentioned this kind of thing in the past. Here's a quote from DF Talk:
Quote
Toady One: The main thing there is up here in a lot of the parts of the Pacific north west where there's been logging recently and the trees ... there's not a whole lot of old growth forest left where I'm at, so there's a bunch of small trees, and when there are small trees there's a crapload of underbrush, and it's hard to go places; a lot of places you have to go around giant bushes and all kind of blackberries and that kind of stuff, you just walk through ... I don't want that to be super annoying, but right now in adventure mode there's a few scattered trees in the forest and they're little teeny trees but they somehow prevented everything but a few strawberry bushes from growing. And there are certain points where you should be walking through this brush and getting scratches all over your body, and mosquitoes ...


Title: Re: Future of the Fortress
Post by: PatrikLundell on October 13, 2016, 01:50:07 pm
Brooke's Law: Adding people to a late project makes it later.

The reasoning is pretty much what Patrik mentioned about negative productivity, though I wouldn't call DF "late" as much as I'd call some of DF's fans impatient.
If what the new person brings to the table has a sufficient value (such as useful knowledge/skills unavailable otherwise, or a long term commitment that results in a significant net gain) taking on a new person can be worth it. Given the time scale of the DF project more people should speed things up in the long run, but that hinges on both the ability to afford it (and I don't think donations are there yet), and even more on Toady's ability to stand becoming a part time administrator/manager without succumbing to loss of enthusiasm. I'd certainly not trade a couple of years of 1.5 times the current development rate for a premature termination of the project.
Title: Re: Future of the Fortress
Post by: Random_Dragon on October 13, 2016, 02:28:06 pm
Hahahahah. As a former contributor to Catacluysm: Dark Days Ahead, I can tell you that new additions can create a coding clusterfuck. You always need to be extremely wary of what gameplay vision any new coder has, how they style their code, how consistent they are about adhering to a given style, etc.

That said, these two games are extremes in that regard. Dwarf Fortress has Toady and that's about it. He has a simple, sane, complete approach to the game as a whole, but he tends to leave the game riddled with minor mistakes and trivial fixes because no one person can handle EVERYTHING.

Conversely, a big open-source game on Github can have people quickly identify and quash bugs, but they also have a thousand different people fucking the code up in their own unique ways, all with different ideas of what the game should be, and what parts of the game interest them.
Title: Re: Future of the Fortress
Post by: Calidovi on October 13, 2016, 05:46:18 pm
I didn't explain myself well enough before
As many of you have said, fantasy adds a lot of things, and all the things that happen in a non-magic world also should happen in a magical world(mundane things like wars, misery, hunger, etc.)
The problem is, that's not the hostility slider, that's the fantasy slider
In a fantastical world there are dragons, horrible creatures and sacrifice magic cults, but there are also fairies, healing potions, and a generally more advanced culture, in terms of technology (see 'The Witcher')
Magic wisemen means culture, knowledge and common sense, something that affects the world positively, resulting in less wars, better controled countries, etc.
That's very general and all, but it makes a point.
What I mean is that in a well designed system like the sliders, everything kinda equilibrates , and it's not about difficulty, but flavour, which you can decide how much you want, and that's totally cool

Yeah, now I get that. I guess I was thinking about present DF, which is pretty fantastical but also horrific as well. I didn't think of any 'good' balances being added.
Title: Re: Future of the Fortress
Post by: LordBaal on October 13, 2016, 07:36:31 pm
Thing is, bringing anyone for anything code related at this time would need several months at least of getting used to the code to even begin to have informed guesses on how to implement a new feature. They only way somebody can bring in something worth is if it's either a coding god or is willing to study the code for months for free and then work much overtime for not a great pay and that if Toady is even willing to share the code with anyone at a official, professional level.

What I think is most likely it's going to happen is that once Toady "finish" the code and is willing to share it or make the game open source then a swarm of enthusiasts will go through the code and possibly several forks of the game will appear. Perhaps then and only then multithreading will be a thing for the game. Or perhaps somethimg better is available then. Who knows if quantum computers will be practical by then... well just my weird thoughts.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 14, 2016, 12:07:27 am
Thing is, bringing anyone for anything code related at this time would need several months at least of getting used to the code to even begin to have informed guesses on how to implement a new feature. They only way somebody can bring in something worth is if it's either a coding god or is willing to study the code for months for free and then work much overtime for not a great pay and that if Toady is even willing to share the code with anyone at a official, professional level.

What I think is most likely it's going to happen is that once Toady "finish" the code and is willing to share it or make the game open source then a swarm of enthusiasts will go through the code and possibly several forks of the game will appear. Perhaps then and only then multithreading will be a thing for the game. Or perhaps somethimg better is available then. Who knows if quantum computers will be practical by then... well just my weird thoughts.
It's been said many times that "multithreading the game" is the equivalent of "making the game from scratch" (multithreading bits here and there may or may not help, I don't know). So you wouldn't need Toady to release the code to anyone, you just need someone to sit down and make a game like Dwarf Fortress but multithreaded.

Nobody will, because nobody has the time. The closest you'll get is a multithreaded fortress simulator or a roguelike with a complex world neither of which are the total all-encompassing mess that DF strives to be. And, oh, people are already doing that so there's no need to change anything at all.

--edit
Don't you think a "coding God" with an interest in working for little/no pay on a fantasy simulator is more likely to, I dunno, write a fantasy simulator, than squat in Toady's flat trying to decipher his code? I wouldn't hire someone who apparently has no idea what to do with his talent. Seems like someone just as likely to walk off with the source code at the end of the week.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 14, 2016, 03:50:37 am
Quantum computers (should they become reality) are a bit like graphics co-processors in that they're very good at a fairly narrow range of rather important problems (as well as trashing the banking system by rendering the current encryption scheme worthless), but not that good for general computing. Complete and accurate path finding would be a possible use for a quantum computing co-processor in a DF perspective, for instance. However, that hinges on whether DF can rely on one always being present or not.
Title: Re: Future of the Fortress
Post by: Calidovi on October 14, 2016, 09:07:44 am
Quantum computers (should they become reality) are a bit like graphics co-processors in that they're very good at a fairly narrow range of rather important problems (as well as trashing the banking system by rendering the current encryption scheme worthless), but not that good for general computing. Complete and accurate path finding would be a possible use for a quantum computing co-processor in a DF perspective, for instance. However, that hinges on whether DF can rely on one always being present or not.

atomic dwarf 2045
Title: Re: Future of the Fortress
Post by: wierd on October 14, 2016, 12:57:02 pm
Thing is, bringing anyone for anything code related at this time would need several months at least of getting used to the code to even begin to have informed guesses on how to implement a new feature. They only way somebody can bring in something worth is if it's either a coding god or is willing to study the code for months for free and then work much overtime for not a great pay and that if Toady is even willing to share the code with anyone at a official, professional level.

What I think is most likely it's going to happen is that once Toady "finish" the code and is willing to share it or make the game open source then a swarm of enthusiasts will go through the code and possibly several forks of the game will appear. Perhaps then and only then multithreading will be a thing for the game. Or perhaps somethimg better is available then. Who knows if quantum computers will be practical by then... well just my weird thoughts.

The flipside to this is that the DFHack community has been effectively reverse-engineering DF for some time, in order to tack on new features WITHOUT access to the source codebase. 

The main thing is that Toady has openly stated that he will never release the sourcecode, and accepts the existence of fanmade contributions as high flattery. He has even adopted some of the binary patches as fixes after fully examining them.

In this respect, community fixes do find their way into the official build, while still respecting Toady's wishes.

DFHack's team is more open to community collaboration (and is always looking for volunteers), but the work is harder, because you need to understand compiled binaries to create binary patches.


Title: Re: Future of the Fortress
Post by: LordBaal on October 14, 2016, 05:40:03 pm
Thing is, bringing anyone for anything code related at this time would need several months at least of getting used to the code to even begin to have informed guesses on how to implement a new feature. They only way somebody can bring in something worth is if it's either a coding god or is willing to study the code for months for free and then work much overtime for not a great pay and that if Toady is even willing to share the code with anyone at a official, professional level.

What I think is most likely it's going to happen is that once Toady "finish" the code and is willing to share it or make the game open source then a swarm of enthusiasts will go through the code and possibly several forks of the game will appear. Perhaps then and only then multithreading will be a thing for the game. Or perhaps somethimg better is available then. Who knows if quantum computers will be practical by then... well just my weird thoughts.
It's been said many times that "multithreading the game" is the equivalent of "making the game from scratch" (multithreading bits here and there may or may not help, I don't know). So you wouldn't need Toady to release the code to anyone, you just need someone to sit down and make a game like Dwarf Fortress but multithreaded.

Nobody will, because nobody has the time. The closest you'll get is a multithreaded fortress simulator or a roguelike with a complex world neither of which are the total all-encompassing mess that DF strives to be. And, oh, people are already doing that so there's no need to change anything at all.

--edit
Don't you think a "coding God" with an interest in working for little/no pay on a fantasy simulator is more likely to, I dunno, write a fantasy simulator, than squat in Toady's flat trying to decipher his code? I wouldn't hire someone who apparently has no idea what to do with his talent. Seems like someone just as likely to walk off with the source code at the end of the week.
My points were about precisely the difficulties of Toady hiring someone. I guess is harder to convey a tone over text.
Edit: Last time I checked he was unsure if he would release the code at some point. I could be misrecalling though.
Title: Re: Future of the Fortress
Post by: wierd on October 14, 2016, 09:39:18 pm
If you think about what a program does, and how a computer works, with concerted effort a really dedicated programmer could implement multithreadding as a whole series of binary patches to trap and redirect execution.

it would just be really hard, and nobody would want to do it.
Title: Re: Future of the Fortress
Post by: kontako on October 14, 2016, 10:39:21 pm
Unsure if this has been touched on before, but:

What's your stance on immortality / respawning ingame? -- Not as a natural ability coming straight out of the womb of course, but a power gained through a relic or a spell allowing the player character or other non-player characters to return continuously or a limited amount of times. I recall a story in which a nightcreature regrows from severed limbs which escape a pyre, but beyond this perhaps respawning trapped in another plane to be freed out of ritual

Title: Re: Future of the Fortress
Post by: Max™ on October 15, 2016, 03:14:59 am
I know for a fact that the "dying > going to an afterlife > trying to make your way back" is at least a general sort of thing the game is heading towards, it's partially covered in the Cado story.

Myself I'm still hoping that it will be simple enough and agreeable to add an -o or --output-offsets=[range|list|/link/to/target/filename.format] type option.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 15, 2016, 03:41:33 am
If you think about what a program does, and how a computer works, with concerted effort a really dedicated programmer could implement multithreadding as a whole series of binary patches to trap and redirect execution.

it would just be really hard, and nobody would want to do it.
I disagree with the assessment (unless "a series of binary patches" essentially means replacement of everything). To implement multi threading you need to protect data stores so access is blocked while the data items are modified, and you need to ensure modifications are performed in the correct order even when done by different threads, based on the correct version of the data (not old data available when the thread was started, later superseded by another thread), etc. This means you need administration to set the threads off to work with defined sets of data (as opposed the semi random state of a common store at various access times), as well as collection and integration of the results from the various threads into a new common state, and you may need to use several "pulses" within a tick. Micro threading, however, is a different thing that might be achieved by a good compiler or possibly through binary patches.
Title: Re: Future of the Fortress
Post by: LordBaal on October 15, 2016, 10:22:14 am
It is a sad state of affairs. Dwarf Fortress might very well be moored to increasingly obsolete technologies. Updating it is not impossible but improbably difficult and virtually undoable by Toady alone.
Df could in theory be re-done from the ground up by a team or a company but the sorry ass shape of the game industry today also means that's even more unlikely because DF is in no way a quick-cash, milkable, "dlc'able and microtransactionable to death", mercurial game that currently most people seek (only to get bored five minutes and/or 100 bucks latter).

Unless..
Title: Re: Future of the Fortress
Post by: wierd on October 15, 2016, 01:02:24 pm
If you think about what a program does, and how a computer works, with concerted effort a really dedicated programmer could implement multithreadding as a whole series of binary patches to trap and redirect execution.

it would just be really hard, and nobody would want to do it.
I disagree with the assessment (unless "a series of binary patches" essentially means replacement of everything). To implement multi threading you need to protect data stores so access is blocked while the data items are modified, and you need to ensure modifications are performed in the correct order even when done by different threads, based on the correct version of the data (not old data available when the thread was started, later superseded by another thread), etc. This means you need administration to set the threads off to work with defined sets of data (as opposed the semi random state of a common store at various access times), as well as collection and integration of the results from the various threads into a new common state, and you may need to use several "pulses" within a tick. Micro threading, however, is a different thing that might be achieved by a good compiler or possibly through binary patches.

A compiled binary is a long string of instructions, a bit like a chain of pearls.  Instructions are executed, and position on the chain is tracked using the stack pointer. This pointer gets updated on conditional jumps, which move the execution to different locations on that chain, depending on what it just did.

The hypothetical binary patch set I mention, would insert a new routine that traps execution, and spawns new execution threads, sending them to the appropriate parts of the binary stack.  At the end of each thread instruction, is a call to return to this new landing pad area, where the worker thread instance then determines it is not the master thread, and waits for a new assignment.   The exact same code that toady uses for say-- finding a path from point A to point B would be called, it would just be executed a bunch of times in parallel, the results sanitized by the main parent thread, and then after paths are calculated, the next logical process would happen.

EG, look at what the process flow is for the activities of each creature is, then parallelize those processes. Trap execution before moving to the next execution step, check sanity (and re-run as needed to retain concurrency), then continue execution to the next batch of evaluations.

Not a complete re-write, but it would be a mammoth undertaking. Like I said, nobody would want to do it.

You are of course, correct about needing to protect all the data to keep the threads from walking on each other. That is one of the major functions of the main thread, after it gets trapped in our little patched in routine. It becomes the watchdog, and handles the necessary spinlocks to prevent write accesses, tracks threads that have failed due to race conditions, and aborts/restarts them as needed.

Title: Re: Future of the Fortress
Post by: King Mir on October 15, 2016, 01:53:50 pm
You might be able to make DF more parallel without much effort, but in the process I you'd just make it slower. Why? Firstly, you'd effectively cripple the L1 and L2 caches, because of the memory synchronization you'd need to do. Secondly, all those threads running on different cores will bottleneck on the single memory bus they share, so the execution won't really be parallel for large portions. Third, the synchronization needed just to make sure the everything happens in one tick, before the next is started would be too much of a penalty.

For efficient parallel execution you need the gains from parallelization to be greater than the costs, and with DF, that's not going to be easy.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 15, 2016, 02:41:56 pm
@wierd:
As far as I understand from the what's exposed by DFHack, all, or nearly all, the DF data sits in a huge data structure, and since DF is written to be single threaded, my guess is that each piece of code that needs to read or write something just goes directly to the data structure to read/write it, so each of those accesses would need to be replaced by calls to access operations instead, and these accesses are likely a significant part of the code. Parts of a rewrite would probably include moving direct access to data at the points used/produced into collection of data to be passed as parameter data to the various operations, and the results being collected as a result structure at the end of each threadlet.
However, it partially depends on how far you drive the parallelism. If you take path finding, for instance, that's probably implemented as some kind of iteration over units that need path finding done during the current tick. The "input" data (i.e. the data used, such as terrain, movement costs, etc.) is probably not modified by that piece of code, while the results are probably somehow attached to each unit data representation, where the units are separate entities (sort of leaves of the big data structure). In that case it ought to be reasonably straightforward to send off the calculations to parallel threads because they wouldn't interfere (and technically you wouldn't need to protect any data access since the data several threads may access is read only). That seems to be what you propose, and, if so, we agree on that, it might be possible via patching (or a limited targeted effort by Toady). Parallelizing path finding with fluid movement, however, would probably result in varying results because of when a path happens to check a tile where fluid may slosh, and so either require some kind of protection, a sanity check that the paths are still vaild (probably a lot cheaper than calculating them in the first place) with a recalculation on a rejection, or a conscious decision that it doesn't matter.

Will parallelizing e.g. path finding help significantly though? If the average number of units that need path finding at any given tick is less than 1 the answer is probably no, and the additional administration could even lead to an overall performance loss, but on the other hand it might help larger fortresses, which are the ones worst hit by FPS losses (after all, if DF ends up waiting for the next tick to begin while running at maximum speed, it doesn't matter that you wasted a few CPU cycles).

King Mir posted while I wrote:
Parallelizing should always depend on whether you make a significant net gain. In the "simple" case of farming out the various iterations of an iterative action (e.g. the path finding above), the various threads may well use the same data from the cashes (which the current iteration would do as well). I agree, however, that DF probably is fairly memory bound, so massive parallelization may only result in additional administration and waiting for the memory bus.
In addition to determining whether there's a net gain, you also have to determine for whom there's a gain. A change that speeds things up on a bleeding edge desktop machine with cores to spare might slow an already crawling DF down even further on an old laptop. On the other hand, something that slows down small new fortresses might speed up old large ones, which are the ones in the most need of an improvement.
Title: Re: Future of the Fortress
Post by: wierd on October 15, 2016, 06:20:00 pm
This is anectdotal, so not really data--

On my i5 and i7 systems, DF seems to be memory bound. I say this, because the running instance of DF will slow down other tasks, even though DF only saturates one core. The speed of these systems is between 2 and 3ghz.

On the flipside,  I recently picked up a weak-kneed chromebook.  It sports an integrated intel celeron processor that is crippled in just about every way imaginable. It runs at about 1.6ghz, and has 2 cores.  The speed of the ram does not seem to be the limiting factor here, as the running instance of DF does not slow down other processes.

Most user systems will likely favor the two systems mentioned first. 

Determining which obstacle the process will run into first should be pretty simple, if we learn where the cutoff is.  On weaksauce systems like this chromebook, having another worker thread would speed things up quite a lot.  On stronger systems, like those 3ghz chips my home systems are using, more cores being thrown in wont be helpful.  A quick and dirty IO vs raw CPU test cycle in the patch would allow the main process to know if it should spawn additional workers or not.

Sadly, most of the lower end chips that would benefit from parallelism are only dual core. (like the "dorito" inside my chromebook.)  One core would need to be running 2 threads at least, for there to be a performance increase, and hyperthreadding is only possible when the threads are not competing for computational resources. That would be unlikely to happen with DF.


That wasn't really the point though.  The point was that a really feverishly dedicated programmer could make it happen, not that it would be ideal.

Demonstrating areas where multiprocessing is possible, and identifying areas where the best performance increases can be squeezed out would let toady better know where he can target it in his source tree for proper support. 

Toady is a big fan of grabbing low-hanging fruit.  This kind of endeavor is more to pull a tall branch down lower, so it is more easily reached.



Title: Re: Future of the Fortress
Post by: King Mir on October 16, 2016, 06:51:59 am
It wouldn't make any sense to try to go part way to parallelism, when you can't be sure that going all the way would get you any performance gain. When optimizing performance like this it's important to profile to verify that the changes actually lead to an improvement, and that would be impossible if you're releasing a patches that don't in isolation have performance gain.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 16, 2016, 11:30:33 am
I know for a fact that the "dying > going to an afterlife > trying to make your way back" is at least a general sort of thing the game is heading towards, it's partially covered in the Cado story.

Myself I'm still hoping that it will be simple enough and agreeable to add an -o or --output-offsets=[range|list|/link/to/target/filename.format] type option.

I personally like to think of (somewhat rhetorical, not actual questions for toady though i might touch on them later) questions like this surrounding that topic.

A. What if in myth generation dwarves go to the underworld when they die and 'resurrect'/change forms and transfer their knowledge directly as new demons or some kind of intelligent undead/creature whilst persisting as themselves/mind-wiped of their old identity.

B. How many candy wearing artifact dwarves/continuous fortress efforts would it require to fight the demons of the underworld and save their souls with the power of clergy or atleast free them of their rest. (literally go on a quest to save a crucial/favourite dwarf from hell)

C. How might i stop a portal full of demons and souls of the undead trying to free themselves (or by somebody else on the outside, very diabloesque) shambling out of the underworld.

> Cue music https://www.youtube.com/watch?v=GgnVr9xUNAE

Ok actual question for toady now

> Do you have any thoughts following up the myth generator establishing 'planes of existance' as places, about applying the same treatment as caverns to the underworld? For example, defining areas so that in the case that a portal was cast (one way there or back / two way) you could identify where you were broadly going to turn up, instead of randomly appearing anywhere in the game world potentially in extreme danger

&

> In the myth creator with adjustments or definitions to how demons come to be (be it spontaneous or methodically created from game settings such as the death of a mortal/particularly 'evil' mortal) will this affect the localised populations of demons in the underworld to the point where after a long amount of time you might actually destroy them all or steady the flow of them in a manner you can account for, allowing dwarves to colonise at that depth with time and investement.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 16, 2016, 11:59:42 am
@FantasticDorf: Question 2: It's already possible to settle in that area with time and investment. However, it seems that area is up for some serious rework as the good/evil gets reworked/replaced by spheres, so my guess is that the answer will be "We'll see how the rework pans out. Nothing set in stone yet", or possibly that some ideas are tossed around.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 16, 2016, 12:54:50 pm
@FantasticDorf: Question 2: It's already possible to settle in that area with time and investment. However, it seems that area is up for some serious rework as the good/evil gets reworked/replaced by spheres, so my guess is that the answer will be "We'll see how the rework pans out. Nothing set in stone yet", or possibly that some ideas are tossed around.

Im fully aware people have 'conquered hell' in game, especially by walling it off, but moreso the question was directed at literally killing everything on that layer. More to stabilise so that even with no walls that layer people could retire fortresses or go travel around in adventure mode separately with the world ticking by without being mobbed by 500 million demons in the next in-game week. It would just be empty or the demon population thinned out/clumped up in another area of the underground in the same kind of way populations decline and recover right now, you can totally clear your embark world tile of bears but there will still be bears in the woods next-door to help the world count of bears.

Demons right now can't be exterminated because they have the same kind of values as vermin for population omnipresence attached with coming in from that layer/edge of the world map or embark map in droves. I am certain that you are right patrick in that spheres and whatever magic/mythos implications may take part but from a current point of view im talking about ideas to unify that plane with the kind of systems we have on the overworld (identifying areas, population movement/density and legends logs) and use the mythlogical generator in order to establish sets of game rules that people can read and understand how planes and its dezinens work. I can't say that the latter part of your answer was really helpful but yes some ideas especially on reworks will probably be put around, i agree upcoming and prior to the new versions ahead.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 16, 2016, 01:58:00 pm
As far as I've seen, the underworld is governed by the same rules as the layers above in that a group comes in and nothing else comes in until that group has left (including the usual camper issue) when you've dealt with the invasion force. In fact, it seems to be MORE benign that the layers above in that I've never seen two groups at the same time even though the embark is completely savage.

It's true there's a difference in that demons can't be exterminated, though, but when you've dealt with the invaders you have a controlled flow as on the other layers.

However, it will be interesting to see how the area/concept is reworked, as, frankly, it's a bit boring currently. Obviously, it's a significant challenge, which is good, but there's currently not much of a reason to go there except for bragging rights (to yourself or to others), as nothing interesting grows or lives there (as in "something you can domesticate" or otherwise get something unique out of).
Conquest/extermination/taming would be interesting if there's a reason to do it beyond it being possible to do.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 16, 2016, 02:13:14 pm
However, it will be interesting to see how the area/concept is reworked, as, frankly, it's a bit boring currently. Obviously, it's a significant challenge, which is good, but there's currently not much of a reason to go there except for bragging rights (to yourself or to others), as nothing interesting grows or lives there (as in "something you can domesticate" or otherwise get something unique out of).
Conquest/extermination/taming would be interesting if there's a reason to do it beyond it being possible to do.

It sounds like a perfectly reasonable excuse to drop some hell-hounds at the lowest depths and define some more fauna and geological graphical features (Non roof candy veins, etc), demons in some respects (given if you can't colonise heaven and poke your myth gods or all the angels in the eye with a admantium pike) are the 'final boss' of DF at current as its not really intended to go any further and you are rewarded for your troubles with the 'bigbad' opponents, usually set to finish the game of a intermediate non-hardcore cheesing player.

Im pretty sure its possible to mod in creatures to populate the underworld, but obviously the limitation on that is that if they aren't also unnumerable they just get wiped out by demons without being overpowered. Immediately using the bottomless pits to dispose of waste trash seems like a good idea, as does literally killing all the demons and other magical incentive objectives in order to literally disrupt politics aboveground or go treasure hunting (vaults etc) on that plane in peace. It also puts a lot of distance into a inhospitable area to hide in further away from threats on the surface or to lure enemies there.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 16, 2016, 04:48:09 pm
I have to admit I rarely think of the adventure/fortress interaction as I don't play the adventure mode, but yes, messing with politics and clearing the way for adventurers sounds like valid reasons (and with expanded off site interaction politics messing might become possible even in pure fortress mode).
Luring enemies down there you be useful only if you haven't cleared the area, though, but still have sufficient control that you can unleash some critters on invaders (and you can do that already, since the locals can breed, so you just need to capture a bunch and then have them multiply in a location you can unleash them from, optionally with an idea of how to put the cork back in the bottle.
If the 3:rd cavern isn't far away from enemies, I doubt a few additional Z levels would make much of a difference when it comes to hiding, though, unless the SMR acted like a non detection barrier of some kind.
Title: Re: Future of the Fortress
Post by: Taederias on October 16, 2016, 05:11:17 pm

Quote from: Eric Blank
Quote
Events that aren't seen by an escaping witness don't become common knowledge until a year later, I think, and are never passed around as rumors.
Does this mean that we can't really get away with theft/murder scot-free? People will always learn of what happened in time? How do we hide something, then?

They don't end up blaming you -- it's just a hard problem to keep things completely secret from all the game's systems forever.  The historical event becomes known, but the incident report and rumor don't get converted into reputation changes.  It'd be ideal to keep track of who knows what about everything, but it's not feasible memory-wise.  So you might see supposedly unknown events bleeding into artwork and conversations after a long while.  There could be additional controls put into place, but it's all hard work for less return as you go.


I wonder, just as a rough estimate, what amount of memory would be necessary to implement a more expansive knowledge system, even just partially? Like perhaps you can have lots of more significant historical events generally known, or at most tied to whatever civilization/culture said NPC belongs, what position they hold etc., but for some smaller, more recent events, especially those related to the player (though I kind of see how making such distinctions could be difficult) the obtaining and exchange of information would be stored & simulated on a personal basis.

I imagine this could also tie in to a future release concerning laws and create cool new gameplay mechanics, where for example you could threaten or bribe a witness of a murder or theft not to tell anyone, but depending on how much they fear you, they might incriminate you anyway, or just tell some trusted friend, and this way the information might get out eventually anyway (or you could smack them on the head and hope they forget everything... lol). Hell, you could even implement spreading false information (possibly for both the player and NPCs?), which could open up a whooole lot of new possibilities (up to maneuvering entire civilizations into war based on clever lies told to important people).

At any rate, I'm asking because I imagine with the change to 64-bit architecture, there should be quite a bit more breathing room regarding memory, with many systems nowadays having 16GB+ RAM and its average amount is obviously steadily growing (and things like these could still be opt-out feature or tied to some slider controlling the meticulousness of information management). So once again, my main question: what would be your rough guess as to the requirements of such systems being implemented, and to what degree do you see it ever happening?
Title: Re: Future of the Fortress
Post by: crazyabe on October 16, 2016, 08:55:37 pm
Color all that green if you want an answer.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 17, 2016, 08:32:30 am
Quote from: FantasticDorf
In relevance to future thief/shady person adventurer roles/careers, will playing a role of gathering intrigue be more valuable and perhaps profitable if you say were in the position to feed juicy information to a demon master who then uses that information in world generation to forumate attacks and use you (and accountability for truthfulness/competency) as their earpiece.

It certainly makes sense that being near some gears and levers of power wouldn't be bad for somebody selling information, though it's anybody's guess how all that is going to play out.  The agents in this release will set the early stage for that kind of thing being possible though, and we're looking forward to doing more.

(http://puu.sh/rM1gI/8b02c2a5f7.png)
Title: Re: Future of the Fortress
Post by: Dirst on October 17, 2016, 12:51:22 pm
It had been a couple days since Toady posted his worries about the Northwest windstorms, and nothing on Twitter since then.  Saw his account active on the forum today, so the obvious conclusion is that he and Threetoe managed to get a water reactor (http://dwarffortresswiki.org/index.php/v0.34:Water_wheel#Dwarven_Water_Reactor) up and running.
Title: Re: Future of the Fortress
Post by: Taederias on October 17, 2016, 02:50:50 pm
Color all that green if you want an answer.

Thanks, did just that (I'm still new on this forum).
Title: Re: Future of the Fortress
Post by: Calidovi on October 17, 2016, 06:59:52 pm
Have you considered adding a 'Continue World Development' button in addition to the Legends Mode, Adventure Mode, and Fortress Mode tabs?
Title: Re: Future of the Fortress
Post by: TheFlame52 on October 17, 2016, 07:42:00 pm
Have you considered adding a 'Continue World Development' button in addition to the Legends Mode, Adventure Mode, and Fortress Mode tabs?
Even if it doesn't 'put everything back in the box', it just advances time like when you start a fort/adventurer?
Title: Re: Future of the Fortress
Post by: vjmdhzgr on October 17, 2016, 09:04:13 pm
Have you considered adding a 'Continue World Development' button in addition to the Legends Mode, Adventure Mode, and Fortress Mode tabs?
Yes and the answer was there's so many things it's not going to work. Though I guess the question right after this is still unanswered.
Title: Re: Future of the Fortress
Post by: Calidovi on October 17, 2016, 09:04:47 pm
Have you considered adding a 'Continue World Development' button in addition to the Legends Mode, Adventure Mode, and Fortress Mode tabs?
Yes and the answer was there's so many things it's not going to work. Though I guess the question right after this is still unanswered.

What was going on?
Title: Re: Future of the Fortress
Post by: Putnam on October 17, 2016, 09:53:50 pm
Worldgen as a world state keeps a lot of information that's thrown out as soon as play starts, so it's not exactly trivial to put all that back together for.
Title: Re: Future of the Fortress
Post by: wierd on October 17, 2016, 10:53:34 pm
i think most of us would accept just advancing the world by a user set ammount.

restarting worldgen after populations are finalized and unimportant histfigs are culled is unnecessary. we dont need to redefine region types, or do additional world geometry changes, like rivers, lakes, or erosion.

mostly, people seem to just want to intervene in the world, then let the politics resume for awhile. advancing time should be enough for that.
Title: Re: Future of the Fortress
Post by: Putnam on October 18, 2016, 12:20:18 am
The world geometry is not the problem, history is also calculated differently during worldgen.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 18, 2016, 03:44:05 am
Putting things back in the box would be non trivial Toady said (as Putnam pointed out), but it should be possible to create a fortress-less fortress mode with an uncapped FPS (it might even be possible to do that using DFHack). However, that would probably progress the world rather slowly anyway.

In addition to that, the world activation isn't actually working that well. During the two week embark period, the world becomes a mess of wars, site settlements, and site reclaims (which can mean the embark you selected carefully to get besieged by goblins gets a newly founded/reclaimed puny goblin site as the next door neighbor, rather than their big one => at most one or two pathetic sieges before the site runs out of bodies).
In addition to that, world activation civs seem to just fall apart over time. I had a 75+ year fortress, and by the end of it the strong goblin civ that originally attacked me (from a tiny site they lost after a few years, but still managed to send siegelets from after that) had fallen apart into consisting of only 2 goblins or something like that. Similarly, several of the other civs had fallen apart into the failed category, and the ones that remained were hanging by a thread. The sites remained with a lot of inhabitants, but most of them didn't belong to any civ anymore. My guess is that the sites had all freed themselves through revolts, but there's no mechanism to start new civs from them.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 18, 2016, 04:22:18 am
Putting things back in the box would be non trivial Toady said (as Putnam pointed out), but it should be possible to create a fortress-less fortress mode with an uncapped FPS (it might even be possible to do that using DFHack). However, that would probably progress the world rather slowly anyway.

In addition to that, the world activation isn't actually working that well. During the two week embark period, the world becomes a mess of wars, site settlements, and site reclaims (which can mean the embark you selected carefully to get besieged by goblins gets a newly founded/reclaimed puny goblin site as the next door neighbor, rather than their big one => at most one or two pathetic sieges before the site runs out of bodies).
In addition to that, world activation civs seem to just fall apart over time. I had a 75+ year fortress, and by the end of it the strong goblin civ that originally attacked me (from a tiny site they lost after a few years, but still managed to send siegelets from after that) had fallen apart into consisting of only 2 goblins or something like that. Similarly, several of the other civs had fallen apart into the failed category, and the ones that remained were hanging by a thread. The sites remained with a lot of inhabitants, but most of them didn't belong to any civ anymore. My guess is that the sites had all freed themselves through revolts, but there's no mechanism to start new civs from them.
Is that worldgen "not working"? Sounds like worldgen being interesting to me. Sure, fortress mode could use a little help getting sieges from further away (which artifacts release will give you). But for those of us who play lots of fortresses and adventurers in one world...wars, revolutions, occupation, changing political climate...sounds excellent, not at all what I'd call "broken".
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 18, 2016, 09:19:23 am
@Shonai_Dweller: I said "not working that well" rather than "not working". Everything just breaking down gradually with nothing built up to fill the void isn't working that well in my book. You'll end up with a world without any civs and a lot of independent sites, which I suspect means all action above the level of individuals just go to a standstill. There can't be any wars if there are no entities to wage them, no settling if there are no entities to send out settlers (as I assume individuals won't organize that), and no reclaims for the same reason (although elves seem to lack the ability to reclaim their sites already during world gen). Sure, my fortress still received an elven caravan every year, even though the elven civ that presumably sent it ceased to exist a long time ago. The goblin site that send sieges became unowned, owned by another goblin civ, and then unowned again, but still managed to send meager sieges at me from the goblin civ that no longer controlled the site (and Legends Mode info claimed it was still that civ sending the siege, even when the site was controlled by a different goblin civ).

Wars, occupation, reclaim, revolution, etc. are fine when they happen at a normal time scale, rather than kicked off in one big mess for 14 days to screw up the world you embark in, only to peter out afterwards. Sure, something must have happened for one goblin civ to claim a site that another civ lost, but then they just sit there as civs' sites break away, without recapturing them or new entities forming from breakaway factions. Thus, there's a fair bit of room for improvement to make it interesting (obviously, the current fortress mode restriction of a single permanent civ per race as the civs you can have relations with doesn't work that well after the world has been activated. I assume that's one of the things that will eventually be updated).
Title: Re: Future of the Fortress
Post by: Max™ on October 18, 2016, 10:23:44 am
Hmmm, from my various methods for getting to screw around with construction in sites that don't have the usual ambush interruptions I've advanced a few worlds across an entire game year in adventure mode which is much closer to the initial-two-weeks calendar progression world activation. Sites being founded, sites being sacked, conquered, pillaged, all sorts of stuff happening. How large are the worlds you're talking about and how many civs are involved?
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 18, 2016, 12:24:56 pm
My worlds are usually pocket, but sometimes "small" or "smaller". In that particular world I probably had about a dozen civs (only one dwarven one). I fail to understand the comparison of 70-80 years in a fortress with one year in adventure mode, though, or, alternatively, why the world events of a year in adventure mode should compare to the two week embark period?
I'm not saying things are not happening post embark, just that the civs gradually fall apart. It probably takes a fair number of years to notice the decay of civs, though, and Toady would probably not see it in his tests.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 18, 2016, 02:08:59 pm
My worlds are usually pocket, but sometimes "small" or "smaller". In that particular world I probably had about a dozen civs (only one dwarven one). I fail to understand the comparison of 70-80 years in a fortress with one year in adventure mode, though, or, alternatively, why the world events of a year in adventure mode should compare to the two week embark period?
I'm not saying things are not happening post embark, just that the civs gradually fall apart. It probably takes a fair number of years to notice the decay of civs, though, and Toady would probably not see it in his tests.

Megabeasts and constant attacks from large predators put a lot of pressure on startup

Not to mention though you can't physically see it, there are always armies on the move usually fizzling out at stalemates exhausting populations, they usually clash midway and path through the same tiles towards the target destination to ransack.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 18, 2016, 04:39:36 pm
The population counts remained about the same as they were on embark. The sites were full of sapients (except the one depleting itself by sending its 50 or so strong population against my fortress, of course, and there were probably other individual cases), they just ceased to belong to any civ.
Megabeast tolls had basically petered out when I embarked (I don't remember the age of the world, but probably 1050, and definitely not less than 250), with a Titan sitting in the mountainhome without going anywhere (until I reclaimed the mountainhome).
Title: Re: Future of the Fortress
Post by: exdeath on October 20, 2016, 06:03:14 am
Is the fact that you start with 7 dwarfs some inside joke?
Title: Re: Future of the Fortress
Post by: jecowa on October 20, 2016, 06:27:44 am
Why 7 dwarves, a theory:
Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Dorsidwarf on October 20, 2016, 06:51:58 am
Why 7 dwarves, a theory:
Spoiler (click to show/hide)

The reason is Snow White
Title: Re: Future of the Fortress
Post by: Random_Dragon on October 20, 2016, 11:58:27 am
Why 7 dwarves, a theory:
Spoiler (click to show/hide)

The reason is Snow White

And other Tolkein references, and for all I know there might be something in Norse mythology vaguely in the vein. :V
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 20, 2016, 12:25:35 pm
I was cruising around and i just stumbled upon this REALLY old comment.

Point taken,
Now let's get back on topic.
If you enabled an envoy system you could easily contact those tribes with worthy fighters. This way you could send envoys with gifts and tributes, while getting some contracted mercenaries, with demands but prone fighting skills.

Question for toady - If animal people get any more kind of definition in the future law war and diplomacy releases, would you forsee using diplomats or volunteers to establish contact to foster friendly relations with future benefits, given that underground civilisations whilst having no real structure are still recognised as entities (behind the scenes in the program file logs where all the underground types are listed)

Quote from: scenario 1
The diplomat has successfully delivered your gift of sweetbreads and ale, the tigermen of the hills of mourning are - pleased!
- Diplomatic status change - Open borders (This civilisation will now frequent your locational taverns)

Quote from: scenario 2
The hostile (large carnivore modifier) lion men of the serene plains greet your diplomat and press that he speaks quickly
- Your dwarf decides to tell a story (with barely any stats, resulting in a pityful droning bore)
- The lion men are unimpressed and commence combat, your diplomat is struck down.
- Diplomatic status change - War

Alternative question

Do you hold any particular thoughts the outpost liasion being re-worked or summarily expanded in the future releases, given that the artifact update will allow dwarves to leave the map with purpose. ((!warning suggestion like content!) as to say you could literally send off a dwarf on a literal death-trip though thousands of miles of terrain to call for help of the dwarven army if your civ cares enough to even send it that far or even cares about your settlement falling in general without relying on a outpost liaison.)

Title: Re: Future of the Fortress
Post by: Rubik on October 20, 2016, 02:24:05 pm
I was cruising around and i just stumbled upon this REALLY old comment.

Point taken,
Now let's get back on topic.
If you enabled an envoy system you could easily contact those tribes with worthy fighters. This way you could send envoys with gifts and tributes, while getting some contracted mercenaries, with demands but prone fighting skills.

Question for toady - If animal people get any more kind of definition in the future law war and diplomacy releases, would you forsee using diplomats or volunteers to establish contact to foster friendly relations with future benefits, given that underground civilisations whilst having no real structure are still recognised as entities (behind the scenes in the program file logs where all the underground types are listed)

Quote from: scenario 1
The diplomat has successfully delivered your gift of sweetbreads and ale, the tigermen of the hills of mourning are - pleased!
- Diplomatic status change - Open borders (This civilisation will now frequent your locational taverns)

Quote from: scenario 2
The hostile (large carnivore modifier) lion men of the serene plains greet your diplomat and press that he speaks quickly
- Your dwarf decides to tell a story (with barely any stats, resulting in a pityful droning bore)
- The lion men are unimpressed and commence combat, your diplomat is struck down.
- Diplomatic status change - War

Alternative question

Do you hold any particular thoughts the outpost liasion being re-worked or summarily expanded in the future releases, given that the artifact update will allow dwarves to leave the map with purpose. ((!warning suggestion like content!) as to say you could literally send off a dwarf on a literal death-trip though thousands of miles of terrain to call for help of the dwarven army if your civ cares enough to even send it that far or even cares about your settlement falling in general without relying on a outpost liaison.)

Generally speaking, everything that involves dwarves taking independent decisions outside a fort is pretty touchy
We'll actually get a taste of that in the next release with NPC adventure parties, but I think we need some several psychology updates to affect behaviour before its reliable
Apart from that, everything I read from your post amuses me deeply, please do a suggestion about it
Title: Re: Future of the Fortress
Post by: Calidovi on October 20, 2016, 04:42:50 pm
I think that, instead of just sending him out, you should be able to act through your diplomat like you can act through your settlement leader for trade.

Just send them to a location. If they're interrupted, they're interrupted and you need to get your diplomat out of the situation. If they reach the intended destination, you can negotiate, view trade agreements and relations, check on ethical disagreements and artifact/relic conflicts, etc.

This information would go in the 'Civilizations' tab that already exists. The information is updated every time you visit a certain civilization's settlement.

I guess you could get more information with a more skilled envoy, but that seems like a bit much for now.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 20, 2016, 06:38:55 pm
I think that, instead of just sending him out, you should be able to act through your diplomat like you can act through your settlement leader for trade.

Just send them to a location. If they're interrupted, they're interrupted and you need to get your diplomat out of the situation. If they reach the intended destination, you can negotiate, view trade agreements and relations, check on ethical disagreements and artifact/relic conflicts, etc.

This information would go in the 'Civilizations' tab that already exists. The information is updated every time you visit a certain civilization's settlement.

I guess you could get more information with a more skilled envoy, but that seems like a bit much for now.

Already verging on suggestion like talk, arguably just letting the dwarf do its own thing with minimal input rather than a possibly stressful/frustratingly annoying mini-game (or atleast have it self resolve without further reason the path is blocked/major interruptions) with just a message in memory or paper is straightforward and what i was driving towards.

The additional touched of more civilization screen options is nice. Also remember that the outpost liason sometimes walks alone through warzones bogeymen and rogue megabeasts to tell you how much the mountainhomes demand cheese literally every year usually without fault (even with cushy holdings and presumably a infinite drink tab in every province bordering 20 tiles of the capital by royal decree)

Generally speaking, everything that involves dwarves taking independent decisions outside a fort is pretty touchy
We'll actually get a taste of that in the next release with NPC adventure parties, but I think we need some several psychology updates to affect behaviour before its reliable
Apart from that, everything I read from your post amuses me deeply, please do a suggestion about it

I did jump the gun a little, but zach and tarn very much look foward, so im just catching their ideas they have stewing while its hot in their minds or atleast warming up forumatively. May or may not reveal any real conclusive answer but that's my approach. Suggestion maybe but if memory serves it's already done and mentioned before in some way or form. Im glad you enjoyed it.

In my own mind every respectable dwarf monarch has a small list carved in somewhere either on their throne room or their trinkets with their favourate alcoholic beverages with the names attached of the provinces that contribute the most of them. To sort out the et prius i would imagine.

Quote
Dwarf Refugee - M'lord i have travelled a long way, i bring a dire news that after their sacking of nearby villages the goblins are now at war and besieging my home province. I came as fast as i could.
Dwarf Monarch - Be at ease, those green savages will get what they deserve, what lies within this mighty standard of dwarven civilisation
Dwarf Refugee - Um, a moderately sized dirt fortress ontop of a aquifer, surrounded by evil forests and a small roadside tavern where a 1 armed tuneless bard sings in a duet with a mule, it is also infested with keabirds and nudist cannibal elf cult.
*The dwarf monarch squints for a moment, then leans over his chair to look at a inscription finely carved into their throne by generations of literate scribes because its easier since Ulrist the Illiterate accidentally signed off a mandate for '10 bars of iron made from pigs' during his short reign*
Dwarf Monarch - Its name?
Dwarf Refugee - Treehugger the night of solace
Dwarf Monarch - Dont trawl elf tongue into my court and try my patience, the province, not the mule.
Dwarf Refugee - Joint-Towers
*Joint towers - Excellent quality apple cider - 50 barrels a month is scribbled down,  with a look of shock the dwarf monarch rises out of their seat suddenly*
Dwarf Monarch -Rally! We march on jointowers to defend our race and then celebrate!"
Title: Re: Future of the Fortress
Post by: Calidovi on October 20, 2016, 06:41:26 pm
I guess what I said can be seen as suggestion talk, but I was hoping for it to be interpreted more as what I think to be an effective implementation of an envoy ability.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 20, 2016, 06:53:51 pm
I guess what I said can be seen as suggestion talk, but I was hoping for it to be interpreted more as what I think to be an effective implementation of an envoy ability.

Still a suggestion at the end of the day, topically not about things that are implemented, though i do like it a lot the more i read it personally and it ties into my original question very well.

I guess the tarn brothers would really need some kind of "Urist paperboy" kind of quest dev model in which a dwarf has to throw platinum bars inscribed with messages at their neighbours from the back of a minecart - balance distributing news back and forth in order to manipulate the world into a objective (such as pointing and driving a dwarven army all over the place with possibly a bit of palm greasing by a portly human merchant to send them the wrong way) for some kind of game goal like *this healthbar establishes the defence of the realm, drive the dwarf army towards the goblin army by telling them directions while making as much gold on the side as you can, every town destroyed hurts your lifebar, spending gold fixes towns, deviants and goblins pay more than dwarves for accurate directions*
Title: Re: Future of the Fortress
Post by: tonnot98 on October 22, 2016, 12:59:07 am
Somewhere down the line, do you think we'll be able to fully-domesticate animals for our civ? Either as an adventurer, or as a fortress.
Title: Re: Future of the Fortress
Post by: Eric Blank on October 22, 2016, 01:17:03 am
Somewhere down the line, do you think we'll be able to fully-domesticate animals for our civ? Either as an adventurer, or as a fortress.

Yeah that'll come up again eventually
Title: Re: Future of the Fortress
Post by: Calidovi on October 22, 2016, 08:30:35 am
Somewhere down the line, do you think we'll be able to fully-domesticate animals for our civ? Either as an adventurer, or as a fortress.

May want to color that lime green.
Title: Re: Future of the Fortress
Post by: hanni79 on October 22, 2016, 08:44:21 am
Greets Toady One,

do you have any plans to enable stills and/or kitchens to have detailed work orders, so I can make my dwarves brew/cook specific drinks or meals in the near future ?

This would be really nice :)
Title: Re: Future of the Fortress
Post by: Dorsidwarf on October 22, 2016, 09:50:41 am
Somewhere down the line, do you think we'll be able to fully-domesticate animals for our civ? Either as an adventurer, or as a fortress.

Yeah that'll come up again eventually

I thought this was already possible, it just took decades.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 22, 2016, 10:51:11 am
Somewhere down the line, do you think we'll be able to fully-domesticate animals for our civ? Either as an adventurer, or as a fortress.

Yeah that'll come up again eventually

I thought this was already possible, it just took decades.

Depends what the OP means by 'fully tamed'. Initially yes, by repeatedly neglecting the same group of animals and retraining to a good standard (partially just out of new animal trainer practice or onpurposefully micro-managing it) across atleast minimum of 10 years of intensive training & cool off period for the same group of creatures to forget training (which takes longer the more professional the dwarf, so put a slow learning non appropriate dwarf to task) you can train them to domesticated level. The trade caravan will learn the new progress info each trading season and drive off, raising your total knowledge.

Here's the catch, taming exotic animals is largely useless to giving a civ wide benefit.

I apologize if i've drowned you with words, but i hope this helps inform you a little about the systems that are in place as i have observed them.

Question for Toady (I can't remember if i've said this question already in one form or another, but atleast i get a chance of a updated answer) - Though the economy will be looked at in later releases, do you have any plans to deal with interactions between traders properly simulating trade or giving nation states item exchanges from both of their inventories (dwarf fortresses for example hoard loose goblin supplies from failed/dead attackers during wars that fell on their site, while traders pick up objects from player and non player fortresses) so that in time the 'generation' of objects for trade by tokens can be reduced and eventually commented out for production centres (scenario/mini/hillocks/fortresses etc) and loot as per supply for demand
Title: Re: Future of the Fortress
Post by: tonnot98 on October 22, 2016, 12:56:33 pm
So the wiki says that no matter how long we train an animal, it will never reach the "domesticated" status, and as such the civ will never use it. If this is wrong, then someone should probably correct the wiki with an example and explanation like the one FantasticDorf gave me.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 22, 2016, 01:21:18 pm
So the wiki says that no matter how long we train an animal, it will never reach the "domesticated" status, and as such the civ will never use it. If this is wrong, then someone should probably correct the wiki with an example and explanation like the one FantasticDorf gave me.

Im quite sure in my analysis, but I could have misjudged something or you could interpret the wiki as saying "It would take so long that it may as well be figuratively impossible". Again if anybody with a more recent sheet of facts would like to come in and correct us both that'd be great. I recently came back from a break from DF so i wouldn't be suprised if i was a tiny bit off centre.
Title: Re: Future of the Fortress
Post by: Egan_BW on October 22, 2016, 05:16:21 pm
If you ever add a "finality" sphere, would a valid priest title for a god of finality be "the First Last"?
Title: Re: Future of the Fortress
Post by: kontako on October 22, 2016, 06:11:09 pm
If you ever add a "finality" sphere, would a valid priest title for a god of finality be "the First Last"?

Is the title of their position "The First" or is that to signify that they're the first high priest of that god? I don't think I've seen "The Second" etc so it might be the prior.
It would get quite tedious having "The Fifteenth Last", I'd be wondering about The Last Last.
Title: Re: Future of the Fortress
Post by: Dirst on October 22, 2016, 06:13:27 pm
If you ever add a "finality" sphere, would a valid priest title for a god of finality be "the First Last"?

Is the title of their position "The First" or is that to signify that they're the first high priest of that god? I don't think I've seen "The Second" etc so it might be the prior.
It would get quite tedious having "The Fifteenth Last", I'd be wondering about The Last Last.
In a world where no one bats an eye at a title like Final Fantasy VII, the Fifteenth Last doesn't seem so bad.
Title: Re: Future of the Fortress
Post by: wierd on October 22, 2016, 06:14:20 pm
seeing as the sphere is finality, i would think "grand terminus" or "eschatologist" would be better.
Title: Re: Future of the Fortress
Post by: xMAWLx on October 22, 2016, 06:53:23 pm
Given that cubic centimeters can be arranged in a variety of ways, are there any plans to add more descriptive tokens to creatures? I would like to know how tall things are.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 23, 2016, 03:59:33 am
Given that cubic centimeters can be arranged in a variety of ways, are there any plans to add more descriptive tokens to creatures? I would like to know how tall things are.

Easy peasy and already in the height in the raws
Code: ("a dwarf being a sort of 'average 'small humanoid size' and default for unmodded DF mode'") [Select]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

Compared to
Code: ("figuratively two dogs standing on top of each other would be the height of a dwarf, regardless of actual body appearance modifiers) [Select]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:12500]
[BODY_SIZE:2:0:30000]

And other things are handled by [BODY APPEARANCE MODIFIER: Height/Width/Broadness : etc : etc : etc] which are already descriptive but imperfectly defined, if a creature even goblin sized (which is a midge smaller or equal to a dwarf) is classed as 'tall' relative to others of its kind descriptively it wont be restricted so badly to two handed weapons and larger armour within a range. Toady has expressed interest before into properly realizing size as to being relative to multiple planes or multiple tiles, to say a dragon hatchling takes up 1 tile but a young adult might be 1 additional z level high and surrounding 8 tiles wide.

Given how combat works now, if the head was virtually raised to a second z level, from ground level (as simulated with fighting flying monsters) you could probably stab at it. Again it needs to be fully realised and the combat system would need tweaking to either raise yourself up to attack your target (climbing) or knock the monster down to the ground in order to hit at it.
Title: Re: Future of the Fortress
Post by: Rubik on October 23, 2016, 08:32:37 am
I have had always trouble picturing how multi-tile creatures would work
Like, I suppose combat and material degradation should be reworked first for it to work, you know, only being able to atack a dragon's head when he tries to bite you, powerful enouh enemies being able to destroy walls and terraform scenarios based on their strength and the wall's material, etc.
If only those three things were added to the game, the game would enter a new level of  difficulty.
Imagine setting a long corridor-entrance in your fort, and an hydra breaks the door, and forces its head through the whole corridor, devouring your dwarves. Not only that would require new AI, but it should also reduce the hydra's mobility when atacking. There are just too many things to consider before it is added
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 23, 2016, 10:37:45 am
I have had always trouble picturing how multi-tile creatures would work
Like, I suppose combat and material degradation should be reworked first for it to work, you know, only being able to atack a dragon's head when he tries to bite you, powerful enouh enemies being able to destroy walls and terraform scenarios based on their strength and the wall's material, etc.

Terraforming comes under a category of its own really, differences between rapid clawing vs material strength for mining & deconstruction, vs using a pick (molemen without picks!)

Attacking whilst the dragon is actually trying to attack you is harder since most of the time your character automatically blocks/jumps out of the way for that 'turn' and it would actually require a re-write of the combat tick/parry system as to say you parry and attack at the same time rather than parry randomly striking out, and ensuring you hit with enough force to repel the first attack either in the same instance if you decide to not parry.

On one hand, its a quick direct hit (*slowed by nessecity to spend time parrying by a +skilled at biting dragon making it harder*) so if you fail the parry roll RNG and go to attack, the dragon will likely bite you in two by exchanging blows.
Title: Re: Future of the Fortress
Post by: golemgunk on October 24, 2016, 01:04:41 am
Whenever multi-tile creatures come up I wonder how they'd deal with the fact that most forts don't have ceilings higher than one z-level, it'd be kind of weird to make a bronze colossus crawl on all fours while it's going on a rampage. Or like, what if you just make your fort with only 1x1 entrances.
Title: Re: Future of the Fortress
Post by: Egan_BW on October 24, 2016, 04:23:37 am
Well, it's certainly one way of making sure that megabeasts can't get you. I means that you can't bring in war elephants though.
Title: Re: Future of the Fortress
Post by: 90908 on October 24, 2016, 08:04:23 am
Will the sale of Artifacts become a part of either Worldgen or Fort/Adv mode? If so, how do you plan to implement this?
Title: Re: Future of the Fortress
Post by: Calidovi on October 24, 2016, 08:20:32 am
Will the sale of Artifacts become a part of either Worldgen or Fort/Adv mode? If so, how do you plan to implement this?
Just looking off of how Artifacts are either holy, symbols of power, or heirlooms, I don't think it's likely that well-to-do entity merchants are going to have any business selling their civ's artifacts.

Sieges, player squads, and thieves seem to be the only ones confirmed to be moving artifacts between sites (for now), so maybe there could be some illicit trading with them.
Title: Re: Future of the Fortress
Post by: DG on October 24, 2016, 09:23:23 am
Whenever multi-tile creatures come up I wonder how they'd deal with the fact that most forts don't have ceilings higher than one z-level, it'd be kind of weird to make a bronze colossus crawl on all fours while it's going on a rampage. Or like, what if you just make your fort with only 1x1 entrances.

If air quality is ever modeled it might become one reason to have higher ceilings. But that wouldn't stop you making a low entry. Anyway, if you're making a fortress it's legitimate to keep it unsuitable for giant killing machines.
Title: Re: Future of the Fortress
Post by: Dirst on October 24, 2016, 09:35:59 am
Whenever multi-tile creatures come up I wonder how they'd deal with the fact that most forts don't have ceilings higher than one z-level, it'd be kind of weird to make a bronze colossus crawl on all fours while it's going on a rampage. Or like, what if you just make your fort with only 1x1 entrances.

If air quality is ever modeled it might become one reason to have higher ceilings. But that wouldn't stop you making a low entry. Anyway, if you're making a fortress it's legitimate to keep it unsuitable for giant killing machines.
Presumably most creatures too big to fit in your puny door can damage the walls, albeit slowly enough that we can have an emotional scene with the civilians evacuating and the militia advancing toward the horrendous racket at the gates.
Title: Re: Future of the Fortress
Post by: tonnot98 on October 24, 2016, 10:35:54 am
Or a bit of an unexpected fight in the top sub-level of your fort as the colossus jumps up and down until the area caves in under him.
Title: Re: Future of the Fortress
Post by: golemgunk on October 24, 2016, 11:31:23 am
Whenever multi-tile creatures come up I wonder how they'd deal with the fact that most forts don't have ceilings higher than one z-level, it'd be kind of weird to make a bronze colossus crawl on all fours while it's going on a rampage. Or like, what if you just make your fort with only 1x1 entrances.

If air quality is ever modeled it might become one reason to have higher ceilings. But that wouldn't stop you making a low entry. Anyway, if you're making a fortress it's legitimate to keep it unsuitable for giant killing machines.

Maybe the real reason the Lonely Mountain fell was they made the front door big enough for a dragon to walk through.
Title: Re: Future of the Fortress
Post by: Egan_BW on October 24, 2016, 12:03:04 pm
Better to die with a giant awesome gate than to live with a tiny door as entrance to your grand fortress.
Title: Re: Future of the Fortress
Post by: Rubik on October 24, 2016, 12:52:29 pm
Thinking about that, I can imagine players being forced to carve taller fortresses just so other certain races can come to visit without feeling opresed by the walls
All of the mechanics and/or behaviours that derive from these ideas are very amusing. No doubt Toady'd have a hard job adding them
Title: Re: Future of the Fortress
Post by: Calidovi on October 24, 2016, 01:13:23 pm
In the devlog an expansion of the law framework and divine law were mentioned. Do you plan for the law framework of a civilization to change as time passes? If law can change, is it in the matters of the monarch or an individual site?
Title: Re: Future of the Fortress
Post by: Rubik on October 24, 2016, 04:11:01 pm
How much can the law framework of a civilization change in time? If law can change, is it in the matters of the monarch or an individual site?

It makes sense that different systems of government have different ways of handle power and responsability

Most cases, there would be monarchies, because the monarch is a convenient figure to have, as all the powers reside in him
But theoretically, nothing stops Toady from programming a set of sliders for each politically-relevant policy, akin to the actual personality system, to have different SoG in the game
Imagine a Totalitarian monarchy trying to contact an state-less anarchyc community, sounds pretty fun
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 24, 2016, 04:14:41 pm
How much can the law framework of a civilization change in time? If law can change, is it in the matters of the monarch or an individual site?

Monarchs already do dictate a lot of small biases as to their opinions. Human (or inhuman) lawgivers in human civilisations for example with variable values and no set positions basically dictate what they like with sometimes monsterous results. Obviously the zach brothers could push the boat out a little further but most dwarves are cast the same so each monarch is only as demented greedy and foolish as the last.

I guess dictating new laws from a site would require a constitutional document or some way to abstract yourself from your parent civilisation.
Title: Re: Future of the Fortress
Post by: Max™ on October 25, 2016, 02:03:09 pm
I have had always trouble picturing how multi-tile creatures would work
Like, I suppose combat and material degradation should be reworked first for it to work, you know, only being able to atack a dragon's head when he tries to bite you, powerful enouh enemies being able to destroy walls and terraform scenarios based on their strength and the wall's material, etc.
If only those three things were added to the game, the game would enter a new level of  difficulty.
Imagine setting a long corridor-entrance in your fort, and an hydra breaks the door, and forces its head through the whole corridor, devouring your dwarves. Not only that would require new AI, but it should also reduce the hydra's mobility when atacking. There are just too many things to consider before it is added
I was thinking about that a little while ago as basically having it be a swarm of creatures as different body parts with wrestling type linkages, with the upper body parts essentially flying but being tied to the ground contact points.

Code: [Select]
Z+0
    <O   <O
               ====
  <O       <O

Z+1

      O  O
}[#]        ==
    O      O

Z+2
   \  o  o
 --:[#]DDDD=
   / o    o

With the different bits being "Dragon R. Shoulder" and "Dragon L. Forefoot" and so forth.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 25, 2016, 02:12:52 pm
Funny i always thought it would be like this, with the 'look' giving a description of what part of the icon it is, so you could easily have 1 tile or two tiles to signify the neck/head.

Quote from: at ground level
 D D
DDDDDDD
 D D

Sort of make out the dragons legs at either side and its neck and tail.
Title: Re: Future of the Fortress
Post by: Rubik on October 25, 2016, 03:07:53 pm
That was the initial idea I had about it, but to be honest, its pretty ugly.
I would be thinking all the time that that image was actually a group of dragons instead of a body part from a bigger dragon
I suppose there are many ways to do/interprete this, and it will become some actual concern once multi-tile creatures are anounced
Toady'll come up with something, thats for sure
Title: Re: Future of the Fortress
Post by: wierd on October 25, 2016, 03:19:01 pm
It could instead be made of the OEM dos extended character set glyphs, like wagons are.

There are quite a few potentially useful glyphs for multitile compositing.

https://en.wikipedia.org/wiki/Code_page_437

Specifically, glyphs 176 through 223.  One could paint a rough creature outline with those, with a centered singular normal creature tile to illustrate creature type painted in the middle, "super man" style.

Eg, in the case of the hypothetical dragon, it has a nice "D" painted on the middle of the body, which is made from the extended codepage characters.
Title: Re: Future of the Fortress
Post by: Rubik on October 25, 2016, 03:38:29 pm
Another thing I dont know how will be treated is the actual requisites for ocupying more than one tile
Given that a tile is a delimited space of , how much? 2x3 metres?
A crature that is  3.1 metres tall , and of normal wide, doesnt seem to have a reason to ocupy two tiles, yet he actually ocupies more than one, technically
Another thing I have thought about this, is that big enough creatures, like giant sperm whales, for example, would have complete tiles composed of several differnt layers of skin, muscle, fat, etc. right?
Then in order to wound the enemy, you should be able to literally sever chunks of meat, creating some kind of 'tunnel' to mortally wound the enemy.
That, or you literally shouldn't be able to kill certain enemies, which I think its less funny
Title: Re: Future of the Fortress
Post by: wierd on October 25, 2016, 03:46:38 pm
The "severed part flies off in an arc" mechanic could take on whole new significance, as a "chunk" several tiles wide flies off and crashes into something.

I expect it would be quite spectacular, and add new dangers to close combat.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 25, 2016, 04:14:24 pm
The "severed part flies off in an arc" mechanic could take on whole new significance, as a "chunk" several tiles wide flies off and crashes into something.

I expect it would be quite spectacular, and add new dangers to close combat.

Might take a few goes to get through something particularly dense like a cyclops's or bronze collossus's arm (even sperm whale men might be mighty tough, which begs the question would animalmen need a rework too?)

The bones would be MASSIVE, the arm comes crashing off
Title: Re: Future of the Fortress
Post by: Rubik on October 25, 2016, 04:59:05 pm
The "severed part flies off in an arc" mechanic could take on whole new significance, as a "chunk" several tiles wide flies off and crashes into something.

I expect it would be quite spectacular, and add new dangers to close combat.

Might take a few goes to get through something particularly dense like a cyclops's or bronze collossus's arm (even sperm whale men might be mighty tough, which begs the question would animalmen need a rework too?)

The bones would be MASSIVE, the arm comes crashing off

Yeah, all non 1-tile creatures should have bonus and animation for movements, be them movement or combat moves or wiggling tails. In 1 tile creatures, position and stances are calculated, thats why certain atacks to certain body parts are sometimes easier, but with multitiles creatures, you may have to be positioned in a certain spot to atack it, or to any action in general(mounting a horse, for example)
The whole thing opens looots of new content and things to consider.
Scaling strenghth with size would make certain animals godlike
Animations, timing atacks, reducing size of a body part with atacks without completely severing, etc.
Title: Re: Future of the Fortress
Post by: Calidovi on October 25, 2016, 05:18:13 pm
I think falling impacts are still kind of weird.
Logs falling from multiple z-levels note in the the reports "there is no force", but cave-ins decimate dwarves even from one z level under.
Title: Re: Future of the Fortress
Post by: Rubik on October 25, 2016, 05:25:21 pm
I think falling impacts are still kind of weird.
Logs falling from multiple z-levels note in the the reports "there is no force", but cave-ins decimate dwarves even from one z level under.

Well, yeah, all the phisycs could use a little rehaul, thats why we have ways to obtain infinite energy in the game, for example
Title: Re: Future of the Fortress
Post by: Fleeting Frames on October 25, 2016, 07:02:19 pm
Water reactors aside, infinite energy sources, be they geo, hydro, solar, wind or magic aren't much of a problem in the timescale of DF, and are something of a staple.
Title: Re: Future of the Fortress
Post by: Sorgklaan on October 26, 2016, 05:35:36 am
Multi-tile creatures sound very awkward to me, how would they be represented? Would it be restrictive to modders? would larger creatures simply take up two or four tiles instead of one?

Is there even really a reason for it?
Title: Re: Future of the Fortress
Post by: Rubik on October 26, 2016, 06:51:02 am
Multi-tile creatures sound very awkward to me, how would they be represented? Would it be restrictive to modders? would larger creatures simply take up two or four tiles instead of one?

Is there even really a reason for it?

Like many of the things Toady wants to add, its a combination of ''this is neat and realistic'' and '' its fricking cool''

We were discussing how would they appear in the game before. Some think that a big animal would be represented using its simbol for each animal part, and Some (like me) are more fond of using different simbols for each body part.
I figure it would be a really big expansion to modders, as you could create bigger and more tangible body parts, like for example, an actual empty stomach were you fall after a dragon devours you (if he doesnt rip you apart, of course) that consists of real space were you can walk on, and designate certain acids to be produced non-stop, inside the belly, things awesome in that line

What do you know, the last part is actually an expected feature
http://dwarffortresswiki.org/index.php/Consolidated_development
Look on powergoal number 89
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 26, 2016, 07:26:44 am
Multi-tile creatures sound very awkward to me, how would they be represented? Would it be restrictive to modders? would larger creatures simply take up two or four tiles instead of one?

Is there even really a reason for it?

Its pretty far off as of the moment, the zach brothers had a prototype model for it if my memory serves.

Everything functionally works at the moment with single tile, and even having height represented via the same icon on 2 z levels for shared space will  probably technical wise be as radical as it goes until something is sorted out properly. Still yet to be decided and realised.


Question for toady - I've been going over some of the stories detailed in the ASCII rewards section, all very interesting since they dont appear to be mentioned very much in df discussion/questions, i've noticed that particularly it mentions giant 'magical' eggs, hatching with relation to gods and pet ownership issues - Providing the magical effects (In a press conference a egg was described as a magic object not so long ago) are not varied would this imply that primordial beasts/forgotten beasts/resulting hatchlings could be a creation myth/magical object manifestable event and claimed (or summarily let loose/tamed) by a civilisation as a artifact object/posession?



Another quick small question for toady - Also across the ASCII rewards, both Japa's (http://dwarffortresswiki.org/index.php/ASCII_Art_Reward/G-L#Japa) apemen (http://dwarffortresswiki.org/index.php/ASCII_Art_Reward/G-L#.2824th_April.2C_2012.29) and Gunslinger's (http://dwarffortresswiki.org/index.php/ASCII_Art_Reward/G-L#Gunslinger) night creature minions (http://dwarffortresswiki.org/index.php/ASCII_Art_Reward/G-L#.2824_December_2014.29) are based theoretical examples of transformative or using existing creatures as a seemingly literal base to create 'wizard' or magic servants, do all servants require living being to create or can they make them purely out of magic processes/inanimate reagents
Title: Re: Future of the Fortress
Post by: MrWiggles on October 26, 2016, 10:43:22 am
If I recall the bigger challenge with multitile creation is AI. Its very hard to make them appreciate their own size, and where they can or can't transverse. The brothers Tarn dont want to introduce dragons, have them trying to pass into a 1 tile wide area, and get poked to death with arrows as it wont consider to fucking go away.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 26, 2016, 11:10:03 am
If I recall the bigger challenge with multitile creation is AI. Its very hard to make them appreciate their own size, and where they can or can't transverse. The brothers Tarn dont want to introduce dragons, have them trying to pass into a 1 tile wide area, and get poked to death with arrows as it wont consider to fucking go away.

Or shock and horror make a horrible amount of FPS lag as it tries to path into your fort until the game dies.
Title: Re: Future of the Fortress
Post by: Max™ on October 26, 2016, 05:32:34 pm
Or most hilariously of all: it does make it into the 1 tile wide area, partially, stripping off the limbs and such, causing it to die afterwards.
Title: Re: Future of the Fortress
Post by: Dirst on October 26, 2016, 06:47:26 pm
Or most hilariously of all: it does make it into the 1 tile wide area, partially, stripping off the limbs and such, causing it to die afterwards.
"I can't believe I did that!  Serious facepalm moment there... Oh dammit I can't even facepalm!"
Title: Re: Future of the Fortress
Post by: wierd on October 26, 2016, 07:22:02 pm
That should depend on the creature type, no?

Giant octopus, for instance, can fit through any gap the size of its beak.  It could squeeze down your hallways and extend a tentacle down a corner hallway. Possibly several.

At once.

Title: Re: Future of the Fortress
Post by: Calidovi on October 26, 2016, 08:03:39 pm
bronze colossus = kool aid man
Title: Re: Future of the Fortress
Post by: Rubik on October 27, 2016, 01:50:16 am
That should depend on the creature type, no?

Giant octopus, for instance, can fit through any gap the size of its beak.  It could squeeze down your hallways and extend a tentacle down a corner hallway. Possibly several.

At once.

bronze colossus = kool aid man


Well that's pretty scary
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 27, 2016, 02:14:24 am
Just need crystal glass dense skin and fruit juice blood now i guess.

Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.

Also if clowns are towering monstrosities (in which case the circus will have to be reworked) then either by the application of magic to change domestic or just map changes, they probably shouldn't actually fit in the top of dark towers, and they'd be pretty scary and towering over fortresses they are trying to invade. (Good question, how are 2 tile high creatures supposed to get up/down stairs without colliding with the stairs above?)
Title: Re: Future of the Fortress
Post by: Rubik on October 27, 2016, 07:30:57 am
Just need crystal glass dense skin and fruit juice blood now i guess.

Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.

Also if clowns are towering monstrosities (in which case the circus will have to be reworked) then either by the application of magic to change domestic or just map changes, they probably shouldn't actually fit in the top of dark towers, and they'd be pretty scary and towering over fortresses they are trying to invade. (Good question, how are 2 tile high creatures supposed to get up/down stairs without colliding with the stairs above?)

I mean, Imagine every fantasy movie or book you have viewed
The last final battle isn't fought on some small basement. Roofs are high and there's plenty of space, even it the bad guy doesnt need it.
When the architecture is more defined and logically created, big monstrousities will make sure they have enough space in the towers

Im not big on modding the game but, can't you create a creature made of glass and with fruit juice blood already?

Oh, and If circus become enormous caverns where you can see the monsters from above, I can see ropes and rope ladders being added to quickly get down before the monsters slay you, that would help too with your question, since most creatures could use a rope ladder despite their size
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 27, 2016, 11:37:28 pm
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact? Could you carry an artifact from place to place making sure to be seen each time and then laugh about the hapless questers in Legends later as they march from town to town? Will they follow the rumours into dangerous places, so we can read about how some brave gorlak decided to attack a necromancer tower because a careless adventurer left his holy artifact there one day?
Title: Re: Future of the Fortress
Post by: Rubik on October 28, 2016, 01:27:23 am
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact?

That is one of the premises of the update, NPC parties Will seek out artifacts, your adventurers if you have them, or slide/contact into a fortress to get them

Quote
Will they follow the rumours into dangerous places, so we can read about how some brave gorlak decided to attack a necromancer tower because a careless adventurer left his holy artifact there one day?

Seems like a fair place to secure your artifacts, leave them in a necro tower
Now that I think of it, the more artifacts you claim, the bigger chances to encounter a party that wants to kill you.
You can't leave them in a camp (unless you build it so the walls are closed? would that work?)
So leaving them where a hundred of zombies will defend it is a good idea. If you become a necromancer, its basically like the vault of a bank guarded by dumb officials
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 28, 2016, 03:56:48 am
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact?

That is one of the premises of the update, NPC parties Will seek out artifacts, your adventurers if you have them, or slide/contact into a fortress to get them
I mean, how well will they be able to follow the rumours? Will it be a case of giving up and going home until another rumour turns up when the artifact isn't where they thought it would be? Or will smart npcs wander over to the nearest hamlet to see if anyone saw what happened, picking up new rumours? Eventually giving up when they hear that some albatross-man adventurer dropped it into the middle of the ocean (or not...triggering a series of mysterious ocean drowning suicides scattered throughout Legends...).
Title: Re: Future of the Fortress
Post by: Rubik on October 28, 2016, 10:09:20 am
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact?

That is one of the premises of the update, NPC parties Will seek out artifacts, your adventurers if you have them, or slide/contact into a fortress to get them
I mean, how well will they be able to follow the rumours? Will it be a case of giving up and going home until another rumour turns up when the artifact isn't where they thought it would be? Or will smart npcs wander over to the nearest hamlet to see if anyone saw what happened, picking up new rumours? Eventually giving up when they hear that some albatross-man adventurer dropped it into the middle of the ocean (or not...triggering a series of mysterious ocean drowning suicides scattered throughout Legends...).

We kinda have to suppose a little bit here, as Toady hasnt given any specific information about that, that I know, of course
If we base our ideas on the Ockham's razor and the history of Toady updates, we'll probably have some rather simple mechanics for the first update, and it'll probably get better and more complex as the game evolves. Also bugs, thats for sure
Im talking about npc getting stuck on trees, getting increasingly angry and killing eachother, bad escalation of interrogatories on taverns ending with everybody dead, and a large etc.
Some mechanic like this, as its based on behaviour from npcs, personalities should play an enormous factor too, so a rather inconsistent dwarf might stop the search at the firsts inclemences
Title: Re: Future of the Fortress
Post by: Dirst on October 28, 2016, 10:36:19 am
Some mechanic like this, as its based on behaviour from npcs, personalities should play an enormous factor too, so a rather inconsistent dwarf might stop the search at the firsts inclemences
"I tell you, I was all ready to go after that artifact too.  Whatever was guarding the Chalice of Mechanisms would have a heavily-armed band of mercs to deal with, not to mention my own crossbow and battle axe and shortsword (and a spear I secretly keep hidden in my sock).  Maps of the dark fortress, a couple spies in place for intel, provisions for months in case thing take longer than expected.  Got the whole troop riled up at the tavern, swapping war stories, planning out how we was gonna spend the reward money, it was glorious."
"But with all that you didn't get the Chalice?  The guardians must have been truly fearsome!"
"Well, you see, as we got up to leave, another group was just coming in the tavern.  Big rowdy bunch, miners I think.  Must have blocked the door for a whole minute or two.  Course, by the time all that was over we'd lost interest in an expedition and went back to drinking."
Title: Re: Future of the Fortress
Post by: Max™ on October 28, 2016, 11:02:14 am
I feel like I've asked this before, but can't recall getting an answer or not. In legends/asking about yourself it lists rumored/known protector of the weak and being told about you challenging various bandits/killing them/etc, but I've yet to see if this exhibits progression like hero/hunter/performer. Is there a great/legendary/famous/anything progression for "Protector of the Weak" fame?
Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.
Spoiler: Piece by piece eh? (click to show/hide)
Bwahahaha, fear me, for I am Daturtharnas!
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 28, 2016, 05:48:55 pm
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact?

That is one of the premises of the update, NPC parties Will seek out artifacts, your adventurers if you have them, or slide/contact into a fortress to get them
I mean, how well will they be able to follow the rumours? Will it be a case of giving up and going home until another rumour turns up when the artifact isn't where they thought it would be? Or will smart npcs wander over to the nearest hamlet to see if anyone saw what happened, picking up new rumours? Eventually giving up when they hear that some albatross-man adventurer dropped it into the middle of the ocean (or not...triggering a series of mysterious ocean drowning suicides scattered throughout Legends...).
We kinda have to suppose a little bit here, as Toady hasnt given any specific information about that, that I know, of course
Yes...that's why...I wrote a question in green text...to Toady.
I appreciate your speculation and stuff, but if you don't know the answer (which is likely since I'm asking about work Toady is in the middle of implementing) it's OK. It's only a few more days until the end of the month.
Title: Re: Future of the Fortress
Post by: Rubik on October 29, 2016, 05:18:30 am
I just tried to help
If you wanted to know from the start a more in detail explanation you should have asked it, instead of your green question who most people can answer by following the...dev log
Title: Re: Future of the Fortress
Post by: WordsandChaos on October 29, 2016, 06:47:55 am
On the subject of identification/rumours/etc for things like artefact thieves/rescuers/Indiana Jones knockoffs; will everybody know exactly who's stolen what? Or will the immediate witnesses know precisely, but everyone else who comes into contact with the rumour be more vague/malleable - eg: picking from a list of people they know want that artefact, in their immediate group of contacts if they don't directly know, but can make a guess or have heard alternate names etc (I realise that's probably incredibly dense to code). Do artefacts feature in things like life goals now, 'Urist wants to obtain a copy/the original of Classic Hamlet' or does that remain under the surface until directly asked for?
Title: Re: Future of the Fortress
Post by: Imic on October 29, 2016, 07:46:48 am
at some point in the future, will people be able to mod on and edit sites?
Title: Re: Future of the Fortress
Post by: Thundercraft on October 30, 2016, 06:11:13 pm
Q: Are there any plans to, eventually, give players a means to convert Evil regions (http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil) to Neutral or Good?
Title: Re: Future of the Fortress
Post by: Dirst on October 30, 2016, 08:28:12 pm
Q: Are there any plans to, eventually, give players a means to convert Evil regions (http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil) to Neutral or Good?
The evilness and savagery system is going to be overhauled, and Toady hinted that he'd like it to be something Sphere-based.  But the question still stands... could a fort in a region of RAINBOWS and FERTILITY be strip-mined enough by player actions to turn into a region of METALS and BLIGHT?
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 31, 2016, 04:27:27 am
So many questions, too many questions.

Question for toady - If worldgen adventurers are out collecting artifacts and fighting (/conflicting more regularly with) the monsters that guard them, is there a chance that a particular adventurer exalted by their rumoured heroic feats could make omnisciently super curious/same entity rumor aware dwarves be starstruck when they meet them in the future?
Quote
Sir Flash-Heart the legendary human adventurer, slayer of beasts walks into your inn having heard of its excellent reputation for a good time and strong beverages.

Instantly upon entering, a few dwarves drop thier goblets in awe and flock in a mass to greet him, a little bemused he worms his way though the crowd to a table, they all settle down as they flatter the hero's ego and start up celebrations of double rounds. All the dwarves still round him pressure him for tales (mostly tall) until his mind goes blank and he changes the subjects to drinking songs. a goblin across the bar shrugs and silently murmurs to himself how he's seen more modest & better heroes with half the ego of that youngling upstart in his time and continues to down his drink grumbling.

Once the night is over and dwarves have gone to sleep/comatose vomiting on the floor, Flash-Heart creeps into your storage and steals your artifact sword, however he is caught by a impressionable child having been woken up by his tremoring footsteps on un-smoothened stone, the adventurer purses his lips and shushes before picking up a metal miniforge from a nearby bin, etching his name in it with the sword as a autographed gift to the child and sending the child off on its way filled to the brim with glee from getting a trinket and a new special toy before Flash-heart crawls over the walls to safety and freedom with his prize and next daring feat.

The next evening he constructs a tall tale on how he fought through legions of brutish feral dwarves dressed in adamantine with only a masterwork sock in the next human mead hall he rolls up to and frequents.
Title: Re: Future of the Fortress
Post by: Rubik on October 31, 2016, 04:47:26 am
Q: Are there any plans to, eventually, give players a means to convert Evil regions (http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil) to Neutral or Good?
The evilness and savagery system is going to be overhauled, and Toady hinted that he'd like it to be something Sphere-based.  But the question still stands... could a fort in a region of RAINBOWS and FERTILITY be strip-mined enough by player actions to turn into a region of METALS and BLIGHT?

Yeah, he's also talked about magic/energy zones instead of simply evil places in the world, which makes sense
Title: Re: Future of the Fortress
Post by: Henry47 on October 31, 2016, 05:38:12 am
I feel like I've asked this before, but can't recall getting an answer or not. In legends/asking about yourself it lists rumored/known protector of the weak and being told about you challenging various bandits/killing them/etc, but I've yet to see if this exhibits progression like hero/hunter/performer. Is there a great/legendary/famous/anything progression for "Protector of the Weak" fame?
Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.
Spoiler: Piece by piece eh? (click to show/hide)
Bwahahaha, fear me, for I am Daturtharnas!
What did you even do?
Title: Re: Future of the Fortress
Post by: Rubik on October 31, 2016, 06:05:18 am
I feel like I've asked this before, but can't recall getting an answer or not. In legends/asking about yourself it lists rumored/known protector of the weak and being told about you challenging various bandits/killing them/etc, but I've yet to see if this exhibits progression like hero/hunter/performer. Is there a great/legendary/famous/anything progression for "Protector of the Weak" fame?
Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.
Spoiler: Piece by piece eh? (click to show/hide)
Bwahahaha, fear me, for I am Daturtharnas!
What did you even do?


I think he used a bug with player-made camps that lets you deconstruct world-made constructions
You can literally drop a whole fortress on top of the demon master in the last floor with that
Title: Re: Future of the Fortress
Post by: Rubik on October 31, 2016, 06:18:39 am
Hey Toady, great work with the artifact update, you are going really quick with the development.
Could I ask some questions for me and some friends?

1.How much time do you spend working on DF each day?
2.I know its not something we can expect in a short (or medium)time, but we've been discussing Multi-tile creatures and I was wondering if with the fact that each body part, if big enough, ocupies several tiles, the modders could define each part (each full tile of 2x3x3) of that body part with different stuff (place certain organs in the lower part and other organs in the bigger part, or have complete tiles representing an organ, if they are proportionate), this could be very interesting as to make the game more realistic, as you could ''zoom in'' to represent parts of the body that get abstracted in the smaller version of those creatures
And yeah, this came to mind when I was thinking about making hollow creatures (yeah, as the cool-aid man) to transport small people at a greater speed, just by being inside the creature
3.How's Scamps doing?
Title: Re: Future of the Fortress
Post by: Dirst on October 31, 2016, 01:13:04 pm
2.I know its not something we can expect in a short (or medium)time, but we've been discussing Multi-tile creatures and I was wondering if with the fact that each body part, if big enough, ocupies several tiles, the modders could define each part (each full tile of 2x3x3) of that body part with different stuff (place certain organs in the lower part and other organs in the bigger part, or have complete tiles representing an organ, if they are proportionate), this could be very interesting as to make the game more realistic, as you could ''zoom in'' to represent parts of the body that get abstracted in the smaller version of those creatures
And yeah, this came to mind when I was thinking about making hollow creatures (yeah, as the cool-aid man) to transport small people at a greater speed, just by being inside the creature
I'm all for more shape data in DF, but I don't think defining creatures tile-by-tile is the answer.  The reason is that creatures vary in size (not to mention yungins growing up), and along several dimensions.  A large quadruped with long limbs might be a full tile taller than the average for its kind.  And someone might slap a giant creature variation on just about anything, and it'd be nice if it just worked.  Conversely, some future version of DF might slice locations into tenths-of-tiles or whatever, and it'd be nice if the same system for ginormous beasts also applied to zoomed-in medium beasts.
Title: Re: Future of the Fortress
Post by: Max™ on October 31, 2016, 01:27:09 pm
I feel like I've asked this before, but can't recall getting an answer or not. In legends/asking about yourself it lists rumored/known protector of the weak and being told about you challenging various bandits/killing them/etc, but I've yet to see if this exhibits progression like hero/hunter/performer. Is there a great/legendary/famous/anything progression for "Protector of the Weak" fame?
Thinking about it, if it was a material property factor as well, dark towers made out of slade would be the utmost safest place to hide because they are unmovable spare structurally taking it apart laboriously piece by piece, if a bronze collossus kicked it at full force it'd probably disjoint its leg.
Spoiler: Piece by piece eh? (click to show/hide)
Bwahahaha, fear me, for I am Daturtharnas!
What did you even do?


I think he used a bug with player-made camps that lets you deconstruct world-made constructions
You can literally drop a whole fortress on top of the demon master in the last floor with that
More specifically you can stand on a magma flow (after dropping water on it so you aren't swimming) or stand in hell and build a camp/deconstruct existing structures.

Incidentally I used dfhack to test some of the title stuff, it seems like it is tuned pretty far out, telling people about dozens of bandit kills/fights/stopped robberies only gets a few points of reputation, setting it to 100 got me known as a

I'll probably get around to writing a fame changer script, maybe see if I can fold it into gm-unit, once dfhack is fully caught up.

Are there going to be more fame types like Treasure Hunter and Thief, for legit and dishonest acquisition of artifacts?
Title: Re: Future of the Fortress
Post by: Rubik on October 31, 2016, 02:53:27 pm
2.I know its not something we can expect in a short (or medium)time, but we've been discussing Multi-tile creatures and I was wondering if with the fact that each body part, if big enough, ocupies several tiles, the modders could define each part (each full tile of 2x3x3) of that body part with different stuff (place certain organs in the lower part and other organs in the bigger part, or have complete tiles representing an organ, if they are proportionate), this could be very interesting as to make the game more realistic, as you could ''zoom in'' to represent parts of the body that get abstracted in the smaller version of those creatures
And yeah, this came to mind when I was thinking about making hollow creatures (yeah, as the cool-aid man) to transport small people at a greater speed, just by being inside the creature
I'm all for more shape data in DF, but I don't think defining creatures tile-by-tile is the answer.  The reason is that creatures vary in size (not to mention yungins growing up), and along several dimensions.  A large quadruped with long limbs might be a full tile taller than the average for its kind.  And someone might slap a giant creature variation on just about anything, and it'd be nice if it just worked.  Conversely, some future version of DF might slice locations into tenths-of-tiles or whatever, and it'd be nice if the same system for ginormous beasts also applied to zoomed-in medium beasts.

You gotta understand me. I'd love to be able to decide in tenths of a tile what does an animal have in its chest, but I also like the idea of tunneling through tiles of flesh inside a creature's belly, in semi-complet darkness, just to make my way up to the torso and pierce his heart with my artifact sword
I like your Idea, really, and I'd to have thought of it myself, but I think growing and changing size in tiles is something we can think through, and solve
Title: Re: Future of the Fortress
Post by: CLF3FTW on October 31, 2016, 03:52:55 pm
Part Question, Part suggestion. If you to improve this, try making a new suggestion thread for it.
so, Toady, Why did you make dragonfire deadlier? It makes it less fun, because you used to have a few turns while bleeding to death to fight the dragon. now if you get hit by the dragonfire, you instantly evaporate. This is neither fun nor !!FUN!!. could you please make it so the dragonfire is as hot as it used to be, but also affects hit shields. It's ridiculous that wooden shields still block dragonfire. nether-cap shields should be made useful for fighting a dragon, as it itself will cool you off.

Wouldn't having the dragonfire not make creatures go poof, while also effecting shields that block it like other items (which basically went poof by themselves even before the change), be just as bad as going poof in the first place? As anything but a fixed-temp shield would just melt/evaporate in your hand and mean death.

I understand having dragonfire blockable by wooden shields is kinda wonky, but dragons would just = death without some way of countering the breath attack. At least for the moment, before the artifact/magic stuff is fleshed out and all that.
But wouldn't adamantium be able to still block it? and if Dragon fire is un-buffed, then iron and steel can still block it(although in real life, steel armor + heat = more heat).
Not to mention Nether-cap would be great, as it would make you cooler as well, so the dragonfire has less of an effect. If a deep-elf were wearing full Nether-cap armor, but no shield, wouldn't he be invincible(from heat, as least)?
Actually dragonfire is hot enough to boil adamantine.
Realistically dragonfire is hot enough to start nuclear fusion and would probably turn the planet into a tiny star. At least until it ran out of fuel because there's not nearly enough easily fusable materials on Earth or an Earth-like planet to support being a star for very long. Toady went really overboard on the mythical materials. Adamantine pretty much breaking the laws of physics with how rigid and sharp it is, slade being denser than the core of the sun, and dragonfire being hotter than the surface of the sun (though not the core of the sun that's still far hotter).


50,000 degrees in any widely used temperature system or DF's units is not anywhere close enough to the temperatures required to start nuclear fusion. For that to happen, it would have to be millions of degrees. Dragonfire would be about the same temperature as lightning, so considering the fact that they are dragons, it is a fairly reasonable temperature.
Title: Re: Future of the Fortress
Post by: CLF3FTW on October 31, 2016, 11:07:09 pm
Are there any plans for you to be able to recruit adventurers in fortress mode to steal artifacts from other sites (or do other things, such as spying on other civs and assassinating people)? Would you be able to "hire" people by giving them weapons/lodgings/books of a certain quality?
Title: Re: Future of the Fortress
Post by: Heretic on November 01, 2016, 04:30:45 am
Such as now DF has 64x bit version, will you use special optimization for this?
And other question, do you use something like PVS Studio or  CppCat, Cppcheck? A lot of old bugs look like things that good static analizator can easily find.
Another incorrect question:
You are in a hurry when added to the destruction of clothing and armor? It looks as if there oceans of crashes.
And, normal question!
How will game observe gain of skills artefact-hunters? Lara Croft shouldn't be peasant, i think.
sorry for the stupid questions
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 01, 2016, 09:56:37 am
The next release seems promising.

With the artifact quests that are sure to appear in the next release, will our adventurers be able to simply kill the quest-giver and keep the artifact(s) they find for themselves? I want my thug characters to accumulate as much shit as possible.
I mean you could always just not give the artifact to them in the first place which would be less likely to have negative consequences. So in addition: is there any reason to actually give artifacts to questgivers and not just keep them?
You wouldn't gain any reputation if you didn't complete the quest. And that's pretty much the only point to quests right now.

Also (at least before magic is introduced) most of the artifacts will be worthless (practically speaking) junk (like a lot of fortress mode artifacts).


I imagine keeping said artifact would result in adventures hunting you down and forcefully taking the artifact from you since they know.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 01, 2016, 10:07:17 am
Hmmm, from my various methods for getting to screw around with construction in sites that don't have the usual ambush interruptions I've advanced a few worlds across an entire game year in adventure mode which is much closer to the initial-two-weeks calendar progression world activation. Sites being founded, sites being sacked, conquered, pillaged, all sorts of stuff happening. How large are the worlds you're talking about and how many civs are involved?

This is my experience aswell, world activation seems to work pretty well in my usual medium islands/regions IMO , given that it isn't finished yet, I expect toady to continue to work out the issues it does have (night creatures, not reproducing themselves, megabeasts not attacking other sites etc)
Title: Re: Future of the Fortress
Post by: Dirst on November 01, 2016, 10:29:35 am
I imagine keeping said artifact would result in adventures hunting you down and forcefully taking the artifact from you since they know.
"That hatch cover made of tin with the bands of cat bone and spikes of pine... I MUST HAVE IT! Oh wait, it has a picture of a kea on it, nevermind."
Title: Re: Future of the Fortress
Post by: Imic on November 01, 2016, 01:22:35 pm
this is how I think that modding sites could work
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 01, 2016, 01:29:33 pm
A bit suggestiony Imic but i like the overall message

Might a more structurally neat question be to rephrase it as "Toady, do you have any thoughts behind perhaps allowing modders to alter towns in different ways such as either buildings or even the material those buildings are made out of?"

Also [colour:limegreen] please.
Title: Re: Future of the Fortress
Post by: Imic on November 01, 2016, 02:58:26 pm
A bit suggestiony Imic but i like the overall message

Might a more structurally neat question be to rephrase it as "Toady, do you have any thoughts behind perhaps allowing modders to alter towns in different ways such as either buildings or even the material those buildings are made out of?"

Also [colour:limegreen] please.
Sorry 'bout that.
I have already said that, it's just that the mechanics of it came to me quite recently, while I was going for a walk near the woods.
Title: Re: Future of the Fortress
Post by: Thundercraft on November 01, 2016, 04:20:42 pm
Back with DF 0.42.04 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.42.04), the "file changes.txt" stated:
Quote
removed redundant savage_tropical file -- will add replacement scorpion later

It looks like all the other removed creatures have been restored. But not the Giant Desert Scorpion. Question: Is the return of the GDS still planned? Or was it forgotten because, unlike the other savage_tropical creatures, there is no non-giant version? I ask because the latter seems to be a commonly-held belief. At least, when I ask other players about it, that's the response.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 01, 2016, 04:24:43 pm
Back with DF 0.42.04 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.42.04), the "file changes.txt" stated:
Quote
removed redundant savage_tropical file -- will add replacement scorpion later

It looks like all the other removed creatures have been restored. But not the Giant Desert Scorpion. Question: Is the return of the GDS still planned? Or was it forgotten because, unlike the other savage_tropical creatures, there is no non-giant version? I ask because the latter seems to be a commonly-held belief. At least, when I ask other players about it, that's the response.

Adding a vermin scorpion or as pointed out, just copy-pasting the old scorpion back in is so easy to do its probably a low priority polishing tweak. Who knows, maybe toady has been keeping a lid on it deliberately because he wants to poke at its claws (that can use crossbows/weapons somehow and perhaps buggily) or canned for a future update release when deserts have more content (ridable giant war scorpions anyone?)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 01, 2016, 05:35:39 pm
Back with DF 0.42.04 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.42.04), the "file changes.txt" stated:
Quote
removed redundant savage_tropical file -- will add replacement scorpion later

It looks like all the other removed creatures have been restored. But not the Giant Desert Scorpion. Question: Is the return of the GDS still planned? Or was it forgotten because, unlike the other savage_tropical creatures, there is no non-giant version? I ask because the latter seems to be a commonly-held belief. At least, when I ask other players about it, that's the response.
At least one forum member repeatedly demanded the return of the GDS again and again in every single thread where it seemed Toady might be reading until finally he either got bored or realised how obnoxious he was being. Since giving up there haven't been any new releases, so, no, I don't think it's the case that he forgot.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 01, 2016, 11:47:13 pm
No fotf reply this month?
Title: Re: Future of the Fortress
Post by: Egan_BW on November 02, 2016, 12:35:07 am
Patience, friend.
Title: Re: Future of the Fortress
Post by: LordBaal on November 02, 2016, 05:21:38 am
Toady, will NPC be able to lie to you whenever you ask something? If I'm looking for The Golden Goblin of the Fourth Age and ask somebody that doesn't want me to have it for any reason, will they be able to lie to me. "A bear running took it to the east, far away beyond the Muckelberry River a week ago" When in reality it was a four goblin band that took it to the north two days ago.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 02, 2016, 12:03:43 pm
At least one forum member repeatedly demanded the return of the GDS again and again in every single thread where it seemed Toady might be reading until finally he either got bored or realised how obnoxious he was being. Since giving up there haven't been any new releases, so, no, I don't think it's the case that he forgot.

Yes, I realized I was being a twat about it, thank you for reminding me. >.o

That said, I recall my main reason for being salty about it was because of how trivial it'd be to fix.
Title: Re: Future of the Fortress
Post by: Dirst on November 02, 2016, 12:35:01 pm
Quote from: Toady One
trip to Brooklyn to give a DF talk (it'll be posted online)
Will this be at PRACTICE 2016, or someplace that mere mortals in the NYC area can actually get into? :)
Title: Re: Future of the Fortress
Post by: lobster1050 on November 02, 2016, 01:52:36 pm
Are there any plans for bringing back old thematic demon lairs (diffirent for diffirent demon-related spheres), like the ones in old 40d version?
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 02, 2016, 02:21:58 pm
Are there any plans for bringing back old thematic demon lairs (diffirent for diffirent demon-related spheres), like the ones in old 40d version?


Changing up the hfs in a release is always cool.
Title: Re: Future of the Fortress
Post by: wierd on November 02, 2016, 02:33:57 pm
I miss tentacle demons too.

Imagine the thoughts pages for people trapped down there, if toady brought them back?
Title: Re: Future of the Fortress
Post by: Toady One on November 02, 2016, 04:15:59 pm
Thanks to Shonai_Dweller, Migrant, PatrikLundell, Putnam, LordBaal, Eric Blank, Rubik, Inarius, Vattic, vjmdhzgr, and everybody I missed!  Remember that if your question doesn't appear below, it was probably answered soon after you asked it by one of the aforementioned forumgoers.

Quote from: Max^TM
Finding memory structures itself isn't as fun as figuring out interesting things to do with them, assuming someone with specific ideas on which structures would be the most important/helpful, or even how to add in this export method/option from the dfhack team were to do so, would it be right to say that the main obstacle would then just be implementing the extra option to spit out an address > structure type file?

Global variables can work like that, and we should have something there for next time.

Quote from: Untrustedlife
I noticed you said there are no explicit plans for expanding the night creatures in the magic release, however you did brainstorm night creatures "for all colors of the rainbow" at one point, are those still planned, or will the "night creature hunter" arc not get any love for awhile. One obvious missing thing is more interesting vampires, all the vampires are basically the exact same right now  which is very conspicuous compared to the others, like werecreatures which are extremely varied, and even necromancers have slightly different zombie stats for each "type" (and the magic release will expand potential evil magic alot more)  it just seems odd that vampires haven't been given as much love as the others especially given how prolific and varied they are in fantasy worlds.

Well, a thing can be still planned and also not get any love for a while.  That list is still the idea, and we've come close to getting in one type or another multiple times.  Next chance is clearly this big myth/magic rewrite, since it's going to mess with everything, but even then it's unclear if we'll get a new type or what we'll change.

Quote from: Oran Legendstone
1. Will we ever see megabeasts recruiting lesser intelligent creatures around them into some sort of faux militia (ex. a dragon recruiting kobolds to steal things for him.)

2. Where did your design for kobolds come from? I notice a lot of other people see them as being lizard/dog-like creatures despite them being more like small hairy men since they seem to match the description of the art for the one shown in kobold quest.

1. Not sure what'll happen -- we have notes for beasts with lesser critters, but they are unformed.  Just a 'would be cool' sort of thing.

2. We were mostly into them D&D-wise after the dog people but before the full turn to dragon people.  They had properties of both.  In our raws, they don't have hair and they lay eggs, but they aren't small lizard people.  They look like the Kobold Quest kobold.

Quote from: Daniel the Finlander
Is food not rotting in stockpiles just a temporary feature? I've always thought that it was just a temporary placeholder until food preservation is expanded (with smoking and salting, for example), but I'm not so sure now because I didn't see anything in the dev notes.

We have some notes about food preservation, but it's not planned out.  Would probably help the farm situation as much as anything.

Quote from: wierd
Are there any plans to improve brewery? In the real world, fermented beverages benefit from aging, gaining properties from the container they age in. Scotch being such a creature, as are many kinds of wine. An interesting way to make alcohol more dynamic would be an aging mechanic, which can be offset by incorporating an "angel's share" mechanic. Do you have any plans at all for something like this?

We had a few things written down that are linked to the whole recipe thing, but it's unclear when or what.

Quote from: Souleater17
Are Night Trolls in Fortress Mode planned? Things like Night Trolls invading fortresses to kidnap someone and such. Similarly, are Bogeymen planned to appear in Fortress Mode? Would they torment children and such, as they do in folklore?

Ideally, we'd like them all to be involved, yeah, but I'm not sure when things will happen there.

Quote from: Shonai_Dweller
Talking of ruined libraries, does this mean that libraries will actually be ruined in the next version? Generally a ruined fortress at the moment will contain a perfectly non-ruined library (and trading post) while a browse of Legends shows that scholars have continued to take up positions at the library for hundreds of years after a forgotten beast trashed the rest of the place.

The continuing scholarship was a bug which I fixed (it was messing up my quest message boards, so I noticed it).  I don't anticipate them being ruined in the sense of breaking or scattering anything, though we might do something if all the library raiding quests end up being too easy (since they are on the top level).

Quote from: FantasticDorf
> Since you mentioned servant races being 'created to your liking' would that interpretively mean that zombies become re-classified as 'servants' rather than pure products of magical ability, and domestically around the necromancers tower would fulfill the usual duties of where the servant races would suffice? Summoning servants to all descriptions out of corpses sounds like a very convenient way of creating labour, especially since they are utmost loyal rather if rather dim than having thinking minds like intelligent beings.

and

> Would you consider slaves and servants to be within the same vein gameplay wise or differently? Abstract to magic, the slavery system would sound similar to a house-keeping wizards setup traditionally (to which in some respects wizard servants and regular slaves are the same made and obtained by different means) as to say if your civ approved it, you would have a flow of forced worker "servants" to obtain, and a warm-up to the more elaborated wizard servants in gameplay (which as you have mentioned is a little way off with all the customisation quirks to sort out yet.)

It depends on the zombie spell I guess.  Some zombies could remain mindless and violent.  Eventually the systems should be able to naturally draw those distinctions, through soul etc. mechanics.  I'm not sure I understand the second question -- slaves and servants are different things, but there are specific rights/freedoms and so on you'd have to distinguish that can create all sorts of gray areas, etc.  Hopefully the law/customs framework will set us on a sufficient path there, and the magic stuff would be tangentially related and slowly become more and more integrated with it.

Quote
Quote from: Unknown-Figure1
With the artifact quests that are sure to appear in the next release, will our adventurers be able to simply kill the quest-giver and keep the artifact(s) they find for themselves? I want my thug characters to accumulate as much shit as possible.
Quote from: vjmdhzgr
I mean you could always just not give the artifact to them in the first place which would be less likely to have negative consequences. So in addition: is there any reason to actually give artifacts to questgivers and not just keep them?

Shonai_Dweller mentioned reputation, and that's most of what'll go on.  We are going to mess a bit with artifact quest rewards -- artifact rewards for artifact quests might work in some cases, but yeah, if you want stuff, just keep it.  And hopefully be hunted.

Quote from: Shonai_Dweller
If an npc on an artifact quest gets the artifact but then is unable to complete the journey (because some wandering psychopath killed the quest-giver) do they hang on to it, or deliver it to someone else (family member or something)?

If they hang on to it and then later come to visit your fortress, will irate armies turn up demanding that you hand it over? Would that depend on the visitor's status (resident, citizen, etc) or would the artifact being in your location cause your site to become the current 'owner'?

And one more:

Can multiple quest-givers assign the same quest to various npcs/player adventurers? Will this result in massive fights in towns as npcs all try to be the one to return the artifact?

Oh, and:

Following on from the previous poster's thoughts, will npcs ever decide just to keep the artifact for themselves instead of returning it?

If they have a plausible return target, they'll go there instead.  There's a known representative for every family for quest return purposes (an easy solution for now, since families don't have property etc.), and if the family rep dies it'll calc a new one, so they can go there.  If they don't have a target, they keep the item, but they don't make a specific claim on it as it stands.

If the visitor is known to be at your fort, armies/diplomats'll show up (haven't coded fort stuff yet of course).  The rumors of the artifact's position would have to spread out, and the visitor might not be there.  Your site does not become the owner (unless the visitor drops the item).  I'll have to handle the case where somebody comes to demand an item that is not at your site -- any number of ways to do that.  It would be cool if an artifact-bearing visitor could ask for your protection, but it's unclear how many different scenarios we'll be able to handle this time.

The adventurer density isn't super-high, but it could be that one adventurer wants an artifact another is carrying.  I haven't handled many of the "person holding artifact" dialog options yet.  We'll have to keep things under control.

Questers don't currently form new claims on objects they see/hold yet.  We have a dangling dev note concerning forming new claims based on greed, etc., and it might happen.

Quote
Quote from: wierd
Since magic is going to be based on spheres of influence, it can possibly make deities a more active force in the world besides just random curses for vandalism and profanination. Are there any plans for special moods for priest caste dwarves in fortress mode? It would be an obvious mechanic to get sphere aligned artifacts, where type of artifact would not be tied to the dwarf's skill base, but wholly on the alignment axis system, so that eg, a god of music worshiper would produce divinely empowered instruments, if they are completely devoted to worship.  Currently, a dwarf selects an object class based on skill set, which determines which kind of workshop they claim.  A new kind of mood, say "holy work", for dwarves with severe skill rust, and high experience in temple disciplines (suggesting dedicated priest position) could produce magical artifacts, without training a craft skill to legendary, (similar to " fey" mood), and allow proper object alignment and type based on deity.  This could be made a little more interesting by weighing dwarf character traits, and some other features (like current emotional state) to influence and refine object type creation from the short list if sphere aligned objects and possible magical effects.  The need for extensive skill rust, and high temple activity would make this a very rare mood type, which limits abuse. Do you have any plans for such a thing, and if not, what do you have in mind there?
Quote from: Infinityforce
Great question! I was wondering about priestly/noble classes functions with regards to spheres myself!
Looks like you beat me to the punch!
What advantage (if any) will spheres confer to nobility or priestly castes for example? And how will that affect civilisations?
Will we see a battle between state and clergy for the minds and souls of people? High politics? Religious law? Crusades? Will nobility be affected towards charity or cruelty, and therefore loved or hated?

We're all for godlike beings and their buddies doing stuff, and the point is to randomize what's possible.  The myth generator currently often links effects to a sphere type, so that would happen naturally.  It's unclear what we'll get to on the first pass -- political stuff is going to wait for later releases (e.g. there won't be religious law until we get to the law release, which is after the myth release).

Quote from: Align
Will completely non-magical worlds also not have things like caverns or the magma sea?

I'm not sure -- the worlds aren't going to be spherical, so there's some room for odd interpretations of molten cores and so on.  Though perhaps it'd be appropriate in worlds without magical digging dwarves to just have some mines that don't go very deep.

Quote from: kontako
What's your stance on immortality / respawning ingame? -- Not as a natural ability coming straight out of the womb of course, but a power gained through a relic or a spell allowing the player character or other non-player characters to return continuously or a limited amount of times. I recall a story in which a nightcreature regrows from severed limbs which escape a pyre, but beyond this perhaps respawning trapped in another plane to be freed out of ritual

Max^TM brought up the afterlife plans, and you can already become immortal by becoming a necromancer.  I don't have a problem with that continuing to expand however it continues.

Quote from: FantasticDorf
> Do you have any thoughts following up the myth generator establishing 'planes of existance' as places, about applying the same treatment as caverns to the underworld? For example, defining areas so that in the case that a portal was cast (one way there or back / two way) you could identify where you were broadly going to turn up, instead of randomly appearing anywhere in the game world potentially in extreme danger

&

> In the myth creator with adjustments or definitions to how demons come to be (be it spontaneous or methodically created from game settings such as the death of a mortal/particularly 'evil' mortal) will this affect the localised populations of demons in the underworld to the point where after a long amount of time you might actually destroy them all or steady the flow of them in a manner you can account for, allowing dwarves to colonise at that depth with time and investement.

I don't quite understand, but yeah, the planes from the myth generator are all supposed to be real places you can visit (unless that specifically doesn't make sense), with different ways of visiting them.  There are technical issues that will make this not be the case on the first release (it's a rewrite on the level of the Z coordinate).

Yeah, there's no reason a creature population created by the myth generator needs to be infinite, locally or globally.  This'll change in visiting underworld style locations in the first release to the extent that stuff gets changed overall.  Some of the new locations might be fundamentally less survivable, some might be easier.  I'm not sure at this point how it'll turn out.

Quote from: Taederias
I wonder, just as a rough estimate, what amount of memory would be necessary to implement a more expansive knowledge system, even just partially? Like perhaps you can have lots of more significant historical events generally known, or at most tied to whatever civilization/culture said NPC belongs, what position they hold etc., but for some smaller, more recent events, especially those related to the player (though I kind of see how making such distinctions could be difficult) the obtaining and exchange of information would be stored & simulated on a personal basis.

I imagine this could also tie in to a future release concerning laws and create cool new gameplay mechanics, where for example you could threaten or bribe a witness of a murder or theft not to tell anyone, but depending on how much they fear you, they might incriminate you anyway, or just tell some trusted friend, and this way the information might get out eventually anyway (or you could smack them on the head and hope they forget everything... lol). Hell, you could even implement spreading false information (possibly for both the player and NPCs?), which could open up a whooole lot of new possibilities (up to maneuvering entire civilizations into war based on clever lies told to important people).

At any rate, I'm asking because I imagine with the change to 64-bit architecture, there should be quite a bit more breathing room regarding memory, with many systems nowadays having 16GB+ RAM and its average amount is obviously steadily growing (and things like these could still be opt-out feature or tied to some slider controlling the meticulousness of information management). So once again, my main question: what would be your rough guess as to the requirements of such systems being implemented, and to what degree do you see it ever happening?

You could eat up all the memory quite easily, and it also becomes a speed issue at some point.  And a dev time issue.  It already divides events up by those older ones which are generally known and recent rumors/witness reports that are stored on a personal/etc. basis.  It's just a matter of how much of that can be done.  We can't track individual knowledge of each historical event, but there's already a partial system in place.  You can see it in effect in the dwarf mode witness reports of crimes, and it also happens in the currently released version with knowledges of your exploits.  We're slowly expanding it into things like artifact locations -- those rumors are all personal/site-based.

False information is a difficult problem, since it wouldn't be subject to the normal system of cutting down on memory use by removing redundant stale information (it can currently delete an old rumor about an artifact's location if you learn a new one, because we assume they were both true).  Then it becomes a question of how often false information is generated, how long it hangs around, and how widely it is spread.  If all those things lean toward small numbers, then it can be done -- for instance, by having information known to be false by the game deleted after a period of time, while perhaps privileging a few lies with more staying power...  but how are those chosen?  So it's difficult, but not impossible.

Quote from: exdeath
Is the fact that you start with 7 dwarfs some inside joke?

Somebody brought up Tolkien.  Snow White more likely.  Though I don't really remember now.

Quote from: FantasticDorf
Question for toady - If animal people get any more kind of definition in the future law war and diplomacy releases, would you forsee using diplomats or volunteers to establish contact to foster friendly relations with future benefits, given that underground civilisations whilst having no real structure are still recognised as entities (behind the scenes in the program file logs where all the underground types are listed)

Do you hold any particular thoughts the outpost liasion being re-worked or summarily expanded in the future releases, given that the artifact update will allow dwarves to leave the map with purpose. ((!warning suggestion like content!) as to say you could literally send off a dwarf on a literal death-trip though thousands of miles of terrain to call for help of the dwarven army if your civ cares enough to even send it that far or even cares about your settlement falling in general without relying on a outpost liaison.)

The underground entities were not realized properly, but we're planning to handle it at some point...

I think the first idea w/ liaisons is still to have it relate more to whatever the embark scenarios are, whether that involves sprawl around your fortress on the world map or a particular relationship with the home civ.

Quote from: hanni79
do you have any plans to enable stills and/or kitchens to have detailed work orders, so I can make my dwarves brew/cook specific drinks or meals in the near future ?

The actual recipes we wanted to do would likely eliminate work in this direction, though I'm not sure when we'll finally tackle them now.

Quote from: FantasticDorf
Though the economy will be looked at in later releases, do you have any plans to deal with interactions between traders properly simulating trade or giving nation states item exchanges from both of their inventories (dwarf fortresses for example hoard loose goblin supplies from failed/dead attackers during wars that fell on their site, while traders pick up objects from player and non player fortresses) so that in time the 'generation' of objects for trade by tokens can be reduced and eventually commented out for production centres (scenario/mini/hillocks/fortresses etc) and loot as per supply for demand

It already works that way in world gen (numeric and specific production and trade), though it is underutilized.  The items you see in markets are drawn from numeric batches, and they can call out where they are from because they know.  I'm not sure exactly if that's what you mean though.  Eventually, we want that process to continue after world generation.  There are various stacking issues that come from player items which we've failed to tackle so far, and there's also the matter of items being saved in files on the disk for certain sites which can add complications.

Quote from: xMAWLx
Given that cubic centimeters can be arranged in a variety of ways, are there any plans to add more descriptive tokens to creatures? I would like to know how tall things are.

Yeah, this has been one of those back-burner'd for years things.  It needs to know how to take the current size in cm3 and the current appearance modifiers like breadth vs. height and turn them into sensible measurements on a creature-by-creature basis.  I think we have all the basic variables we need, but we don't have the equation that relates them properly, and that would be different depending on the creature, since the shape of the parts is under-defined -- our humanoids have an assumed "depth" related to the height/breadth/size, for instance, but it doesn't say what that is, and it doesn't know if the creature is overall round like a gorlak or lanky like an elf, since it just has the relative proportions.

Haven't thought about how that would specifically work -- the appearance modifier itself could take a constant that the game uses internally, perhaps.  So if a creature has height and breadth (and size), it uses two equations inside the game to spit out measurement units for height and breadth, and that gets multiplied by a constant linked to the modifier to give correct numeric measurements.  A snake's length modifier would use a different equation (geared toward having one variable modifier), and creatures that have all three modifiers would use a three equation/three constant setup. 

The modifiers change the size linearly and make size zero at zero, so I don't think custom equations in the raws or more than one constant per modifier are needed.  This doesn't take individual body parts into consideration though...  but perhaps that's best left alone.  There's also the matter of other types of modifiers -- if somebody's body is more "curly" than somebody else's, perhaps their "height" should be determined by some complex raw-defined formula that can take any kind of modifier, but at some point it's getting silly for little gain.

Quote from: 90908
Will the sale of Artifacts become a part of either Worldgen or Fort/Adv mode? If so, how do you plan to implement this?

We have some dev notes about securing buyers for artifacts and so on, and making that a non-trivial process, but we're not going into economy-related stuff yet, so we're just going with the reputation quests for the time being.  Later on, transfer of an important artifact could involve multiple meetings, a negotiated trade of artifacts, property or titles or whatever else is in the system by that time.

Quote from: Calidovi
In the devlog an expansion of the law framework and divine law were mentioned. Do you plan for the law framework of a civilization to change as time passes? If law can change, is it in the matters of the monarch or an individual site?

Yeah, one of the main features of the law release is to make the system changeable.  We have a list of ways that can happen (our rough real-world year 1400 cut-off allows for a zillion options many of which are too complicated to implement), but clearly we're not going to get to everything on the first pass.  Sites currently have their own entity definitions, so sites (definitely including your fortress and perhaps even your adv sites) will have their own laws/etc. on the first release (though I imagine many of them will also be under a broader law system from the civ).

Quote from: FantasticDorf
i've noticed that particularly it mentions giant 'magical' eggs, hatching with relation to gods and pet ownership issues - Providing the magical effects (In a press conference a egg was described as a magic object not so long ago) are not varied would this imply that primordial beasts/forgotten beasts/resulting hatchlings could be a creation myth/magical object manifestable event and claimed (or summarily let loose/tamed) by a civilisation as a artifact object/posession?

Also across the ASCII rewards, both Japa's apemen and Gunslinger's night creature minions are based theoretical examples of transformative or using existing creatures as a seemingly literal base to create 'wizard' or magic servants, do all servants require living being to create or can they make them purely out of magic processes/inanimate reagents

I don't think the myth generator has any pet stuff right now, but since that relationship exists in the game, it's possible it could get linked in at some point.

There aren't very many default restrictions on effects.  It could be that you make them by singing over a clump of earth or something.

Quote from: Shonai_Dweller
Do npc artifact questers follow, or actively seek out, rumours when tracing the whereabouts of an artifact? Could you carry an artifact from place to place making sure to be seen each time and then laugh about the hapless questers in Legends later as they march from town to town? Will they follow the rumours into dangerous places, so we can read about how some brave gorlak decided to attack a necromancer tower because a careless adventurer left his holy artifact there one day?
...
how well will they be able to follow the rumours? Will it be a case of giving up and going home until another rumour turns up when the artifact isn't where they thought it would be? Or will smart npcs wander over to the nearest hamlet to see if anyone saw what happened, picking up new rumours? Eventually giving up when they hear that some albatross-man adventurer dropped it into the middle of the ocean (or not...triggering a series of mysterious ocean drowning suicides scattered throughout Legends...).

That's the "agent" behavior which we haven't done yet, and regular questers will use it as well.  Yeah, you could be a jerk and lead them around -- that's what we're going for.  They don't have any sense of danger at the moment.

We aren't quite far enough along to evaluate how good they are at following rumors, since some of the artifact holding characters aren't tracked well enough yet (I still have to do some army stuff for people that leave in an army while carrying an artifact for instance -- the rumor thread can easily be broken).  It's too bad we don't have caravans moving information around, since we need information in villages to get to cities faster (so agents can focus on cities for their initial leads).  Heroes/artists carry some information around, but they don't get into villages that often.  The random adventure drops/deaths are one of the larger problems -- an artifact that is totally lost during play is never really recognized as such, and I'll probably just have to have a timer or something that makes people give up and not even take certain quests if there's no fresh information and a track record of previous failures.  There's a silver lining there in the sense that if in-game characters start to recognize a quest as pointless, they can talk about why they think so, hopefully.  Questers that give up could leave rumors to that effect.

So yeah, questers have to give up at some point, though some of the agents should probably stay on the case for a long time rather than returning home.  Ideally, agents will start to work more like a spy network, so they can utilize locals/subagents to collect rumors as quickly as possible from a broad area.  Some of that sort of already happen just because information is passed around and there can be multiple people out at once, but it's not set up efficiently.

Quote from: Max^TM
I feel like I've asked this before, but can't recall getting an answer or not. In legends/asking about yourself it lists rumored/known protector of the weak and being told about you challenging various bandits/killing them/etc, but I've yet to see if this exhibits progression like hero/hunter/performer. Is there a great/legendary/famous/anything progression for "Protector of the Weak" fame?

They are all tracked the same way, so it should be numeric with rankings.  It's possible the numbers are wrong or it's otherwise bugging if nobody's ever seen it though.

Quote from: WordsandChaos
On the subject of identification/rumours/etc for things like artefact thieves/rescuers/Indiana Jones knockoffs; will everybody know exactly who's stolen what? Or will the immediate witnesses know precisely, but everyone else who comes into contact with the rumour be more vague/malleable - eg: picking from a list of people they know want that artefact, in their immediate group of contacts if they don't directly know, but can make a guess or have heard alternate names etc (I realise that's probably incredibly dense to code). Do artefacts feature in things like life goals now, 'Urist wants to obtain a copy/the original of Classic Hamlet' or does that remain under the surface until directly asked for?

It depends on what the rumor is -- rumors attached to witness reports carry the identity of the taker, while rumors of artifact location just say where the artifact is.  It scrunches all of a person's known rumors together by date to give them a picture of what's going on when they need to know.  We haven't done anything with appearance or motivation -- that sort of detective work is hard, though they will have to formulate some sort of plan once we get the "agent" behavior in (so they'll go to a likely location to look for recent rumors, then continue, say).  People only want specific artifacts when they have a claim on them (personal/family/entity), or if they are questing, and at that point they can talk about them (they can also talk about people they know that want something).

Quote from: Imic
at some point in the future, will people be able to mod on and edit sites?

We were hoping to get to something like this eventually.  We thought about it a bit for the myth release, and how it might fit in to the other new structures we'll need there, but there's so much slated for that release it'd be hard to get to.

Quote
Quote from: Thundercraft
Q: Are there any plans to, eventually, give players a means to convert Evil regions to Neutral or Good?
Quote from: Dirst
The evilness and savagery system is going to be overhauled, and Toady hinted that he'd like it to be something Sphere-based.  But the question still stands... could a fort in a region of RAINBOWS and FERTILITY be strip-mined enough by player actions to turn into a region of METALS and BLIGHT?

"Change" is one of the central themes of the myth/magic stuff, though of course, you need stuff before you can change stuff, so hopefully we'll still get to some good changey bits as the time wears on.  Beyond sphere associations, regions will likely have specific structures attached that indicate what they are, which would help determine what forces and actions can cause them to become something else.

Quote from: FantasticDorf
If worldgen adventurers are out collecting artifacts and fighting (/conflicting more regularly with) the monsters that guard them, is there a chance that a particular adventurer exalted by their rumoured heroic feats could make omnisciently super curious/same entity rumor aware dwarves be starstruck when they meet them in the future?

The reputation effect would be there as it stands (making them less likely to jump into conflicts against the hero, say).  I don't think there's a circumstance thought generated for seeing them, so it wouldn't make a little thought quote for it.  That stuff is relegated to actual conversations right now.  Once there are more spontanteous utteranaces based on player reputation in adv mode, it'll probably bleed over everywhere else.

Quote from: Rubik
1.How much time do you spend working on DF each day?
2.I know its not something we can expect in a short (or medium)time, but we've been discussing Multi-tile creatures and I was wondering if with the fact that each body part, if big enough, ocupies several tiles, the modders could define each part (each full tile of 2x3x3) of that body part with different stuff (place certain organs in the lower part and other organs in the bigger part, or have complete tiles representing an organ, if they are proportionate), this could be very interesting as to make the game more realistic, as you could ''zoom in'' to represent parts of the body that get abstracted in the smaller version of those creatures
And yeah, this came to mind when I was thinking about making hollow creatures (yeah, as the cool-aid man) to transport small people at a greater speed, just by being inside the creature
3.How's Scamps doing?

1. It depends, but the DF part of the day is kind of normal work hours now, sometimes a little less (6-8 hrs), seven days a week.  Then there's all the other stuff (email/forums/side projects/etc.) that can take anywhere from no time to the entire rest of the day.  There used to be more full-day programming sessions, but now I have to use the evenings to get caught up with admin stuff in a scheduled fashion or fall forever behind.

2. The tests have all had BP specific tiles, but that's with a quadruped dragon critter.  It's something that can easily get out of control -- this isn't meant to be a 3D game with models and so on, and there are huge time sinks and project killers lurking there.  Still not sure what's going to happen.

3. Scamps is sitting on my lap right now.  Wintery temperatures are starting to set in, so he has become a lap cat.  Once it gets hot again, he'll refuse to be held for more than a few seconds.

Quote from: Max^TM
Are there going to be more fame types like Treasure Hunter and Thief, for legit and dishonest acquisition of artifacts?

Ha ha, yeah, those are the names too!

Quote from: CLF3FTW
Are there any plans for you to be able to recruit adventurers in fortress mode to steal artifacts from other sites (or do other things, such as spying on other civs and assassinating people)? Would you be able to "hire" people by giving them weapons/lodgings/books of a certain quality?

We're starting with sending off your own squads, and you can have long-term visitors in squads that you send off.  I don't think we'll do anything specific with short-term mercenaries for this release.

Quote from: Heretic
Such as now DF has 64x bit version, will you use special optimization for this?
And other question, do you use something like PVS Studio or  CppCat, Cppcheck? A lot of old bugs look like things that good static analizator can easily find.
Another incorrect question:
You are in a hurry when added to the destruction of clothing and armor? It looks as if there oceans of crashes.
And, normal question!
How will game observe gain of skills artefact-hunters? Lara Croft shouldn't be peasant, i think.

I'm just doing whatever the compiler has been doing.

MSVC has a static analyzer now and it caught several things.

Bug reports work best on the tracker.  I'm not aware of particular problems there, but there likely are.  I haven't checked since I'm not doing bugs until after the release (well, I'm doing bugs, in the additive sense).

Generally, the game hasn't done any skill gains during post w.g. combats/etc., if I remember.  Not sure when we'll get to that.

Quote from: LordBaal
Toady, will NPC be able to lie to you whenever you ask something? If I'm looking for The Golden Goblin of the Fourth Age and ask somebody that doesn't want me to have it for any reason, will they be able to lie to me. "A bear running took it to the east, far away beyond the Muckelberry River a week ago" When in reality it was a four goblin band that took it to the north two days ago.

We can't handle lies like that right now, as discussed about w/ false information.  They'll lie about their feelings regarding occupations and so forth, but that's not the basis for a rumor in the current system.

Quote from: Dirst
Will this be at PRACTICE 2016, or someplace that mere mortals in the NYC area can actually get into?

Ha ha, yeah, the ticket prices are quite steep!  The talk should be available for free online though.

Quote from: lobster1050
Are there any plans for bringing back old thematic demon lairs (diffirent for diffirent demon-related spheres), like the ones in old 40d version?

The myth generator will blow up the current underworld concept.  I'm not sure exactly what is going to happen.
Title: Re: Future of the Fortress
Post by: Eric Blank on November 02, 2016, 04:17:33 pm
NINJAD BY THE TOADY ONE. DANGIT
If a megabeast is worshipped and killed, can part of that megabeast become a holy relic to its worshippers?
Title: Re: Future of the Fortress
Post by: Dirst on November 02, 2016, 04:32:31 pm
Thank you for the answers, Toady!

Now I'm off to stand in front of the PRACTICE 2016 venue and stare longingly through the doors...
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 02, 2016, 05:45:16 pm
Ah, i see i need to round off some of my questions a little. Caught me so much by surprise you spooked me Toady. Insightful responses as usual :)

Quote from: Toady One
I'm not sure I understand the second question -- slaves and servants are different things, but there are specific rights/freedoms and so on you'd have to distinguish that can create all sorts of gray areas, etc.  Hopefully the law/customs framework will set us on a sufficient path there, and the magic stuff would be tangentially related and slowly become more and more integrated with it.

> What am i meaning to say in my original question is that, regardless of origin (immigrated slaves/servants in your civ or already on your site made by your actions) would they be practically similar in function and labour? (and as you point out there are some legalities, probably to do with site ethics but both of them are subject to your absolute will)

Quote from: Toady One
I don't quite understand, but yeah, the planes from the myth generator are all supposed to be real places you can visit (unless that specifically doesn't make sense), with different ways of visiting them.  There are technical issues that will make this not be the case on the first release (it's a rewrite on the level of the Z coordinate).

> I meant originally, more towards the focus of 'regions' of the underworld globally connected (or otherwise) like caverns but with places related so that you might be able from a co-ordinate travel to "The Absolute Barrens" a randomly generated named region of the underworld that your fortress is in a little less/more populated with demons than usual until cut down with a competent military/heroes. Wave at underbelly of a dark spire portal and point out vaults in the surrounding regions etc.

Quote
It already works that way in world gen (numeric and specific production and trade), though it is underutilized.  The items you see in markets are drawn from numeric batches, and they can call out where they are from because they know.  I'm not sure exactly if that's what you mean though.  Eventually, we want that process to continue after world generation.  There are various stacking issues that come from player items which we've failed to tackle so far, and there's also the matter of items being saved in files on the disk for certain sites which can add complications

Thats fair enough, I with my own limited laptop rig i wouldn't want to put stress on the system by making a butterfly effect and summarily causing the world to crash with 10,000 bone amulets every month to crash the game putting out a 100 wagons and literally burying mountain-homes for adventurers in junk. By the content of my question i mean more the exchange of what a fortress has on site and keeps (literal animal livestock/spares & weapon equipment/clothes gathered from failed sieges and dead citizens in stockpiles and in the market for adventurers) between trader stock in a meaningful way of selling small quantities of stockpiled abnormal items like loincloths as long as they aren't too ethically horrific rather than having to buy them from the source race entirely. Its new and exciting information for me to hear that actual production numerically is really relevant since before i thought it was generated by value input as a maximiser.

A little bit beyond. Rather than generate numerically or from flags vs allowed site resources. In certain objects being literal exchange of stock as caravans take and give certain important classes of objects from each other & sites stockpiles and release things that they have (amulets from last season etc, they want to get rid of excess they bought/offered from you so they sell a portion of them to traders even out the demand that might be over-inflated now, a nation with NOTHING in the local site stockpiles pays more value for something to fill them up, therefore a economy).



Title: Re: Future of the Fortress
Post by: Max™ on November 02, 2016, 06:15:46 pm
Quote
Global variables can work like that, and we should have something there for next time.
Is that the sort of thing to hyperventilate over for dfhackbros as I think it is?
Title: Re: Future of the Fortress
Post by: Calidovi on November 02, 2016, 07:31:36 pm
guys i have a terrible memory

what exactly did toady update in the devlog
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 02, 2016, 07:43:15 pm
guys i have a terrible memory

what exactly did toady update in the devlog

Everything to do with the artifact arc besides updating kobold/gobbo sites, and questing for artifacts remotely/with help ('support for the journey', which might get stalled a little bit before dwarves go out into the world until the setting is fixed) and in regards for civs  rewarding you with artifacts for quests as a form of payment. (which begs the question what's really worth what you get out of it for the effort it'd require, you could buy a kingdom with the quality and value of some artifacts, worth more than the lives of all the people who live in the realm put together)

Considering what was being done then compared to how many blue 'complete' features we have now ready to commit to a new version its very impressive with the rate of progress. You can sort of get a timeline of progress here of him constructing the bones of the rumours system from the bay12 twitter feed.  (https://twitter.com/bay12games)
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 02, 2016, 08:16:47 pm
Thanks toady!!

The agent behavior sounds really cool, I can't wait to build an evil lair as a necromancer and take out the hapless adventureres who come a knocking for that precious royal sock with my zombie army.

Title: Re: Future of the Fortress
Post by: jecowa on November 02, 2016, 08:33:37 pm
Global variables can work like that, and we should have something there for next time.
It sounds like Toady is going to make things easier for the DFHack team.

Quote from: Toady One
2. We were mostly into them D&D-wise after the dog people but before the full turn to dragon people.  They had properties of both.  In our raws, they don't have hair and they lay eggs, but they aren't small lizard people.  They look like the Kobold Quest kobold.
Meph pointed out earlier that Kobolds have "mannerism_hair:hair". I don't know quite what that means, but Meph interpreted it as brown skin with hairs.
Title: Re: Future of the Fortress
Post by: lethosor on November 02, 2016, 08:59:41 pm
Is that the sort of thing to hyperventilate over for dfhackbros as I think it is?
It sounds like Toady is going to make things easier for the DFHack team.
Yeah, it'll make things easier in the long run. It could be interesting to sort out at first, though, because a lot of our global names are just guesses (see here (http://www.bay12forums.com/smf/index.php?topic=121451.msg7240521#msg7240521)).
Title: Re: Future of the Fortress
Post by: wierd on November 02, 2016, 09:44:47 pm
Global variables can work like that, and we should have something there for next time.
It sounds like Toady is going to make things easier for the DFHack team.

Quote from: Toady One
2. We were mostly into them D&D-wise after the dog people but before the full turn to dragon people.  They had properties of both.  In our raws, they don't have hair and they lay eggs, but they aren't small lizard people.  They look like the Kobold Quest kobold.
Meph pointed out earlier that Kobolds have "mannerism_hair:hair". I don't know quite what that means, but Meph interpreted it as brown skin with hairs.

To me, they will always be fraggles raiding the gorg faddish farm.
Title: Re: Future of the Fortress
Post by: Max™ on November 02, 2016, 11:15:37 pm
Oh yeah, green for the Toad: I used dfhack and checked the fame levels with some poking around, mentioned it before I think, but after sharing literally dozens of bandit kills/prevented robberies I was only around 8 or so of the 100 needed for "Legendary Protector of the Weak" which I confirmed is in by setting the value directly.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 03, 2016, 01:40:06 am
And now Toady forgets the scorpions even when I'm not the one bringing them up this time. Senpai will notice poor neglected GDS. ;w;
Title: Re: Future of the Fortress
Post by: jecowa on November 03, 2016, 03:17:17 am
Quote from: wierd
To me, they will always be fraggles raiding the gorg faddish farm.

If Fraggles had pointy ears they'd be just like Kobolds. Do you happen to know if Fraggles lay eggs?
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 03, 2016, 03:58:41 am
Is that the sort of thing to hyperventilate over for dfhackbros as I think it is?
It sounds like Toady is going to make things easier for the DFHack team.
Yeah, it'll make things easier in the long run. It could be interesting to sort out at first, though, because a lot of our global names are just guesses (see here (http://www.bay12forums.com/smf/index.php?topic=121451.msg7240521#msg7240521)).
It looks like it would be a major improvement, both in the long run and in the short one with the additional stuff that would be revealed. Conversion would be a mess (but probably a lot less so than the compiler switch), but for compiled code the compiler would flag all the things that have incorrectly guessed names (with the very unfortunate case of a guessed name accidentally matching an actual name of something else). For scripts, however, it might be worth the effort to create a tool that looked at everything that seemed to refer to DF data and flag those that didn't match anything in the correct structure.
Title: Re: Future of the Fortress
Post by: jecowa on November 03, 2016, 05:22:55 am
I'm kind of curious how DFHack's names for things compare to Toady's names. I'd like to see a chart like that sometime.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 03, 2016, 06:06:26 am
Quote from: wierd
To me, they will always be fraggles raiding the gorg faddish farm.

If Fraggles had pointy ears they'd be just like Kobolds. Do you happen to know if Fraggles lay eggs?

Steal your stuff away! Save it for another day!
Why don't your posessions come and stay, down in Kobold Rock!


Now to my question
> Will other roles like kobold thieves or goblin snatchers in future (with more development of the game and other races) ever be togglable or interactable professions within fortress mode? Given that by editing some memory values (as DFstructures implies) to unrestrict, they could be set up as flags for certain civ types ([BABYSNATCHER] & [ITEM THEIF]) to access, perhaps using the same system as artifact retrievers.
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 03, 2016, 07:23:07 am
I'm kind of curious how DFHack's names for things compare to Toady's names. I'd like to see a chart like that sometime.
If Toady does export the info you can compare it against the current DFHack XML files, and even make a chart out of that comparison ;)
Title: Re: Future of the Fortress
Post by: lethosor on November 03, 2016, 08:11:26 am
It looks like it would be a major improvement, both in the long run and in the short one with the additional stuff that would be revealed. Conversion would be a mess (but probably a lot less so than the compiler switch), but for compiled code the compiler would flag all the things that have incorrectly guessed names (with the very unfortunate case of a guessed name accidentally matching an actual name of something else). For scripts, however, it might be worth the effort to create a tool that looked at everything that seemed to refer to DF data and flag those that didn't match anything in the correct structure.
There's no need to rename them all in DFHack. I meant that it would be necessary to figure out how Toady's names correspond to DFHack's, e.g. DF's "plot_info" is DFHack's "ui".

And now Toady forgets the scorpions even when I'm not the one bringing them up this time. Senpai will notice poor neglected GDS. ;w;
Was there a question asked about them?
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 03, 2016, 09:40:20 am
Oh yeah, green for the Toad: I used dfhack and checked the fame levels with some poking around, mentioned it before I think, but after sharing literally dozens of bandit kills/prevented robberies I was only around 8 or so of the 100 needed for "Legendary Protector of the Weak" which I confirmed is in by setting the value directly.

I trust you as you play adventure mode a lot like I do, but you did tell people about your kills and wait for the rumor to spread right?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 03, 2016, 10:55:43 am
It looks like it would be a major improvement, both in the long run and in the short one with the additional stuff that would be revealed. Conversion would be a mess (but probably a lot less so than the compiler switch), but for compiled code the compiler would flag all the things that have incorrectly guessed names (with the very unfortunate case of a guessed name accidentally matching an actual name of something else). For scripts, however, it might be worth the effort to create a tool that looked at everything that seemed to refer to DF data and flag those that didn't match anything in the correct structure.
There's no need to rename them all in DFHack. I meant that it would be necessary to figure out how Toady's names correspond to DFHack's, e.g. DF's "plot_info" is DFHack's "ui".

And now Toady forgets the scorpions even when I'm not the one bringing them up this time. Senpai will notice poor neglected GDS. ;w;
Was there a question asked about them?

From the previous thread's may response here, imaged because quoting has been disabled via it being closed (http://www.bay12forums.com/smf/index.php?topic=140544.msg7028217#msg7028217)

(http://puu.sh/s5bCB/87e6ac6897.png)

So pretty much on hold indefinitely until there are more plans on board with a course of action. 

I have closely related bug reports to perhaps hurry the fix cannibalism Here regarding butchery & death being a little twisted (10057) (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10057) & related/interjoined bug here causing wobbly un-intentional ethics/factional problems via site population being (wild) nonwilling entity members when a place is settled (10059) (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10059)
Title: Re: Future of the Fortress
Post by: Max™ on November 03, 2016, 11:39:03 am
Edit: Whoops, you were talking about a different butchering bug, the link to Random Dragon made me assume you meant the inability to eat sapients regardless of ethics.

Looks like the butchery thing is down to all corpses which had can_learn having one of the flags which we have named as dead_dwarf set, which prevents their use and consumption regardless of ethics, toggling that off is sufficient. For reference it's the 8th flag under items.flags1, not sure if we got that name from Toady or not.

This also applies to things like taking control of a wild animal, say, a giant lion, and killing people to eat. Even after adding grasp tags to my teeth so I could use a tool to butcher my kills I couldn't eat them.

Later I got a reaction working that accepts corpses and "extracts" a small stack of meat for consumption, but it doesn't work on kills with can_learn or corpses with dead_dwarf.
Oh yeah, green for the Toad: I used dfhack and checked the fame levels with some poking around, mentioned it before I think, but after sharing literally dozens of bandit kills/prevented robberies I was only around 8 or so of the 100 needed for "Legendary Protector of the Weak" which I confirmed is in by setting the value directly.

I trust you as you play adventure mode a lot like I do, but you did tell people about your kills and wait for the rumor to spread right?
Yar, in multiple areas, and had people greet me with the "a legend here, thank you for all you do" stuff on the street. Fame accumulation for some types is just really slow, protector of the weak, loyal soldier, and killer I think are all at a similar "1 per incident" rate, while performing, heroism, and hunting are on an "x per incident" rate with x=quality of performance/notoriety of beast/size of prey.
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 03, 2016, 12:22:19 pm
It looks like it would be a major improvement, both in the long run and in the short one with the additional stuff that would be revealed. Conversion would be a mess (but probably a lot less so than the compiler switch), but for compiled code the compiler would flag all the things that have incorrectly guessed names (with the very unfortunate case of a guessed name accidentally matching an actual name of something else). For scripts, however, it might be worth the effort to create a tool that looked at everything that seemed to refer to DF data and flag those that didn't match anything in the correct structure.
There's no need to rename them all in DFHack. I meant that it would be necessary to figure out how Toady's names correspond to DFHack's, e.g. DF's "plot_info" is DFHack's "ui".
:
:
Not changing over to the official names means trading short term convenience for longer term maintenance hassles. Sure, it's possible to produce Toady's future output for every release and perform a comparison to the DFHack XML structures or Toady's previous version to catch changes and update the DFHack XML to reflect the latest exported data, but it would make more long term sense to switch from using the current XML files to using Toady's output. You'd still need to run a comparison to catch what's changed, in particular if things scripts use are removed, and you still need a brain (or many) in the loop to assess which plugins and scripts ought to be updated as things change to account for new things, of course.
Title: Re: Future of the Fortress
Post by: hanni79 on November 03, 2016, 12:32:43 pm
Quote from: hanni79
do you have any plans to enable stills and/or kitchens to have detailed work orders, so I can make my dwarves brew/cook specific drinks or meals in the near future ?

The actual recipes we wanted to do would likely eliminate work in this direction, though I'm not sure when we'll finally tackle them now.

Thanks for your answer Toady One :)

If I only knew what it meant :D Could someone elaborate ?
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 03, 2016, 12:39:48 pm
Was there a question asked about them?

Back with DF 0.42.04 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.42.04), the "file changes.txt" stated:
Quote
removed redundant savage_tropical file -- will add replacement scorpion later

It looks like all the other removed creatures have been restored. But not the Giant Desert Scorpion. Question: Is the return of the GDS still planned? Or was it forgotten because, unlike the other savage_tropical creatures, there is no non-giant version? I ask because the latter seems to be a commonly-held belief. At least, when I ask other players about it, that's the response.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 03, 2016, 01:28:56 pm
Edit: Whoops, you were talking about a different butchering bug, the link to Random Dragon made me assume you meant the inability to eat sapients regardless of ethics.

Looks like the butchery thing is down to all corpses which had can_learn having one of the flags which we have named as dead_dwarf set, which prevents their use and consumption regardless of ethics, toggling that off is sufficient. For reference it's the 8th flag under items.flags1, not sure if we got that name from Toady or not.

This also applies to things like taking control of a wild animal, say, a giant lion, and killing people to eat. Even after adding grasp tags to my teeth so I could use a tool to butcher my kills I couldn't eat them.

Nope its the same bug. Universal to butchery of sapients & pets and everything that isn't 'Huntable' non intelligent animals, just hear me out.

Interesting but not the conclusion i came to, which i detailed in my bug-report as the BP health system (at the same time that 42.01 (Z) status got updated) not having a death state (only severe injuries), so that creatures who 'die' pre-emptively turn into corpse objects with severe health ailments (skeletons go blind when their eyes rot and dead bodies don't breathe, headless corpses asphyxiate on decapitation but are not struck down) . Its technically alive but the unit's physical body is destroyed with the same code in force if it was alive right now, anything you do to destroy a body in the current state will not really 'kill' units. Crush under a block of slade, encase in ice, drop down a void pit = Nothing, the corpse of the unit is dead but its ID (the (Z) status on your dwarves) is still active, therefore it will never go away in your dead units screen or ever leave your game after loading/unloading.

(Technically wouldn't it be in your game save file under the listed units? Try deleting them there)

Spoiler (click to show/hide)

This non-active destruction of a creatures body but not its 'soul' causes conflict with the game system, slaughtered sentients with appropriate ethics for instance are ignored as unethical (which is sort of related to your dwarf-set and that may be a factor) because the game fails to recognize that they are dead. The lingering ID's of units causes them to still possess whatever product they have (trolls possess their own ivory & guts, the goods are not forbidden but remain in ownership after being slaughtered alive legally by goblins & right ethics) which is also why ivory crafting is broken, since you can't harvest teeth from the living in previous code. Apparitions also appear when extra body parts like teeth are not collected causing ghosts and all BP parts of the undead to rise.

The second bug report is that all creatures regardless of intelligence (blowing your strict intelligent dwarf set slightly out of the water but not outside the realm of possibility) have a overlaying site affiliation with where-ever a creature lives if it is local or non-local population and based there and the brawling/emotional system is also shared between all DF.Units described as animals by the df structure. (On one hand making all entity 'animals' globally follow the behavior as intended but also making every other animal like that globally too)


Maybe dwarf-set its related to checking its active id state when in fortress mode vs adventure mode? (like when the player is playing/not playing a sentient animal) Im not sure. Apologies for being long winded, but its a set of bugs with some serious scope for being 80% of the game's mantis bugtracker problems in some way or form right now.

Question for toady

At the time of the health systems bp flags being put in, was it a oversight that there isn't a BP health indicator for death? Or at the time was it thought to be unnessecary or too complicated given there are different ways to die and having to categorize those? (brain death etc.)
Title: Re: Future of the Fortress
Post by: Dirst on November 03, 2016, 01:55:56 pm
It looks like it would be a major improvement, both in the long run and in the short one with the additional stuff that would be revealed. Conversion would be a mess (but probably a lot less so than the compiler switch), but for compiled code the compiler would flag all the things that have incorrectly guessed names (with the very unfortunate case of a guessed name accidentally matching an actual name of something else). For scripts, however, it might be worth the effort to create a tool that looked at everything that seemed to refer to DF data and flag those that didn't match anything in the correct structure.
There's no need to rename them all in DFHack. I meant that it would be necessary to figure out how Toady's names correspond to DFHack's, e.g. DF's "plot_info" is DFHack's "ui".
:
:
Not changing over to the official names means trading short term convenience for longer term maintenance hassles. Sure, it's possible to produce Toady's future output for every release and perform a comparison to the DFHack XML structures or Toady's previous version to catch changes and update the DFHack XML to reflect the latest exported data, but it would make more long term sense to switch from using the current XML files to using Toady's output. You'd still need to run a comparison to catch what's changed, in particular if things scripts use are removed, and you still need a brain (or many) in the loop to assess which plugins and scripts ought to be updated as things change to account for new things, of course.
There is nothing to prevent two different names from pointing at the same address.  Could keep the old names under DF.global and the correct ones under DF_official.global (or something more compact).
Title: Re: Future of the Fortress
Post by: lethosor on November 03, 2016, 02:18:17 pm
Not changing over to the official names means trading short term convenience for longer term maintenance hassles. Sure, it's possible to produce Toady's future output for every release and perform a comparison to the DFHack XML structures or Toady's previous version to catch changes and update the DFHack XML to reflect the latest exported data, but it would make more long term sense to switch from using the current XML files to using Toady's output. You'd still need to run a comparison to catch what's changed, in particular if things scripts use are removed, and you still need a brain (or many) in the loop to assess which plugins and scripts ought to be updated as things change to account for new things, of course.
You seem to think this is exposing way more information than it really is. Only addresses of globals are involved here (and maybe their names), i.e. some stuff in symbols.xml. It would take more effort than it's worth to change DFHack's global names. Unless Toady renames globals frequently (which is unlikely because it would force him to do even more work), DFHack would just need a simple way to map DF global names to DFHack global names (assuming DF even exposes the names).
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 03, 2016, 05:31:54 pm
Not changing over to the official names means trading short term convenience for longer term maintenance hassles. Sure, it's possible to produce Toady's future output for every release and perform a comparison to the DFHack XML structures or Toady's previous version to catch changes and update the DFHack XML to reflect the latest exported data, but it would make more long term sense to switch from using the current XML files to using Toady's output. You'd still need to run a comparison to catch what's changed, in particular if things scripts use are removed, and you still need a brain (or many) in the loop to assess which plugins and scripts ought to be updated as things change to account for new things, of course.
You seem to think this is exposing way more information than it really is. Only addresses of globals are involved here (and maybe their names), i.e. some stuff in symbols.xml. It would take more effort than it's worth to change DFHack's global names. Unless Toady renames globals frequently (which is unlikely because it would force him to do even more work), DFHack would just need a simple way to map DF global names to DFHack global names (assuming DF even exposes the names).
Ah, yes, if that's the case it's still useful info, but nothing to get really excited about, and my comments miss the mark completely.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 03, 2016, 05:41:51 pm
Quote from: hanni79
do you have any plans to enable stills and/or kitchens to have detailed work orders, so I can make my dwarves brew/cook specific drinks or meals in the near future ?

The actual recipes we wanted to do would likely eliminate work in this direction, though I'm not sure when we'll finally tackle them now.

Thanks for your answer Toady One :)

If I only knew what it meant :D Could someone elaborate ?
At some time in the future, Dwarves will be able to learn, craft and invent all sorts of recipes in a complex system like music, these will gain in fame and value over time. This was planned for the taverns release but was cut along with games and festivals (in-game as opposed to just world-gen) because of time and that it really needed the economy implemented to be worth doing anything with.

The current system of prepared meals and drinks are a placeholder.

So Toady means, there's would have been no point in adding specific meals to a kitchens details menu as it would have been replaced by the real recipe system. Unfortunately they're off in the far future now. But adding a placeholder 'details' to kitchens and stills probably would be a waste of time and effort since the concrete details of how they should be are already known.
Title: Re: Future of the Fortress
Post by: hanni79 on November 03, 2016, 06:01:55 pm
@Shonai_Dweller:

Thanks a lot for your detailed explanation, I appreciate it a lot ! :)
Title: Re: Future of the Fortress
Post by: Putnam on November 03, 2016, 07:44:26 pm
-snip-

This is basically all wrong.

Dead units are, in fact, counted as dead. They have a "dead" flag that is "true" when they die. The health screen not showing them as dead does not mean they're not actually dead.

Units have nothing to do with butchery. Items are what are being butchered. When a unit dies, it leaves behind a corpse item. Max explained exactly what's happening there but you seemed to simply ignore it and talk about something completely unrelated.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 04, 2016, 12:21:32 am
FantasticDorf has basically dumped a fuckton of random musing that I don't really think are at all helpful for fixing Toady's cannibalism, regression, nor most other bugs. Especially if this can be falsified by striking a human victom down verus letting them bleed out.

I've done both, your weird !!SCIENCE!! does not make my human tooth amulets return to me. ;w;
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2016, 04:20:17 am
-snip-

This is basically all wrong.

Dead units are, in fact, counted as dead. They have a "dead" flag that is "true" when they die. The health screen not showing them as dead does not mean they're not actually dead.

Units have nothing to do with butchery. Items are what are being butchered. When a unit dies, it leaves behind a corpse item. Max explained exactly what's happening there but you seemed to simply ignore it and talk about something completely unrelated.

FantasticDorf has basically dumped a fuckton of random musing that I don't really think are at all helpful for fixing Toady's cannibalism, regression, nor most other bugs. Especially if this can be falsified by striking a human victom down verus letting them bleed out.

I've done both, your weird !!SCIENCE!! does not make my human tooth amulets return to me. ;

I haven't come to argue but the finer points of the problem Putnam is that unit does not convert properly to being dead in status, when the fatal blow is dealt it premptively turns into a corpse item and is registered by the game as dead. Its status as a unit remains seperate and holds onto anything manifest of it left in the world, my point of the health system is that in confliction, everything's physical condition is limited to severe injuries leading to a death of the body, but not a literal death (death=true) of the unit ID to dispel it and release control. (under no conditions, even with poison are units 'struck down' in fortress mode where this applies', Arena mode is separate, i literally provided photographic evidence both in my response on this thread and in both bug reports)

Un-intelligent wild animals are a huntable class of creature to be hauled back by hunters and butchered and are made in precisely that way as to ignore everything else, which is why it is a dicstinction between pets not being slaughtered (despite being factional huntable creatures) and wild animals working seemingly fine but not dissapearing off the unit dead screen when butchered because of a lack of (dead=true) for its status.

If you want irrefutable proof, wait for a member of your fortress to die/arrange a death, have a medical dwarf and by accessing a friend of that dead dwarf, jump from their relationship list on Z to view the dead dwarf's screen. Moving over to the health, there are traits associated to the level of decomposition such as inability to see from rotting eyes, unable to grasp and unable to breathe. To further re-iterate that this is not a static screen, and by manipulation post-death with letting it rot & setting burial zones, the states update for both health and holdings. Thoughts do not update because it only functions in a active body.

And Randomdragon in my 'musing' i never actuallly claimed that bleeding out humans would make them usable, any death even slaughtering (full body destruction) does not properly facilitate, and thank you for proving further my method of it being a universal death feature. Its based on how you can buy objects from the caravan that are ethically controversial and use fine but appropriate to your site (human skin book on trophy ethics etc) but when the unit on the site is involved (as it has to be with butchery) it fails to work. This is not a problem with site ethics precisely, but objects made out of & produced from still belonging to the unit it was sourced from who has been destroyed but not died.

All my 'musing' is based off observation and method, and in my bug-reports i have a save on the depot here (http://dffd.bay12games.com/file.php?id=12543) that explains with method examples which i hope to expand to greater scope. I have acknowledged Max's suggestive finding but I don't feel its as centrally relevant to the issue though it may be related.

Done what science precisely? Random_Dragon?
Title: Re: Future of the Fortress
Post by: Putnam on November 04, 2016, 04:54:04 am
I know perfectly well about the "missing upper body" thing, that's been around since 2010. I mean use DFHack to check the unit's unit.flags1.dead flag.

Your musings are based off of observation but you're observing based off of DF's notoriously bad UI which was never even designed to show you the things you're looking for anyway. The observations I'm basing my information on is actually delving into the game's runtime memory in order to determine what is actually, literally going on with no error.

So let me go over things one at a time here.

unit does not convert properly to being dead in status

Health status is just a UI screen, it doesn't actually show accurately the underlying truth of the unit's status in cases (i.e. death) that it was not intended to show.

when the fatal blow is dealt it premptively turns into a corpse item and is registered by the game as dead.

Not sure what you mean by "preemptively", but yes, the unit sticks around and a new corpse item is made that has an ID reference to the unit that it originated from.

Its status as a unit remains seperate and holds onto anything manifest of it left in the world
Yes, of course, this is very convenient and necessary for the game's animation and resurrection mechanics.
my point of the health system is that in confliction, everything's physical condition is limited to severe injuries leading to a death of the body, but not a literal death (death=true) of the unit ID to dispel it and release control. (under no conditions, even with poison are units 'struck down' in fortress mode where this applies', Arena mode is separate, i literally provided photographic evidence both in my response on this thread and in both bug reports)

No, that's the GUI giving false info due to you using it in a way it wasn't intended. Looking at the dead unit's structures with DFHack will, indeed, show them as dead rather than just "missing upper body".
Un-intelligent wild animals are a huntable class of creature to be hauled back by hunters and butchered and are made in precisely that way as to ignore everything else, which is why it is a dicstinction between pets not being slaughtered (despite being factional huntable creatures) and wild animals working seemingly fine but not dissapearing off the unit dead screen when butchered because of a lack of (dead=true) for its status.
Simply not true. Butchered units and killed units both end up in the dead/missing screen just fine.
If you want irrefutable proof, wait for a member of your fortress to die/arrange a death, have a medical dwarf and by accessing a friend of that dead dwarf, jump from their relationship list on Z to view the dead dwarf's screen. Moving over to the health, there are traits associated to the level of decomposition such as inability to see from rotting eyes, unable to grasp and unable to breathe. To further re-iterate that this is not a static screen, and by manipulation post-death with letting it rot & setting burial zones, the states update for both health and holdings. Thoughts do not update because it only functions in a active body.
Again, this UI is simply showing you false info because you are using it in an unintended way and using actual reliable sources will reveal that death did, in fact, happen.
And Randomdragon in my 'musing' i never actuallly claimed that bleeding out humans would make them usable, any death even slaughtering (full body destruction) does not properly facilitate, and thank you for proving further my method of it being a universal death feature. Its based on how you can buy objects from the caravan that are ethically controversial and use fine but appropriate to your site (human skin book on trophy ethics etc) but when the unit on the site is involved (as it has to be with butchery) it fails to work. This is not a problem with site ethics precisely, but objects made out of & produced from still belonging to the unit it was sourced from who has been destroyed but not died.
They have died but not been destroyed, in fact. The unit sticks around, just dead (literally has a "dead" flag set, which cannot be seen in any part of the UI and must be seen with DFHack). It's totally a problem with DF simply not dealing with ethics the right way, there's no real concept of ownership with respect to butchery AFAIK.
All my 'musing' is based off observation and method, and in my bug-reports i have a save on the depot here (http://dffd.bay12games.com/file.php?id=12543) that explains with method examples which i hope to expand to greater scope. I have acknowledged Max's suggestive finding but I don't feel its as centrally relevant to the issue though it may be related.
Your methods are flawed, as I detailed here. You're using the game's highly unreliable UI for your information.

There was a bug a few years back where eyebrows were growing indefinitely, dozens of feet long--nobody could tell because the UI doesn't say this anywhere, but it was discovered with DFHack.

There was a bug a couple years back where units who were born on any tick that was not divisible by 10 would never grow--this was also discovered with DFHack because there's no reliable way in the UI to get actual info regarding unit sizes.

If you want to try to get to the bottom of a bug--the actual bottom of a bug, not what you think might be--you need to use DFHack. Anything less is mere speculation. Simply reporting what you see is fine, but trying to connect it is an exercise in failure almost always unless you have DFHack evidence. Even DFHack can be insufficient, too, and problems misunderstood. It is best to merely report what you observe in a minimal way.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2016, 05:46:44 am
I know perfectly well about the "missing upper body" thing, that's been around since 2010. I mean use DFHack to check the unit's unit.flags1.dead flag.

Your musings are based off of observation but you're observing based off of DF's notoriously bad UI which was never even designed to show you the things you're looking for anyway. The observations I'm basing my information on is actually delving into the game's runtime memory in order to determine what is actually, literally going on with no error.

But I have already expressed the game doesn't recognise the unit in all actuality as being dead. The unit's physical state is the recorded one, (else functions like tombs wouldn't work, and even so they work poorly) when it physically 'dies' and passes to the corpse state, but the actual status being abstract to the to the body in alive/death is causing the obstructions. That upper body damage bug is a flaw of the health system that basically scribbles all over the rules on what defines death, described by the 'cockroach dwarf' who remains active without a centre of thought , lungs sight or organs. (Most to nearly all required mandatorily by BP flags)

0009763: Dwarf missing upper body, but still alive.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9763

For a moment just imagine being alive like this dwarf, but vegative after combat and kept in a state of perma-unconsciousness, and that's pretty much the BP status of what your 'dead' are. A more applicative use of DFhack and plugins would be to have one that lists ALL the active unit statuses rather than reading output of what the game says by default. Cockroach dwarf here in that bug report & save escaped from the death state by site emigration triviality, but the the health BP flags don't apply to him being struck down instantly on the spot and therefore he is still active though suffering and dehydrating to death (ignoring all his other ailments like unconsciousness and being unable to function without a brain).

Because of the code potentially being borked really hard, the game's output is untrustworthy even with some memory reading if you don't commit to investigating for yourself to pick between the lines on what the game tells you. Having a death BP to declare to the status that you've passed would probably help us keep the system as it is if made to work. (etc, if death=true, and death on the health status = clear ID on body destruction)

A plugin like DF.Therapist to analyse all current UI traces would be more helpful than just looking at a sheet of what is alive and what's dead declared of the game.


Edit - Though I failed to notice this the first time, my militia commander in my bug report save was dealt a normally fatal according the wiki (http://dwarffortresswiki.org/index.php/DF2014:Anatomy#Upper_Body), 'major damage' to the heart by a direct punch by a troglodyte, yet he still lives and healed it up without circulation problems. (heart and all other BP organs function described in the body rcp) He didn't even visit the hospital when i continued playing the save.

Cutting off a head, as described by the un-conciousness combat screenshots at decapitation and lethal blow to which they disengage combat after  is affecting the [APERTURE] flag in the mouth, allowing a creature to use its lungs, hence why when you asphyxiate a creature by destroying both lungs ("tearing apart", both of those lungs were destroyed) first in usually a fatal move due to fortress ticks vs adventurer ticks it does not indicate that it is rendered unconscious when decapitated because it already lacks air.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Putnam on November 04, 2016, 05:53:32 am
But I have already expressed the game doesn't recognise the unit in all actuality as being dead. The unit's physical state is the recorded one, (else functions like tombs wouldn't work, and even so they work poorly) when it physically 'dies' and passes to the corpse state, but the actual status being abstract to the to the body in alive/death is causing the obstructions. That upper body damage bug is a flaw of the health system that basically scribbles all over the rules on what defines death, described by the 'cockroach dwarf' who remains active without a centre of thought , lungs sight or organs. (Most to nearly all required mandatorily by BP flags)

And I've explained how the game's own UI is not an accurate representation of what goes on under the hood, which you continue to ignore and go on assuming the opposite of.

Did you see my edit, where I go over the post point-by-point?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2016, 07:06:14 am
But I have already expressed the game doesn't recognise the unit in all actuality as being dead. The unit's physical state is the recorded one, (else functions like tombs wouldn't work, and even so they work poorly) when it physically 'dies' and passes to the corpse state, but the actual status being abstract to the to the body in alive/death is causing the obstructions. That upper body damage bug is a flaw of the health system that basically scribbles all over the rules on what defines death, described by the 'cockroach dwarf' who remains active without a centre of thought , lungs sight or organs. (Most to nearly all required mandatorily by BP flags)

And I've explained how the game's own UI is not an accurate representation of what goes on under the hood, which you continue to ignore and go on assuming the opposite of.

Did you see my edit, where I go over the post point-by-point?

I have now, and took time to respond to each point, but I still recommend and encourage either trying for yourself with methods & pushing the envelope to look beyond what the games tell you. Because its a fundamental problem with the code, take a pinch of salt in that its affected the values of what you see. I agree DF hack is a much better method of investigation, but its something to keep in mind before claiming that the results are absolute without actually looking at how the end result pans out (same applies to me in some respects). Both of our issues are that we are both focusing on different areas of chain, im looking at the end product and you're looking at the latter half production underbelly.

I agree to disagree with you on you being so resolute as to what the problem is without first proving it in a way that presents a strong arguement, I disagree with both max's and your suggestions from the memory/coding side of things. I still acknowledge your input however, i am not ignoring you both, its just that i think you're wrong in the same way you think that im wrong on certain aspects.

Spoiler:  Response enclosed (click to show/hide)
Title: Re: Future of the Fortress
Post by: Max™ on November 04, 2016, 07:55:03 am
Did I ever tell you the story of Nish Handlestandard, whom I accidentally got killed digging out a magma piston and on a lark decided to see if I could resurrect as I couldn't actually locate her body, only to later find it, and resurrect IT as well before having a couple of different dorfs use her for fell moods before resurrecting her again so she could hang out in the meeting hall near her coffin with her corpse in it when she wasn't training at an artifact weapon rack made from her bones while equipped with a crossbow which was also made from her bones.
Spoiler (click to show/hide)
That was an interesting time.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2016, 08:14:03 am
Thats interesting. What version was that and plugins were in place?

The parts were strange object only which might have different specific rules because its not unforbidden (illegally owned id is not forbidden, just moved instantly to the refuse pile and ignored, so not ethic related) so the previous behavior of owning the parts may still apply. Everyone knows that by forbidding and restricting the selection of materials you can make dwarves only use the supplies that your provide for moods.

That trace unit id is pretty much if im reading it from your reply right Max the precise thing im talking about also with BP (if im not mistaking what im seeing again). If you want to go to the N'th degree, repeatedly between full moons cut off arms off a were-creature, and let them regrow every time they turn.

[EDIT] the fact that they are using the 'illegal' dwarf bone crossbow is a little odd, what are your ethical settings max? That might be a separate bug altogether if the game doesn't recognise weapon types to properly be ethically categorized when assigning them to military members via forcing them to pick up that weapon.
Title: Re: Future of the Fortress
Post by: Thundercraft on November 04, 2016, 09:28:05 am
Is there a plan to, eventually, allow players to create different types of adv-sites (Adventurer-created sites), aside from just Camps? Perhaps we could one day turn our own camps into a small Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or maybe even a Lair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?
Title: Re: Future of the Fortress
Post by: pikachu17 on November 04, 2016, 01:34:53 pm
Is there a plan to, eventually, allow players to create different types of adv-sites (Adventurer-created sites), aside from just Camps? Perhaps we could one day turn our own camps into a small Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or maybe even a   Lair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?
is there a plan to allow fort mode sites to become a Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or aLair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?
Title: Re: Future of the Fortress
Post by: Dirst on November 04, 2016, 02:05:02 pm
Is there a plan to, eventually, allow players to create different types of adv-sites (Adventurer-created sites), aside from just Camps? Perhaps we could one day turn our own camps into a small Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or maybe even a   Lair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?
is there a plan to allow fort mode sites to become a Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or aLair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?
Is there a plan to be able to play Legends mode to create a Hamlet (http://dwarffortresswiki.org/index.php/DF2014:Hamlet) or  Hillock (http://dwarffortresswiki.org/index.php/DF2014:Hillock), or a Lair (http://dwarffortresswiki.org/index.php/DF2014:Lair), Labyrinth (http://dwarffortresswiki.org/index.php/DF2014:Labyrinth), Shrine (http://dwarffortresswiki.org/index.php/DF2014:Shrine), or Tomb (http://dwarffortresswiki.org/index.php/DF2014:Tomb)?  Okay, that's just being silly :D
Title: Re: Future of the Fortress
Post by: Max™ on November 04, 2016, 03:34:13 pm
Thats interesting. What version was that and plugins were in place?

The parts were strange object only which might have different specific rules because its not unforbidden (illegally owned id is not forbidden, just moved instantly to the refuse pile and ignored, so not ethic related) so the previous behavior of owning the parts may still apply. Everyone knows that by forbidding and restricting the selection of materials you can make dwarves only use the supplies that your provide for moods.

That trace unit id is pretty much if im reading it from your reply right Max the precise thing im talking about also with BP (if im not mistaking what im seeing again). If you want to go to the N'th degree, repeatedly between full moons cut off arms off a were-creature, and let them regrow every time they turn.

[EDIT] the fact that they are using the 'illegal' dwarf bone crossbow is a little odd, what are your ethical settings max? That might be a separate bug altogether if the game doesn't recognise weapon types to properly be ethically categorized when assigning them to military members via forcing them to pick up that weapon.
It was 40.24 era, and Fell moods never checked ethics. Used gm-editor to revive Nish and then kept doing it.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2016, 04:12:28 pm
Thats interesting. What version was that and plugins were in place?

The parts were strange object only which might have different specific rules because its not unforbidden (illegally owned id is not forbidden, just moved instantly to the refuse pile and ignored, so not ethic related) so the previous behavior of owning the parts may still apply. Everyone knows that by forbidding and restricting the selection of materials you can make dwarves only use the supplies that your provide for moods.

That trace unit id is pretty much if im reading it from your reply right Max the precise thing im talking about also with BP (if im not mistaking what im seeing again). If you want to go to the N'th degree, repeatedly between full moons cut off arms off a were-creature, and let them regrow every time they turn.

[EDIT] the fact that they are using the 'illegal' dwarf bone crossbow is a little odd, what are your ethical settings max? That might be a separate bug altogether if the game doesn't recognise weapon types to properly be ethically categorized when assigning them to military members via forcing them to pick up that weapon.
It was 40.24 era, and Fell moods never checked ethics. Used gm-editor to revive Nish and then kept doing it.

Interesting. I always held 0.42.01 to be the 'milestone' when things really hit the fan with suggested code regression and these bugs, but before having a unit ID abstract and a slightly wonky was a non-issue. Nothing jumps out at me between here and now in the bug fixes that infringes on those lines EXCEPT the new mind system & summary expansion to DF.units & additoinal code being the the only major leap of change.

In 43.05 arena code, it works 'fine' besides the whole duality thing and BP is put accordingly, as soon as its put in the non arena modes and world gen however it messes up.

This image was taken from arena mode, and you can try it yourself.

I dont precisely have a answer for this other than the musing that because its not placed within the same game world the BP system operates differently because of all living things having shared attributes by living on the same site via overlaps of emotions, intelligent actions, personalities, facets and the flawed health system (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10059) in the normal world. Such are the dangers of having only 1 true type of population to embody units compared to vermin, bushes and trees which are classed separately.

The other bug has its own talking point seperate to this one, but that's where they interact with one another.



Unless its a secret, what is the typical (or in progress) outlay of kobold sites so far toady?
Title: Re: Future of the Fortress
Post by: Max™ on November 04, 2016, 06:05:32 pm
Well, I've replicated the Nish-revival trick in 43.03 and could do the same in 43.05, I just haven't tried since dfhack only recently got workable and I haven't found a reason to try. There were various structures added in various parts of the unit/histfig/nemesis trio of important structure groups, but none that would change what Putnam or I were talking about.

The biggest thing I can think of is the interaction of the dead_dwarf flag.
Title: Re: Future of the Fortress
Post by: Putnam on November 04, 2016, 07:10:49 pm
I'm going to avoid replying to most of your reply to my reply to clear up one very important thing.

The ID creature is turned into a corpse before the ID is dispelled

Nothing is "turning into a corpse". A new corpse item is generated on the point where the unit died and the unit continues to exist. There is no transformation going on anywhere.
Title: Re: Future of the Fortress
Post by: wierd on November 04, 2016, 07:38:00 pm
You two are arguing semantics over what toady calls " a soul".  The "soul data" is separate from the corpse item, which is why zombies work the way they do, and mummies work the way they do.  Mummification is more a transformation as far as I can tell, while zombies are entirely new units created from corpse items.

Regardless, please discontinue. Somebody being wrong on the internet is not the end of the world.

As for arguments about "incorrect data in the UI", the backwards recursion into disabled thoughts pages gives data about the " soul." Putnam is right that there is a hidden flag about being dead. That flag is used to trigger code. Some of that code is related to returning as ghostly, (which is another mechanic that makes use of this retained soul data), some of it for enabling the unit name to show up in memorial and coffin assignments, and the like.

However, toggling it on without causing trauma sufficient to actually kill a dwarf is the smoking gun.  This can be done with dfhack easily enough.  Likely the dwarf will go on normally, despite the game believing they are dead, because the code path that sets that flag never fires, and the unit is still in the active units stack.

Max implies the flag is superfluous, because units can continue to be active. You are saying it only gets set when they are removed from the active queue.

Again, I bring up ghosts and mummies. These have the flag set, but are active.

I fully expect that there is no sanity checking related to that flag, and that setting it on healthy dwarves won't hurt them at all, because the flag is a descriptor to trigger code that us only evaluated on very specific conditions, and little more.
Title: Re: Future of the Fortress
Post by: Dirst on November 04, 2016, 09:17:18 pm
"You can't kill me... I'm already dead!"
Title: Re: Future of the Fortress
Post by: wierd on November 04, 2016, 09:30:55 pm
Likely, the game does not check the flag before setting it on a terminated unit. Why would it?
Title: Re: Future of the Fortress
Post by: Max™ on November 04, 2016, 11:06:46 pm
I didn't say it was superfluous, just that the corpse item having the dead_dwarf flag set was the main block preventing ethics-allowed cannibalism, and the most likely cause of the old "adventurers can just straight up eat friends and family" behavior, but I don't have an old version to test if it was always set or not, though I don't recall it being active until recently.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 05, 2016, 05:35:45 am
I didn't say it was superfluous, just that the corpse item having the dead_dwarf flag set was the main block preventing ethics-allowed cannibalism, and the most likely cause of the old "adventurers can just straight up eat friends and family" behavior, but I don't have an old version to test if it was always set or not, though I don't recall it being active until recently.

I hate to point it out, but it has nothing to do with ethics, since with modified raws you can still use, wear and eat ethically appropriate abnormal material (sentient meat/objects/earrings made of elf nail etc) and there isn't one rule for your fortress and another rule for worldgen because surely your new citizens would refuse to use those imported items on site. The relation is the terminated unit being required for the materials and rendering them void.

For all function besides being a little funky with behaviour overlaps, the ethical system is actually working. If it was really a forcefully butchered forbidden object it would be {forbidden} as nishes story details but as you can totally evidence by modding your raw folder to [ETHIC EAT SENTIENT OTHER:ACCEPTABLE] DFhack unit spawning in a troll pet factional member and slaughtering it from the (V) < (P) screen, the meat is just posessed by the terminated unit and subject to different rules, its not forbidden, just unusuable as everything rejects using it and moves it to refuse perfectly fresh


I'm going to avoid replying to most of your reply to my reply to clear up one very important thing.

The ID creature is turned into a corpse before the ID is dispelled

Nothing is "turning into a corpse". A new corpse item is generated on the point where the unit died and the unit continues to exist. There is no transformation going on anywhere.

Negative, though you're using the right frame of mind as you've took up my definition of the problem i've been trying to get across, that corpse is still responsive to unorthadox method testing of its state (the relationship screen exploit), as to say either by the terminated unit ID still taking force as posession of its body, it will read out further BP developments that are taking place as it rots (which only really applies to the corpse state).

After a fresh corpse of lets say a drowning incident where the body is otherwise BP immaculate, death has symptoms, but specific rotting symptoms most notably the eyes causing them to "lose ability to see" is important. Ok maybe non literally it may or may not be the corpse but the two are definitely linked as it's status updates.

You two are arguing semantics over what toady calls " a soul".  The "soul data" is separate from the corpse item, which is why zombies work the way they do, and mummies work the way they do.  Mummification is more a transformation as far as I can tell, while zombies are entirely new units created from corpse items.

Regardless, please discontinue. Somebody being wrong on the internet is not the end of the world.

Very good point, there is no dishonor in being wrong.

Soul data is held by DF.unit which is very wrong right now as i've mentioned before evidenced by this bug report (10059) (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10059) taking hold and messing up a lot of behaviour and functions. Because all 'animals' have a "soul" (so all units essentially since beside vermin which are separate class of animal, they are fed back into other systems like entity code through creature raw) typified in game terms with (V) functions and (Z) allowing them to intentionally have skills etc, which at base should only work to be basic but currently i believe gives all creatures the same UI (dwarf therapist has examples of reading non full sentient life to determine desires when the player can't interface) for the mind & health screen, as well as copying behaviors and stresses.

This gains a extra bit of credibility, when associated with stresses like loneliness, and wanting to talk to people which happen across entity sites everywhere, and if animals are counted (even wild) as entity members too they will be afflicted with the same thought outlet and values. A jump of logic but secretly sharing a system with dwarves because since early code, its been unconfigured to differentiate animals (the really old animals wear clothes bug) from sentient creatures may have caused more problems and wasted time than the bugfixes to amend.

Where these parallel lines cross are domestic pet creatures like trolls with active labours. Now i can vouch very heavily that trolls being modded in livestock are fiddly but workable creatures, but they are perfect case for what's going wrong in semi-sapients (animals intentionally with just intelligent protection and a ability to open doors is all they are, not literally intelligent) since trolls in play will act with simultaneous intelligent and non-intelligent desires rather than being a 'dumb animal' as their base coding suggests, claiming rooms to sleep in, drinking, singing (while mute) and socialising and it becomes a case of where does the line of what it can do and can't do really stop? The only way to pin trolls down are with burrows, and even so because none of them have names as animals this causes havoc with UI trying to differentiate them.

I mentioned this with all my troglodyte examples, especially in regards to off site population being affected by the global cavern features causing confrontations of rampaging named animals vs hunters to shape further interactions, giving them emotional states and reactions, that might be running through unseen UI but without definite testing all we can do is observe the advanced emotions they exhibit.

> A test you can do at home, on cavern layer 2 & 3, edit out the raws for all of the creatures with [LARGE_PREDATOR], if they are non-intelligent and everything as to say nothing will ever attack you down there passively without aggrovation by you first because they are not affected by historical unit intervention. (or a unseen dimension of conflict between animal populations in worldgen caused by adjacency)


Zombies as i've mentioned in my musing and observation before, return the class of creature into a un-intelligent huntable state (purging flags and keeping some) allowing butchering, but the terminated ID even so still holds power ('not- zombie #____ meat' but instead original class of creature '#_____ meat') over the original products so while its butcherable, its a pointless exercise to exploit the system if its not already a butcherable non intelligent 'huntable' class creature.

From the terminated ID, technically you can make a infinite source of zombies on evil embarks.
Title: Re: Future of the Fortress
Post by: Max™ on November 05, 2016, 01:33:28 pm
Having [CAN_LEARN] prevents any creature which should be able to eat sapients from doing so. A corpse which dies with [CAN_LEARN] has the item.flags1.dead_dwarf flag set. Removing one before, or one after death is sufficient to change this.

As an outsider goblin you can not butcher and eat a dwarf.

As a freaking giant lion with a name I took control of via dfhack I could not butcher and eat a dwarf without removing [CAN_LEARN] or untoggling dead_dwarf.

Trolls have [SLOW_LEARNER] which I think prevents the flag from being toggled on death, I haven't checked specifically.

It should be an issue of ethics instead of 'all adventurers can eat any creature, including their own friends and family' as it was or 'no adventurers can eat sapients, not even goblins or elves who defeat their foe and canonically should be able to do this, not even wild animals which have been taken control of and have no ethics' as it is.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 05, 2016, 02:33:09 pm
deleted by me
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 05, 2016, 02:37:04 pm
None of this bickering provides anything in the way of conclusively, 100% demonstrating what bugs here are related.
Title: Re: Future of the Fortress
Post by: TheBiggerFish on November 05, 2016, 02:43:05 pm
Toady have you ever read a Terry Pratchett novel such as any novel from the Discworld series? https://en.wikipedia.org/wiki/Discworld and if so will it influence how you go about myth generation for your worlds?

This question has been bugging me for awhile.
Yes, I think he's read Pyramids, or maybe Guards! Guards! IIRC the last time I asked.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 05, 2016, 03:44:41 pm
Having [CAN_LEARN] prevents any creature which should be able to eat sapients from doing so. A corpse which dies with [CAN_LEARN] has the item.flags1.dead_dwarf flag set. Removing one before, or one after death is sufficient to change this.

As an outsider goblin you can not butcher and eat a dwarf. (Outsiders still adhere to dwarven ethic rules, you require REAL evil entity/alternative by modding as its dealt by a entity not creature basis)

As a freaking giant lion with a name I took control of via dfhack I could not butcher and eat a dwarf without removing [CAN_LEARN] or untoggling dead_dwarf.

Trolls have [SLOW_LEARNER] which I think prevents the flag from being toggled on death, I haven't checked specifically.

It should be an issue of ethics instead of 'all adventurers can eat any creature, including their own friends and family' as it was or 'no adventurers can eat sapients, not even goblins or elves who defeat their foe and canonically should be able to do this, not even wild animals which have been taken control of and have no ethics' as it is.

I can't discredit the role that dead_dwarf might be playing but i have already covered that transformatively turning a unit into a zombie purges the intelligence tags and allows it to be butchered. However because the BP is not converted to the new zombie class of creature, the old terminated unit ID is still in place and therefore its unusable and parts commited to the corpse pile (being the corpse of the unit BP's converted)

Your ethics arguement coincides that all the ethics is wrong and at fault, when in all actuality its just the corpse that is the largest problem and a failure to recognise the body of the terminated unit as egible to butcher because its still active. All the ethics revolve around huntable classes of creatures only corresponding to [KILL ANIMAL] and everything else handled by [EAT SENTIENT] and my logic explains in good detail how even as a giant lion cant do nothing, because the game wide system is broken nothing will happen. A lion is not part of a faction so ethics wouldn't be in force so why does a lion care about what it can and can't do? (strange example but that's the logic), elves have specific rules on combat and goblins can eat and butcher pretty much anything intentionally and would be better for trying with your dead_dwarf experiments.

My other bug reports (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10059) also connects how wild animals are covert site units and follow all those ethics (brawling engagements etc), so that might be infringing on your giant lion examples credibility anyway if its a dwarven lion. I also highlighted in bold the fact that you were using dwarf raised goblin to try and execute ethics, which is a oversight.

> Recommendation - Set your entity folder like this to quickly access the goblin civ, then try your workaround if its the same in your super old version or apply the archaic terms. From the embark screen with [TAB] you'll be able to view your civilisation, then manually switch between goblins and dwarves in addition to freedom of choice for goblins in  adventure-mode, and ensure that you start out inside the goblin civ before testing butchering again.

Code: [Select]
[ENTITY:EVIL]
        [SITE_CONTROLLABLE]
        [ALL_MAIN_POPS_CONTROLLABLE]


Example: Huntable classes of creature - Hunters only pursue unintelligent wildlife and have to get it (with on their end the hunter gurantees death) into the butcher workshop by hauling it back. This screen is on ((O) < (F) < (o)) and all units who are non huntable will be automatically forbidden, including your intellgent life forms that should be butcherable under your ethics. Hunters will pursue zombies because they join this field, including former sentients.
(http://puu.sh/s7Blg/91035f2d43.png)

If its not forbidden (as my trolls show) its not counted for being living in use BP by the terminated unit

Animals are read off site pop's and turned into goods = Citizens wear/eat/use outsourced goods = Butchery obviously requires a unit to die actively = Gets bugged because the terminated unit still holds onto the goods as a body.

Ethics is working completely as intended as evidenced by the rest of the worlds interactions in using those materials, your site is not a exception because its a player fortress, but because of the butchered BP materials needed to make the goods.

(https://puu.sh/s7kvW/7a852615f6.png)

Above is the same materials from the slaughtered troll in my spoilered detailed log of a modded game as a ethically correct evil goblin faction. All the stuff is untouchable for still being the BP corpse (much of the meat has since rotted away) but the fat and bones are moved to the corpses (not refuse) stockpile along with another sentient (items are not meant to be stored on a strict corpse pile). If this was handled in a second hand nature and sold directly to me without having to slaughter the troll (I did slaughter it successfully, it was killed and harvested a semi-sapient pet as it should on those ethics) then all the goods would be workable, but because the terminated unit is intermittently connected to the parts it can't be undone.

(https://puu.sh/s7kC6/f421605074.png)

Slaughtered with [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] as a genuine goblin civ by embarking with it, signing up a butcher and slaughtering it with the (S) key even though there was no prompt to be turned into delicious non huntable creature class gibbets which were left to rot in the open air and whatever else was moved to the corpse pile because its still the same troll that exists in nullspace.


Butchering a loved one or a cherished member of the community does not matter because different butchers who are indisposed can do the job instead (like butchering pet cats), without first knowing the ins and outs of how sentient killing your own kind works by seeing it in action that comment about butchering your relatives 'should be wrong' is a suggestion rather than a constructive comment. (etc - Someone not related to you can do the job, its a personal matter/acceptable/required matter so people wont care or give a hoot about eating their own children's sweetbreads.)

The bodies of those trolls are being sent to the corpses pile because they are still the troll's corpses BP wise (especially with the clothes popping off seemingly after the meat rotted but still attached to the body when it was being butchered). Additionally with sentient ethics its highly rumoured that you can eat invaders when it works right (which is made harder with less sieges now but probably a first priotity thing to try when we think of a workaround to this bug or a eventual fix)


Question for toady - Have you ever thought in the development process for the museum displays about perhaps using mannequins for BP representative clothing displays or training targets?
Title: Re: Future of the Fortress
Post by: Rubik on November 05, 2016, 05:33:50 pm
Question for toady - Have you ever thought in the development process for the museum displays about perhaps using mannequins for BP representative clothing displays or training targets?

I mean, armor stands are not working for now, but thats theoretically their purpose, to store and show equipment, so we already have that
I would be more interested if you could use statues for armor stands, and have the gold statue of your civ's king hold the relic hammer of chaos, that would be pretty neat
Title: Re: Future of the Fortress
Post by: Max™ on November 05, 2016, 06:38:14 pm
Tossing this into spoilers because it's gotta be annoying folks.
Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 05, 2016, 07:02:40 pm
Yeah this is getting a slog, I don't envy anybody having to go through pages of this. I've put my response in spoilers too

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 05, 2016, 07:13:21 pm
Toady have you ever read a Terry Pratchett novel such as any novel from the Discworld series? https://en.wikipedia.org/wiki/Discworld and if so will it influence how you go about myth generation for your worlds?

This question has been bugging me for awhile.
So much so that you already asked it...
Quote
Quote from: Untrustedlife
Toady have you ever read discworld?

I think I read one of the books many years ago.  Something Egyptish.

Quote from: TheBiggerFish
Have you considered reading more Discworld books?

I had a few more from when I read the pyramids one (Guards something I think and whatever came next), but that was ~a decade ago and I didn't read them.  Then I didn't circle back around and don't really plan on it.  It's hard to find time.
Title: Re: Future of the Fortress
Post by: Putnam on November 05, 2016, 07:22:20 pm
Soul data is held by DF.unit which is very wrong right now as i've mentioned before evidenced by this bug report (10059) (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10059) taking hold and messing up a lot of behaviour and functions.

No.

I am saying no because this is wrong.

This statement itself is wrong. It's wrong in many ways. I can't begin to go into how wrong it is.

Unit soul data for individual units is stored in unit.status.current_soul. There is also a souls vector that may hold multiple souls, but that is as of yet unused.

Zombies do not have souls.

Units having souls is not "very wrong" by any means.

I'm incredibly loathe to say this, but: please do not try to determine the cause of issues if you have absolutely no idea how things actually work under the hood, as you are repeatedly demonstrating is the case.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 05, 2016, 07:32:26 pm
Would it seem awfully obnoxious to request a mod to move all this tech stuff to a new thread?
It's great to have dialogue on the inner workings of the game, and surely bugs need to be fixed, but it's hard enough as it is to locate concrete info on future plans in the Future of the Fortress thread without wading through pages of technical jargon that makes no sense to a lot of people.
Title: Re: Future of the Fortress
Post by: Max™ on November 05, 2016, 09:46:35 pm
Derail moved: http://www.bay12forums.com/smf/index.php?topic=161408.new#new
Title: Re: Future of the Fortress
Post by: Rubik on November 06, 2016, 04:54:47 am
Derail moved: http://www.bay12forums.com/smf/index.php?topic=161408.new#new
thanks. Its an interesting subject, but it shouldnt be here
Title: Re: Future of the Fortress
Post by: The13thRonin on November 06, 2016, 11:27:49 am
Forgive me if this is not relevant. I have not played Dwarf Fortress for a few versions. One thing that has prevented my return is the fact that selling prepared meals breaks trade (because they are so immensely valuable and also easy to make) and makes it insanely easy to acquire wealth/goods. Is there a possibility that in the future you could solve this problem either by A) Dropping the value of cooked meals, or, B) Making different caravans interested in different goods (i.e. caravans selling metals would only be interested in finished goods, caravans selling wood would only be interested in agricultural products, etc).
Title: Re: Future of the Fortress
Post by: Inarius on November 06, 2016, 11:37:45 am
@The13thRonin : I think Toady's reply will be something like "I will work on this during the Economy Arc".
Title: Re: Future of the Fortress
Post by: The13thRonin on November 06, 2016, 12:10:30 pm
@The13thRonin : I think Toady's reply will be something like "I will work on this during the Economy Arc".

Is that soon?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 06, 2016, 12:58:27 pm
@The13thRonin : I think Toady's reply will be something like "I will work on this during the Economy Arc".

Is that soon?

Responses typically come at the end of the month, sometimes depending on the zach brothers (Zach/Threetoe & Tarn/Toady) personal quotas and engagements (travelling to give speeches, working on content etc.)

Unless there is a snap release of the next version we're not expecting to hear from them again for a reply until about the first or second of December approximately formally or a little bit before.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 06, 2016, 01:20:51 pm
Toady have you ever read a Terry Pratchett novel such as any novel from the Discworld series? https://en.wikipedia.org/wiki/Discworld and if so will it influence how you go about myth generation for your worlds?

This question has been bugging me for awhile.
So much so that you already asked it...
Quote
Quote from: Untrustedlife
Toady have you ever read discworld?

I think I read one of the books many years ago.  Something Egyptish.

Quote from: TheBiggerFish
Have you considered reading more Discworld books?

I had a few more from when I read the pyramids one (Guards something I think and whatever came next), but that was ~a decade ago and I didn't read them.  Then I didn't circle back around and don't really plan on it.  It's hard to find time.

I didnt remember asking that hehe, , ill rephrase it.

Toady have you read a fantasy novel such as any novel from the Discworld series or the Scion of Shannara series, (or any of the short stories from the Majesty fanatsy kingdom sim series of games (like this http://www.majestypalace.com/page/History_of_Ardania ), (or this http://www.majestypalace.com/page/Sources_for_Majesty_Lore)  or  anything like that)  since the start of the myth generation stuff? and if so will it influence how you go about myth generation for your worlds and what books/stories were they? and if not, do you plan to?
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 06, 2016, 01:47:32 pm
@The13thRonin : I think Toady's reply will be something like "I will work on this during the Economy Arc".

Is that soon?
No.
FantasticDorf answered when Toady will answer your question, but the question of when the Economy Arc will take place is most likely answered with "not anytime soon", as it's beyond the scope of semi fixed plans. First there is the artifact release currently worked on, then the continuation of that in the form of magic and myth. The current plan has starting scenarios and additional adventure mode stuff beyond that, although starting scenarios has some thorny connections with the economy. It's also likely multi tile machinery will get in before the economy (there's a connection in that sea trade requires boats), but the order can switch. There's also the issue of random tangents, suddenly shifted priorities, and stumbling blocks that result in a change of the short term focus.
Thus, if you require a working economy to play DF I'd recommend you to check back every year or two, but not expect to see anything this decade. You can also check the dev page to see what's within the sort of scheduled future.
Title: Re: Future of the Fortress
Post by: Inarius on November 06, 2016, 01:49:32 pm
@The13thRonin : I think Toady's reply will be something like "I will work on this during the Economy Arc".

Is that soon?


If your question was "is that soon", speaking of the Economy Arc (and not the reply), all we can say is that it's not "yet", as he is currently working on Magic & Artefact & Myths.

Economy is very complex, so before that, he will have to work on property and laws. It MAY be in two arcs (which would mean, in that case, that he could work on the prerequisite next year after the current one, for a release in two years, then after, for a release in 4 years). But it may be not, considering all the other important features.

The main issue is what you see as a bug, something annoying, is just the emerged part of a much larger system, that you can't just fix easily. You have to rewrite what was temporary by something "connected" with the rest of the game. And economy is notoriously complex.
I hope that FantasticDorf & I have replied to your question.

EDIT : PatrikLundell has replied before me. Glad to see we said the same thing :)
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 06, 2016, 04:02:08 pm
As for how it'd help, economy arc would change the value of goods dynamically based on how much are present and traded for everywhere in the world, which would limit the efficacy of a single trade good.

Even then, they simply don't bring much, compared to what you produce at your fortress (I've bought caravans by forgetting about "make crafts" with infinite resource), and only ask for 0,5x profit when it should be something like 100x to make it a proper choice (and even then, worn clothes would still be more valuable than raw materials, I estimate, what's with the way the values are calculated by multiplication in magnitudes, not something like adding).

Not only is it pretty hard to make a trade be a bad idea, it's undesirable from the perspective of simulation.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 06, 2016, 05:24:55 pm
Why not, and here's a crazy idea, not use the prepared meals to exploit easy wealth? We all know it's not intended as the final behavior. Just a thought.

As a very, very rough guide, assume a year of development followed by 6 months of bug fixing and smaller updates/suggestion improvements.

Then upcoming we have:
- Artifacts
- Magic and myths part 1
- Starting Scenarios (lets assume, parts 1 and 2 , similar to artifacts/magic breakdown as this also includes law, politics and society)
- Boats and moving fortress parts
- Economy

Throw in myths and magic part 2 (it's too big for one release, but too exciting to leave for too long), plus probably another scenarios/politics release and that gives you a vague figure of 10 years?

Bear in mind Toady's become a book writing, globe trotting, conference attending celebrity recently. As fans we like to assume this won't effect things and he won't do anything drastic to his schedule like start dating or something, but these things happen so it's really impossible to tell.
Title: Re: Future of the Fortress
Post by: DG on November 06, 2016, 07:32:59 pm
I thought that Law/Crime & Punishment would be worked on after starting scenarios but I don't remember now why I had that impression.
Title: Re: Future of the Fortress
Post by: Putnam on November 06, 2016, 07:34:17 pm
Pretty sure that was part of starting scenarios?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 06, 2016, 07:59:16 pm
Yeah, starting scenarios includes law, politics and so on right now in the dev notes. As without law and politics and a dwarf knowing his place in society, there can be no scenarios. Or something.

I can see it being divided though. Magic was part of 'npc artifacts' originally.
Title: Re: Future of the Fortress
Post by: DG on November 07, 2016, 08:53:35 am
There you go. Thanks.
Title: Re: Future of the Fortress
Post by: malvado on November 07, 2016, 05:20:52 pm
This is a question that has been asked before, but I think it's appropiate to ask it again :

As the complexity of the code in DF progresses we can see how even pretty new and fast computers tend to drop in performance impacting gameplay in several ways , several users see how they beforehand could run a fort at decent speed with up to 200 (or more) dwarves in locations 4x4 and the same seems now almost impossible even at smaller locations and fewer dwarves.

Would it not be appropiate to try to start allocating several of the calculations that are done on more cpu cores, before the game reaches a complexity that makes it even harder to differenciate the different parts of the game that can be dedicated to different cores in an efficient mode?

Title: Re: Future of the Fortress
Post by: Putnam on November 07, 2016, 05:23:15 pm
It's been discussed a thousand times in various topics that could be found by simply searching and the answer in this particular case is "it is much, much, much harder than you think".
Title: Re: Future of the Fortress
Post by: malvado on November 07, 2016, 05:29:25 pm
It's been discussed a thousand times in various topics that could be found by simply searching and the answer in this particular case is "it is much, much, much harder than you think".

Yes, it's harder than you think, but thats not really the question, the question is "is it not appropiate to start..." instead of waiting to the game reaches a more "finished" state in order of what Toady wants to add of gameplay and features and so on...
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 07, 2016, 05:38:17 pm
There's also the matter about code efficiency and coding carefully as to try and avoid certain actions repeating (such as pathing to a space through a unpassable object, cancelling then trying the exact same thing again) since even with the best specifications and tweaking on the technical side, if the code is (forgive me for saying such a blasphemous word) 'broken garbage' in terms of how it runs on minimum opt in settings on simple or maximum setting and high spec computers there's nothing you can do to beef up the system as a 'fix' without addressing the game itself not running optimally by design.

Clean up and define the base systems, point out features and non essential features (temperature and weather are deactivatible code for less memory and power as well as 'culling historical figures' which doesn't keep a log of people of no importance) to be within opt in and opt out model of game which in the end will reach more of a audience even as content expands because you can simply either revert to a 'legacy' build or turn off features to conserve power without actually forfeiting much of the product.

Basically DF with minimum settings should ideally by the end product still be as playable as the final full fat release. But this will most likely happen with constant cleanups of the code on top of adapting to new spec settings (64 and maybe even 128 bit if it ever becomes the market norm)

(Theoretically DF could have harbour port fast travel but have active actual boats disabled and still count it as a complete feature for example or introduce multi tile creatures but also the support in the game to keep them as they are with a simple toggle on/off to revert to 1 tile and existing size definitions)
Title: Re: Future of the Fortress
Post by: Bumber on November 07, 2016, 10:37:07 pm
Making stuff optional is complexity in of itself. You've got to make sure all combinations work, or you get impossible-to-find bugs.

You get two different pathing algorithms for the multi-tile creature feature alone. If you use the same one, then disabling it doesn't optimize much.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 08, 2016, 03:34:50 am
Making stuff optional is complexity in of itself. You've got to make sure all combinations work, or you get impossible-to-find bugs.

You get two different pathing algorithms for the multi-tile creature feature alone. If you use the same one, then disabling it doesn't optimize much.

Perhaps but it might be the only way the game is going to survive on lower spec machines as the complexity rises without forcing everyone to upgrade hardware. Besides you'd think that having a way to manually turn on-off all features would be a MORE compatible way of doing it if it was a complete shut off rather than a partial shutdown.

Go through it all in stages shutting off and bugtesting methodically, more complex maybe but in instances can have simple resolutions.

(look at temprature, barely any bugs surrounding that since it is just turned off/working and anything in the off state can be pinpointed if they are kept completely abstract while in the on/off state rather than it being a turned off but still working feature.)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 08, 2016, 03:43:15 am
It's been discussed a thousand times in various topics that could be found by simply searching and the answer in this particular case is "it is much, much, much harder than you think".

Yes, it's harder than you think, but thats not really the question, the question is "is it not appropiate to start..." instead of waiting to the game reaches a more "finished" state in order of what Toady wants to add of gameplay and features and so on...
Before this gets completely out of hand and turns into another long derail (so soon after the last one). He has started. Said so at that 10 year anniversary bash (video can be searched for).

Of course, it seems like he's still in the 'working out what's possible phase', presumably trying out things in his side projects. It's not a simple thing, it will take a lot of time.

He also said there are hundreds of other things that are poorly implemented that improving would improve frame rates in the meantime.

(Questions to Toady should be in lime-green if you want an answer directly).
Title: Re: Future of the Fortress
Post by: malvado on November 08, 2016, 03:59:55 pm
Fixed with some toad green :)

Personally I think that it's important to start optimizing and making the different parts of the game ready for use of more "cores" as long as it benefits the users.
Title: Re: Future of the Fortress
Post by: wierd on November 08, 2016, 05:39:47 pm
I can see some tasks being actor oriented, and thus possible to execute in parallel. There should not be many circumstances where one actor needs to write on another actors data. (Say, having a thought added, or some other well isolated action that is restricted by its very nature.)

However, the shared world space is the problem. The actors need to interact with a global structure for consistency and sanity reasons, so that actor A knows that the item it intends to use is tasked by actor B, and so in and so forth. This leads to potential contention. Who tasks the item first, actor A or actor B? What mechanism arbitrates this to prevent race conditions, etc.

Some parts might be possible to run in parallel, but the root process would get bogged down in sanity checking and access arbitration. Then there is the cache contention issue with multi core chips having unified cache, and the issue of the shared memory bus, coupled with large data structures.

If the width or speed of the memory bus was 4x what is typically seen, and each core had dedicated cache, multicire DF would be very compelling.

That is not the case though, and so the cost is greater than any potential benefit at this time.

Title: Re: Future of the Fortress
Post by: Inarius on November 12, 2016, 05:59:59 pm
Quote
Bear in mind Toady's become a book writing, globe trotting, conference attending celebrity recently. As fans we like to assume this won't effect things and he won't do anything drastic to his schedule like start dating or something, but these things happen so it's really impossible to tell.


True. For the last 10 years he has worked like a beast on the game, but you can't know for the future. It's sure that conferences, travelling are slowing the work, but I know that he already has time every day for "other projects", so let's hope that the book writing won't affect the game development !
Title: Re: Future of the Fortress
Post by: voliol on November 13, 2016, 06:13:03 am
How come there are no wooden statues? Is is simply something that is so minor that you've never gotten to it, or do you have any other reasons for not including them? It saddened me when I weren't able to create wooden statues of weeping and suffering elves and trees (to place along the path to my trade depot). 
Title: Re: Future of the Fortress
Post by: The13thRonin on November 13, 2016, 09:44:22 am
How come there are no wooden statues? Is is simply something that is so minor that you've never gotten to it, or do you have any other reasons for not including them? It saddened me when I weren't able to create wooden statues of weeping and suffering elves and trees (to place along the path to my trade depot). 

Yes... So much yes.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 13, 2016, 04:01:01 pm
How come there are no wooden statues? Is is simply something that is so minor that you've never gotten to it, or do you have any other reasons for not including them? It saddened me when I weren't able to create wooden statues of weeping and suffering elves and trees (to place along the path to my trade depot). 

reminds me of the pigs we lacked for so many releases.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 14, 2016, 09:51:09 am
Are grown objects actually classed as twigs or logs in a certain narrative of elven ethics and grown nature magic? I guess twigs seeds and fruits wouldn't be much more different to livestock laying eggs/shearing livestock, it makes more sense to value the trunk of the tree as the 'body' and hence why elves dont freak out about camp fires etc since even they probably understand the sentiment to keep warm & safe from non-natural presences.

A reasonable suggestion for why we don't have wooden statues is that if they are exposed to the elements & non-treated they'll eventually rot, simulating furniture wear for one object would warrant changing all the rest as a technicality.
Title: Re: Future of the Fortress
Post by: Dirst on November 14, 2016, 10:36:38 am
Are grown objects actually classed as twigs or logs in a certain narrative of elven ethics and grown nature magic? I guess twigs seeds and fruits wouldn't be much more different to livestock laying eggs/shearing livestock, it makes more sense to value the trunk of the tree as the 'body' and hence why elves dont freak out about camp fires etc since even they probably understand the sentiment to keep warm & safe from non-natural presences.

A reasonable suggestion for why we don't have wooden statues is that if they are exposed to the elements & non-treated they'll eventually rot, simulating furniture wear for one object would warrant changing all the rest as a technicality.
The canon seems to be that elven "grown" items do not harm the plant in any way, similar to a fruit that dropped off of its own volition.  Now, the fact that it was magically manipulated to form a wooden breastplate, and probably would not have dropped had the elves left it alone, requires a bit of cognitive dissonance.

Reminds me of a quote from Notting Hill...

Keziah: No thanks, I'm a fruitarian.
Max: I didn't realize that.
William: And, um... what exactly is a fruitarian?
Keziah: We believe that fruits and vegetables have feeling so we think cooking is cruel. We only eat things that have actually fallen off a tree or bush - that are, in fact, dead already.
William: Right. Right. Interesting stuff. So, these carrots...
Keziah: Have been murdered, yes.
William: Murdered? Poor carrots. How beastly!


(Note to vegetarians and fruitarians: anything that's still ripening isn't dead yet.)
Title: Re: Future of the Fortress
Post by: wierd on November 14, 2016, 11:06:35 pm
Those fruit and berry eating birds are horrible, torturing those poor plants and fruits like that.

Warning! Graphic depictions of bird on fruit violence!
https://www.youtube.com/watch?v=FgAlnVtKbPQ
Title: Re: Future of the Fortress
Post by: Bumber on November 15, 2016, 01:21:37 am
Those fruit and berry eating birds are horrible, torturing those poor plants and fruits like that.

Warning! Graphic depictions of bird on fruit violence!
https://www.youtube.com/watch?v=FgAlnVtKbPQ
Won't somebody please save the unborn tree children?
Title: Re: Future of the Fortress
Post by: Asin on November 15, 2016, 07:47:33 am
Elves, the lot of you!
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 15, 2016, 11:25:23 am
The canon seems to be that elven "grown" items do not harm the plant in any way, similar to a fruit that dropped off of its own volition.  Now, the fact that it was magically manipulated to form a wooden breastplate, and probably would not have dropped had the elves left it alone, requires a bit of cognitive dissonance.

Im just here thinking wouldn't playing as a elf fortress require production wise to actually either be a master terrain builder (because like in synch with nature you need to also encourage nature to work around you as much as you work around it) and/or functionally as a product require something along the lines of 'weaving' dead branches, rummaging ground stones.

Without actually planting trees/crops & grasses/using natural resources in a narrative driven way elven gameplay would be veeeeeeeery boring and linear, though people have modded around it to have certain reactions just make ethical grown wood spontaneously on a time loop. How are you supposed to realistically terraform a un-livable place (say a evil forest) or bizarre embark player fortress enviroments without tools & supplies? For even elves would need some stockpiles of plants to not only survive (fasioned inside grown barrels) but to propgate helping nature to grow

Quote
'Driven by desperation as the deathly cold nights began to set in, permeating their feeble featherwood tunics, the elves of the evil glacier embark known as "The howling moon" in a desperate act, murdered in cold blood their musk ox to huddle up inside its warm corpse while the storm rages, many animals die in the frost yet the yeti's, the only good thing to come out of this trip are drawn in by the stench of death and are quickly assimilated by the fair-folk. The lingering re-animated corpses are soon reduced to bones in violent conflict as the yeti's continue their feast coming in from miles away in droves.

Knowing they surely face exile for such a act and inflicted with horrible psychotic guilt, under direction of the shaman the yeti's have been co-operative in raiding local dwarven caravans to sift through their abhorrent supplies. Clinging on the edge of madness the elves do not care, drunk on the last of what little wine they can lick off the ice laden cups they heave the heavy metal tools & proceed. As the cold overworld quickly dissapears while they begin a maddening descent that feels unnatural if not hypocritical to find the dwarves that dwell in the deepest depths for asylum they feel the cool blood as the rough edges of the laborious dwarven inventions cut into their unblemished hands like a thousand splinters given by the nature spirit from tainted goods, yet proceed. They can't help but feel their chins itch, as if unnaturally as a few loose course hairs breach the surface.

To their suprise eventually they find a immense mushroom forest teeming with life, with tears of joy they hit their knees before they are quickly eviscerated by a enormous rythmically undulating tarantula with a blade like tail that has been lying in wait for the source of the distubance, they commit a prayer that life pursues even in such a desolate place.'

Question for Toady - Given that the next current few arcs are mostly entity/unit based, has there been any more inward developmental discussion about additional improvements to the natural world? Iterating some of the dev goals for a forseeable point which point towards soil properties/fertility etc.


Title: Re: Future of the Fortress
Post by: Migrant on November 15, 2016, 04:23:27 pm
As far as I can tell no one had more information so I will ask Toady, invoking the ancient, lime green magicks required to do so.

 I am very interested in the 'debugging mode' you mentioned a while back (see the quote for context if it is needed) because I feel a spectator mode would be an ideal extension to Legends Mode. Would you care to elaborate on your debugging mode and would it be feasible to give the players access to this mode?


Quote from: Qyubey
Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.

We had a bunch of ideas on the old dev page, but I'm not sure that's the way things are going.  Old items like "play a monster!" seem now like just tweaking how elephant man adventurers are regarded by others.  There could be some things in the more distant future that don't quite fit the current two paradigms, like playing a deity, but even that could just be seen as some amped up form of adv/dwf mode (like playing a powerful wizard).  I have a world debugging mode which is vaguely like being an observer-only deity, and something like that could eventually be incorporated, or be merged with an editor mode.

But for something like starting a new specific game mode where the title screen would say "Dwarf Fortress"/"Human Town"/"Adventurer"...  perhaps that isn't in the cards so much now?  The specific ordered events which made the early dwarf mode "dwarf mode" are something the game is leaning away from (stuff like autumn caravans and timed invasions and barony triggers), and we're going to see some new ways of thinking when the embark scenarios come up.  It might be possible that some severe blending happens at that point, especially as the game starts to appreciate more and more the realities of worldgen, like there being human populations at dwarven hillocks and all that.  "Human town" mode might creep up on us that way -- we've already seen it with the goblin monarchs you occasionally get, and the new tavern visitors/residents.  In the end the modes might just end up being "playing a site" and "playing a historical figure" -- the only real new mode we'd need there would be a civ-wide one, perhaps, though that could still be pretty easily centered around a capital or leader if one exists.  You can start to think of other edge cases from there.
Title: Re: Future of the Fortress
Post by: Silverybearded on November 16, 2016, 08:23:20 am
Are there plans to implement special holidays for the dwarves? For instance, since all deaths of old age occur on 1st of Granite, could the dwarves do a farewell ceremony on the day before for those damn quitters lucky few? Or, maybe, celebrate the founding of the fortress?
And, for that matter, do you think there could be non-celebratory rituals as well, such as when a new mayor is elected, the dwarves gather to cast their vote, or if someone is convicted of a crime, the execution just punishment becomes a public spectacle?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 16, 2016, 08:47:59 am
Are there plans to implement special holidays for the dwarves? For instance, since all deaths of old age occur on 1st of Granite, could the dwarves do a farewell ceremony on the day before for those damn quitters lucky few? Or, maybe, celebrate the founding of the fortress?
And, for that matter, do you think there could be non-celebratory rituals as well, such as when a new mayor is elected, the dwarves gather to cast their vote, or if someone is convicted of a crime, the execution just punishment becomes a public spectacle?

Celebrations do happen in worldgen but they aren't just represented in fortressmode or really adventure mode. Dwarves like wrestling & traditional olympic like events and competitions, while other races have more festivity driven things (goblins ritually dress up in mask and parade a bit like Mexico's "day of the dead" or halloween every so many times in a couple of years)

What you're referring to is more, emergent celebrations that appear over time. Not all dwarves die precisely on the first of granite, contrary to popular belief as some die a few days and a few years off that mark. Its more of a suggestion than a question.
Title: Re: Future of the Fortress
Post by: Silverybearded on November 16, 2016, 01:32:53 pm
[...]contrary to popular belief as some die a few days and a few years off that mark.
I'm sorry, how can you die several years after the 1st of Granite?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 16, 2016, 08:10:14 pm
[...]contrary to popular belief as some die a few days and a few years off that mark.
I'm sorry, how can you die several years after the 1st of Granite?

I don't know. Yoga? Dwarves aren't lemmings.

The age until they die isn't strict like i said, a few days or even years give or take off the mark.
Title: Re: Future of the Fortress
Post by: Bumber on November 17, 2016, 12:39:49 am
[...]contrary to popular belief as some die a few days and a few years off that mark.
I'm sorry, how can you die several years after the 1st of Granite?
Time dilation? Refusing to turn the page on the calendar?
Title: Re: Future of the Fortress
Post by: Max™ on November 17, 2016, 04:06:52 am
Slade is dense enough that there might be visible redshift/blueshift from looking up/down near it, as well as gravitational lensing as I recall, wait, was it like neutron star material, or was it merely solar core densities? Either way it would induce a good amount of time dilation for those who spent more time down near it, quite a bit more than the fractions of a second difference between the surface here and orbit.

Oh!
Recently while poking around with dfhack I noticed the option to make myself or others a tavern keeper or monster slayer occupation, I tried to make sure it was all linked properly in other locations but can't be sure if I did.

Is there any behavior/response/conversation option in adventurer mode for being/encountering a monster slayer? Being a tavern keeper in a tavern results in people shouting out orders and responding normally there, but I'm not sure where any monster slayer responses would crop up.
Title: Re: Future of the Fortress
Post by: Putnam on November 17, 2016, 04:29:55 am
[...]contrary to popular belief as some die a few days and a few years off that mark.
I'm sorry, how can you die several years after the 1st of Granite?

I don't know. Yoga? Dwarves aren't lemmings.

The age until they die isn't strict like i said, a few days or even years give or take off the mark.

No, unit.relations.old_year and unit.relations.old_time give the exact moment of death by old age for that particular unit down to the tick. It shouldn't be happening on 1st granite, I don't think...
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 17, 2016, 05:48:46 am
[...]contrary to popular belief as some die a few days and a few years off that mark.
I'm sorry, how can you die several years after the 1st of Granite?

I don't know. Yoga? Dwarves aren't lemmings.

The age until they die isn't strict like i said, a few days or even years give or take off the mark.

No, unit.relations.old_year and unit.relations.old_time give the exact moment of death by old age for that particular unit down to the tick. It shouldn't be happening on 1st granite, I don't think...
My experience is that there's an old age die-off at the turn of the year, and I've never seen it at any other time (a 0.40.X version had migrants that were dying of old age in just a few years, and I'm still seeing animal death at that time but no other). However, a possible implementation of death by old age is to specify it down to the tick, but only check it at the turn of the year (in which case units might survive their expected time of death by up to 12 months).
I guess it's something that ought to be investigated.
Title: Re: Future of the Fortress
Post by: ZM5 on November 17, 2016, 11:31:59 am
I have 3 questions.

The first one has probably been asked before, but will there eventually be legendary/folklore figures generated as well? Something in the vein of King Arthur or Robin Hood, where their existence is disputed and so on.
I'd guess in some worlds they could potentially be actual historical figures (though of course it'd be random as to which parts of the legend would be true, embellishments of the truth or merely made-up events) and in others they'd simply be subjects of legends and works of art.

This could be useful for modding as a replacement for deities and the like - so instead of worshipping deities, some races would revere and look up to the heroes of their legends.

Second question more related to modding: will there be a possibility of being able to mod in set historical figures that always appear in every generated world? As in, they'd always have the same name, race, and description - essentially they'd be constants in the same way as megabeasts and the like are.

Lastly, do you intend to have values affect societal structures in civilizations, as well as their behaviour? For instance, a civilization which values knowledge would be more neutral and send out more scholars and explorers into the world, and their people would give out more quests to get books in adventure mode; whereas a civ that values martial prowess would possibly have a warrior-king/queen with an artifact weapon and legendary combat skills, and a way to gain their respect and/or friendship would be to slay various beasts around the world and bring back parts of their bodies - skulls, hands, etc. - as proof.
Title: Re: Future of the Fortress
Post by: Dirst on November 17, 2016, 11:46:53 am
The first one has probably been asked before, but will there eventually be legendary/folklore figures generated as well? Something in the vein of King Arthur or Robin Hood, where their existence is disputed and so on.
I'd guess in some worlds they could potentially be actual historical figures (though of course it'd be random as to which parts of the legend would be true, embellishments of the truth or merely made-up events) and in others they'd simply be subjects of legends and works of art.
"Ha Ha! You can't kill meI have a [DOES_NOT_EXIST] tag!"
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 18, 2016, 02:40:55 pm
@ZM5: You can mod in things like shapes and associations by language raw editing. I think something like that was done for Cacame.
Title: Re: Future of the Fortress
Post by: ZM5 on November 18, 2016, 04:06:15 pm
@ZM5: You can mod in things like shapes and associations by language raw editing. I think something like that was done for Cacame.
I'm aware, but I think it should be an actual thing that historical figures would know about and make stories about, and not just symbols that can be used.
Title: Re: Future of the Fortress
Post by: WordsandChaos on November 20, 2016, 05:57:22 am
Wow. Fading information over time is something I really didn't expect to see, but sounds intense given how intricate that kind of thing can get. That's the kind of weird subtle hyper-nuance that, in true DF fashion, is going to fly so far under the radar that most people won't even realise it's there, but will be responsible for either a weird bug update, or a series of odd stories.
Title: Re: Future of the Fortress
Post by: Rubik on November 20, 2016, 10:26:57 am
Wow. Fading information over time is something I really didn't expect to see, but sounds intense given how intricate that kind of thing can get. That's the kind of weird subtle hyper-nuance that, in true DF fashion, is going to fly so far under the radar that most people won't even realise it's there, but will be responsible for either a weird bug update, or a series of odd stories.

Exactly, people dont realize how amazing this little mechanic will be
It settles the placeholder for people forgetting about stuff, but still living in the shadows. Whole civilizations, gods, crimes and heroics will be forgotten
And with forgotten misteries on the world comes discoveries and findings
The same world will have vastly different knowledge depending on the moment of history its set uppon, and thats awesoem
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 20, 2016, 04:52:18 pm
Wow. Fading information over time is something I really didn't expect to see, but sounds intense given how intricate that kind of thing can get. That's the kind of weird subtle hyper-nuance that, in true DF fashion, is going to fly so far under the radar that most people won't even realise it's there, but will be responsible for either a weird bug update, or a series of odd stories.

Exactly, people dont realize how amazing this little mechanic will be
It settles the placeholder for people forgetting about stuff, but still living in the shadows. Whole civilizations, gods, crimes and heroics will be forgotten
And with forgotten misteries on the world comes discoveries and findings
The same world will have vastly different knowledge depending on the moment of history its set uppon, and thats awesoem
Yes, this will be nice when it applies to all rumours. "Legend tells of a great beast hiding under those mountains. Who knows if it's still there?" is a lot better than "Our great enemy Pixey the Dragon resides in the Mushy Hills. This fiend once stole a copper helmet (like 1500 years ago)".
Title: Re: Future of the Fortress
Post by: LordBaal on November 20, 2016, 05:22:47 pm
This could be used to general knowledge, like knowing how to smelt iron or build machinery, making disparity among civilizations technologies which can drive up wars, trade, all kind of exciting adventures.
Title: Re: Future of the Fortress
Post by: Rubik on November 20, 2016, 05:43:15 pm
This could be used to general knowledge, like knowing how to smelt iron or build machinery, making disparity among civilizations technologies which can drive up wars, trade, all kind of exciting adventures.

Yep, its a significant step in the direction of a vastly more complex gaming experience, regarding coherence in gameplay

Different rumors should dissapear at a different speed though. Shonai_Dweller cleverly talks about the rumor of a dragon's atack from hundreds of years ago that it's still known, but a much less important plot, like the thievery of a chicken (yep, law system is also affected) should dissapear quicker

On another side, not every plot is equally important to each person, so If you ask the person whose chicken was stolen, he'd remember it for faar more time than the citizen of a neighbour town who heard about it
How the importancy of each 'happening' is calculated is another, more complicated business, but a man can dream


Title: Re: Future of the Fortress
Post by: Quietust on November 20, 2016, 06:48:52 pm
No, unit.relations.old_year and unit.relations.old_time give the exact moment of death by old age for that particular unit down to the tick. It shouldn't be happening on 1st granite, I don't think...
My experience is that there's an old age die-off at the turn of the year, and I've never seen it at any other time (a 0.40.X version had migrants that were dying of old age in just a few years, and I'm still seeing animal death at that time but no other). However, a possible implementation of death by old age is to specify it down to the tick, but only check it at the turn of the year (in which case units might survive their expected time of death by up to 12 months).
I guess it's something that ought to be investigated.
Back in version 0.31 and 0.34, animals died at exactly the beginning of the year, while dwarves died on their actual birthday. It's very possible (and likely) that things have changed since then, though.



Slade is dense enough that there might be visible redshift/blueshift from looking up/down near it, as well as gravitational lensing as I recall, wait, was it like neutron star material, or was it merely solar core densities? Either way it would induce a good amount of time dilation for those who spent more time down near it, quite a bit more than the fractions of a second difference between the surface here and orbit.

Slade is 200 g/cm3, which is more dense than the core of the Sun (150 g/cm3). Still, it's nothing compared to the density of a white dwarf (10K to 10M g/cm3) and absolutely miniscule compared to the density of a neutron star (370 to 590 trillion g/cm3), so I doubt any redshift or gravitational lensing would be visible.
Title: Re: Future of the Fortress
Post by: Max™ on November 21, 2016, 04:28:05 am
Ah thank ya, I was distracted and forgot to toss that into the calc and forgot about it. There would indeed be a significant amount of time dilation from getting closer to it though.

Hell is being stuck in a waiting room with boring strangers forever.

The lensing would probably need a much larger chunk than a 257x257 slab, even the Sun didn't produce a massive deflection in the old eclipse tests.
Title: Re: Future of the Fortress
Post by: Inarius on November 22, 2016, 08:36:37 am
Quote
There would indeed be a significant amount of time dilation from getting closer to it though.
Not at all. Time dilatation requires a much higher mass in one point (considered the distance decreasing gravity and therefore time dilation), and/or higher density. Overall you would require much MORE slade to obtain it.
Even the sun (which is not so dense) is very very weak in term of time dilation. Only much more dense objects (white dwarf/neutron star/black hole ,as Quietust said) can produce such effects.

With more slade in the ground, what you could obtain, however, is a stronger gravity.

Excepting very special situations, anyway, when you are in a place where you would feel time dilation, you are already dead (destroyed) for a long time (crushed or burnt, or both)
Title: Re: Future of the Fortress
Post by: Dirst on November 22, 2016, 10:01:38 am
Quote
There would indeed be a significant amount of time dilation from getting closer to it though.
Not at all. Time dilatation requires a much higher mass in one point (considered the distance decreasing gravity and therefore time dilation), and/or higher density. Overall you would require much MORE slade to obtain it.
Even the sun (which is not so dense) is very very weak in term of time dilation. Only much more dense objects (white dwarf/neutron star/black hole ,as Quietust said) can produce such effects.

With more slade in the ground, what you could obtain, however, is a stronger gravity.

Excepting very special situations, anyway, when you are in a place where you would feel time dilation, you are already dead (destroyed) for a long time (crushed or burnt, or both)
One of consequence of gravity is that if you are outside a hollow sphere you feel the pull as if all the mass was at the center, but if you are inside that same hollow sphere you feel no net pull at all.  So a layer of slade would increase surface gravity, but that would mysteriously vanish if you dig far enough.  Of course, all kinds of strange things happen when you Dig Too Greedily and Too Deep™, so I suppose it's par for the course.
Title: Re: Future of the Fortress
Post by: Max™ on November 22, 2016, 12:52:20 pm
I wasn't assuming it was round and you were digging into a sphere, I was picturing a big slab of stellar core dense material thick enough to give "normal" enough gravity on the surface layers, and yeah, getting close to slade would not be healthy, though naturally this would mean a much thicker slab on a smaller world, and let's not talk about the directional variance where it would start to feel like you were walking around in a bowl since "down" would point towards the center of the map... unless the underside was curved to keep the local down consistent everywhere across the surface. Thinking something like this (http://i.stack.imgur.com/hqYS5.png) but I'm not sure how much stuff you'd need down there to get the same gravity a hundred or so z above it.
Title: Re: Future of the Fortress
Post by: Dirst on November 22, 2016, 01:15:08 pm
I wasn't assuming it was round and you were digging into a sphere, I was picturing a big slab of stellar core dense material thick enough to give "normal" enough gravity on the surface layers, and yeah, getting close to slade would not be healthy, though naturally this would mean a much thicker slab on a smaller world, and let's not talk about the directional variance where it would start to feel like you were walking around in a bowl since "down" would point towards the center of the map... unless the underside was curved to keep the local down consistent everywhere across the surface. Thinking something like this (http://i.stack.imgur.com/hqYS5.png) but I'm not sure how much stuff you'd need down there to get the same gravity a hundred or so z above it.
I was assuming a round world, just with the local region modeled as flat.  A layer at a more-or-less consistent depth worldwide would result in a hollow sphere, embedded in the round world.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 22, 2016, 06:51:14 pm
Question is how the layering of slade ceiling, hollow inside, slade terrain, then anomalous glowy pit stuff affects this calculation.
Title: Re: Future of the Fortress
Post by: wierd on November 22, 2016, 07:17:42 pm
Quote
There would indeed be a significant amount of time dilation from getting closer to it though.
Not at all. Time dilatation requires a much higher mass in one point (considered the distance decreasing gravity and therefore time dilation), and/or higher density. Overall you would require much MORE slade to obtain it.
Even the sun (which is not so dense) is very very weak in term of time dilation. Only much more dense objects (white dwarf/neutron star/black hole ,as Quietust said) can produce such effects.

With more slade in the ground, what you could obtain, however, is a stronger gravity.

Excepting very special situations, anyway, when you are in a place where you would feel time dilation, you are already dead (destroyed) for a long time (crushed or burnt, or both)

There is an exception to that.  Denser cores are often associated with greater rotation rates, which are a form of velocity, which at extreme values, can lead to time dilation.

A very dense planet spinning very fast on its axis will have slower local time than outside its rotation frame.
Title: Re: Future of the Fortress
Post by: Asin on November 22, 2016, 07:48:53 pm
Okay, how did this thread go from asking questions about DF's development to the density of slade and stars?
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 22, 2016, 08:02:30 pm
Okay, how did this thread go from asking questions about DF's development to the density of slade and stars?

The power of !!SCIENCE!! compels you.
Title: Re: Future of the Fortress
Post by: Asin on November 22, 2016, 08:04:49 pm
Alright, perfect logic.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 22, 2016, 08:52:12 pm
Well, once there is ability to make portals to other worlds, you can strip-mine slade in them to concentrate it into one world.

@Asin
Time dilation? Refusing to turn the page on the calendar?
Title: Re: Future of the Fortress
Post by: falcc on November 27, 2016, 12:33:23 am
Will people seeking artifacts react different ways when they see an adventurer with said artifact based on their personality? Does respect for the law increase the chances someone will try to demand it over whether they'd barter for it? Are reactions usually positive or do some fellow questers see high reputation as an artifact finder as threatening?
Title: Re: Future of the Fortress
Post by: Rubik on November 27, 2016, 10:44:34 am
Will people seeking artifacts react different ways when they see an adventurer with said artifact based on their personality? Does respect for the law increase the chances someone will try to demand it over whether they'd barter for it? Are reactions usually positive or do some fellow questers see high reputation as an artifact finder as threatening?

Toady said something about this in the last Current development post:

The current project is handling 'encounters' of people that have an interest in an artifact with people that are holding the same artifact. So if you are a questing adventurer bringing an artifact back to a location, for instance, you might run into other questers, guards, or entity representatives before or during your return, and they should react in some way or another without waiting for you to initiate everything. This might be as simple as you riding a wave of praise back to wherever the artifact needs to go, or it might turn out quite differently if you aren't trusted. The wave of praise should also turn sour if you turn out not to be taking the artifact where they think you are -- but it'll have to give you some wiggle room as well... so we're trying to sort that kind of thing out.

Presumably, by what he said, people will have different reactions to you having a lost artifact with you. And the only logical way to make that unique for each person is rlying on personality
At least that's my guess
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 27, 2016, 10:55:04 am
Will people seeking artifacts react different ways when they see an adventurer with said artifact based on their personality? Does respect for the law increase the chances someone will try to demand it over whether they'd barter for it? Are reactions usually positive or do some fellow questers see high reputation as an artifact finder as threatening?

Toady said something about this in the last Current development post:

The current project is handling 'encounters' of people that have an interest in an artifact with people that are holding the same artifact. So if you are a questing adventurer bringing an artifact back to a location, for instance, you might run into other questers, guards, or entity representatives before or during your return, and they should react in some way or another without waiting for you to initiate everything. This might be as simple as you riding a wave of praise back to wherever the artifact needs to go, or it might turn out quite differently if you aren't trusted. The wave of praise should also turn sour if you turn out not to be taking the artifact where they think you are -- but it'll have to give you some wiggle room as well... so we're trying to sort that kind of thing out.

Presumably, by what he said, people will have different reactions to you having a lost artifact with you. And the only logical way to make that unique for each person is rlying on personality
At least that's my guess
Well, I'd use the entity the interested party belongs to as the base and then apply personality (which is probably what you meant). A couple of other factors could come into play as well, such as faction sub group (peasant, or heavily armed battle scarred veteran?), interest in the claim ("pfah: it's just for the nobles to gawk on anyway" vs "the Holy PigTail Sock!!!!") and personal ambitions (if I return the item *I/WE* get the fame/reward).
Title: Re: Future of the Fortress
Post by: Vyro on November 27, 2016, 01:23:38 pm
Are there any future plans to revise how the game handles food? Namely, to increase food consumption per job or to allow organics to rot even in stockpiles?

Currently, any fort not situated on a haunted glacier has almost immediate access to unlimited sources of food, making obtaining it a trivial matter, not a challenge it historically was. Furthermore, considering the yields of those jobs and the amount of food one dwarf consumes on average per month (which is just two units somehow), any dwarf fortress quickly devolves into a gigantic stockpile of overpriced exotic cuisine that, you can be absolutely sure, will never be used up naturally (and selling it I've personally come to consider an exploit on par with danger rooms and the like). Because, it's not like there's any benefit not to process raw food - it doesn't spoil either way. And, following the game logic, if one prepared meal is worth two weeks of sustenance, that's a tremendous amount of chow. At least that explains its price I guess...
Title: Re: Future of the Fortress
Post by: Dirst on November 27, 2016, 04:13:42 pm
Are there any future plans to revise how the game handles food? Namely, to increase food consumption per job or to allow organics to rot even in stockpiles?

Currently, any fort not situated on a haunted glacier has almost immediate access to unlimited sources of food, making obtaining it a trivial matter, not a challenge it historically was. Furthermore, considering the yields of those jobs and the amount of food one dwarf consumes on average per month (which is just two units somehow), any dwarf fortress quickly devolves into a gigantic stockpile of overpriced exotic cuisine that, you can be absolutely sure, will never be used up naturally (and selling it I've personally come to consider an exploit on par with danger rooms and the like). Because, it's not like there's any benefit not to process raw food - it doesn't spoil either way. And, following the game logic, if one prepared meal is worth two weeks of sustenance, that's a tremendous amount of chow. At least that explains its price I guess...
Toady has mentioned that we're currently at "peak food" but that things should move toward more of a challenge in the future.  He seemed to be hinting that consumption would go up and/or get vaguely nutrition-based so that at least the fort needs to provide some variety.  My guess is that plump helmets will remain a (poor) universal foodstuff.
Title: Re: Future of the Fortress
Post by: Inarius on November 28, 2016, 04:38:36 am
I think that food system will be rewritten as a prelude to the economy arc (as it is, most villages are based on food production). So it will be likely to stay as it is for a long time.

I think that the slowed progress from Toady for the last 2 months (except from the conferences) has been caused by the complexity of Artifacts handling. All of this is based on "reactions". How will an observator understand what he is seeing ? And based on which knowledge ? If someone is seeing you with an artifact there are so many possibilities and interpretations that it will be very hard to create a good system.

But when it will be done, it will be surely very interesting.
Title: Re: Future of the Fortress
Post by: DG on November 28, 2016, 07:17:45 am
1: The mason Cilob Udilkodor: Is that an artifact in your pocket?

What will you say?
Enter: Select, -+/*: Scroll

State opinion that it must be stopped with violent force.
State opinion that it is not your problem
State opinion that it was inevitable
State opinion that it is terrifying
State that you don't know anything about it
State that it is for the best
State that you don't care
State opinion that it is sad but not unexpected
State opinion that it is terrible
State that it is terrific
State that you're just happy to see them
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Title: Re: Future of the Fortress
Post by: Asin on November 28, 2016, 08:27:49 am
Funny.
Title: Re: Future of the Fortress
Post by: PTTG?? on November 28, 2016, 04:36:49 pm
1: The mason Cilob Udilkodor: Is that an artifact in your pocket?

What will you say?
Enter: Select, -+/*: Scroll

State opinion that it must be stopped with violent force.
State opinion that it is not your problem
State opinion that it was inevitable
State opinion that it is terrifying
State that you don't know anything about it
State that it is for the best
State that you don't care
State opinion that it is sad but not unexpected
State opinion that it is terrible
State that it is terrific
State that you're just happy to see them
Change the subject (new menu)


"Is that a shortsword in your pocket, or are you-"
"It was inevitable."
Title: Re: Future of the Fortress
Post by: 90908 on November 29, 2016, 09:04:48 am
Do you plan to have sentient or sub-sentient creatures have certain disorders assigned at birth? If so, will you limit them to physical, mental or both?
Title: Re: Future of the Fortress
Post by: Rockphed on November 29, 2016, 09:48:24 am
Do you plan to have sentient or sub-sentient creatures have certain disorders assigned at birth? If so, will you limit them to physical, mental or both?

Did I miss a devlog?  I thought he was working on artifacts and having NPCs react naturally to artifact holders whose artifact they care about.

...

Just looked at the dev page (http://www.bay12games.com/dwarves/dev.html), and it doesn't look like disorders are in the current pipeline.  If you have ideas on how to do them, post them in the suggestion forum.  If you just want to hear Toady wax eloquent about it, he might have said something in the DF Talks.  There should be a transcript around.  The most he normally says in these threads about this sort of thing is "sounds good, no timeline".  Things like "blind" and "lame" and "crazy, but not debilitated", probably should show up during the magic release.  So, it looks like, should "possessed by demons".  All these should probably be targets of magic to both be caused and to be healed.  So, maybe ask again when he gets to the magic release, which looks like it should be the next feature release.
Title: Re: Future of the Fortress
Post by: pikachu17 on November 29, 2016, 10:07:14 am
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.
Title: Re: Future of the Fortress
Post by: Dirst on November 29, 2016, 11:54:47 am
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.
Hey, when was support dropped for 16-bit versions?  8)

There's no particular reason to drop 32-bit support in the near future, since keeping the game multi-platform really cuts down on the kind of hardware-specific assumptions Toady could make anyway.  The real issue is that 32-bit machines take a performance hit at lower levels of disk/memory/CPU use than 64-bit machines.  I suspect that 32-bit will be dropped when performance on those machines becomes too bad to be worth playing, long before DF develops any technical need for 64-bit.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 29, 2016, 11:56:33 am
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.

Seconding this concern. ;w;
Title: Re: Future of the Fortress
Post by: Rockphed on November 29, 2016, 01:27:28 pm
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.

Seconding this concern. ;w;

The version that drops 32-bit support will also feature the return, with a vengeance, of the Giant Desert Scorpion.  It will feature multi-tile giant-desert scorpions who are themselves giant deserts and home to regular sized giant-desert scorpions.  Players will be able to tame the giant desert giant desert scorpions (GDGDSs) and turn them in to mobile fortresses.  A hilarious anecdote from testing will describe how toady sent a force off map with one of these to assault a dark tower and it returned as a Giant Slade Scorpion with Adamantine venom.  There will be so much sorrow about his fixing that bug that somebody will figure out how to mod it back in.  Instead of setting up chained giant cave spiders to shoot webs at hapless critters, forts will set up kill chambers to allow the Giant Slade Scorpions to inject their victims as many times as possible.  Then, upon death, the venom will be extracted as adamantine strands.
Title: Re: Future of the Fortress
Post by: Rubik on November 29, 2016, 01:45:36 pm
I think that food system will be rewritten as a prelude to the economy arc (as it is, most villages are based on food production). So it will be likely to stay as it is for a long time.

I think that the slowed progress from Toady for the last 2 months (except from the conferences) has been caused by the complexity of Artifacts handling. All of this is based on "reactions". How will an observator understand what he is seeing ? And based on which knowledge ? If someone is seeing you with an artifact there are so many possibilities and interpretations that it will be very hard to create a good system.

But when it will be done, it will be surely very interesting.

I think its great that he spends the needed ammount of time on that. Its an important and complex mechanic that will be used a lot in the future, so he does the right thing in spending time carefully designing it
Its something like the combat system. Yeah, it has aged a lot from previous versions(the most recent stuff being force translation), and we definitely want it to get more complex and interesting, but the whole premise must've been the result of spending a lot of time thinking about it, so it works right and can expand and get more complex in the future without problems
I don't know, when he takes so much time on an update, I like to think that he is spending the extra time to make it better
Title: Re: Future of the Fortress
Post by: Rubik on November 29, 2016, 01:50:33 pm
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.

Seconding this concern. ;w;

The version that drops 32-bit support will also feature the return, with a vengeance, of the Giant Desert Scorpion.  It will feature multi-tile giant-desert scorpions who are themselves giant deserts and home to regular sized giant-desert scorpions.  Players will be able to tame the giant desert giant desert scorpions (GDGDSs) and turn them in to mobile fortresses.  A hilarious anecdote from testing will describe how toady sent a force off map with one of these to assault a dark tower and it returned as a Giant Slade Scorpion with Adamantine venom.  There will be so much sorrow about his fixing that bug that somebody will figure out how to mod it back in.  Instead of setting up chained giant cave spiders to shoot webs at hapless critters, forts will set up kill chambers to allow the Giant Slade Scorpions to inject their victims as many times as possible.  Then, upon death, the venom will be extracted as adamantine strands.

That was a very imaginative speech, just to say that the 32 bit version wont be abandoned in a long time
Are you smoking something?pass itAre you ok, Rockphed?
Title: Re: Future of the Fortress
Post by: Rockphed on November 29, 2016, 01:59:27 pm
That was a very imaginative speech, just to say that the 32 bit version wont be abandoned in a long time
Are you smoking something?pass itAre you ok, Rockphed?

As okay as ever.  It mostly flowed out of my, probably false, memory that Random Dragon spent a bit of time blasting the forums at every possible venture lobbying for the return of the GDS.  From there it just took life and flew.

Now I want to figure out how to mod in a Giant Slade Scorpion that injects its victims full of harvestable adamantine strands.  I think the harvestable part is the real tripping point.
Title: Re: Future of the Fortress
Post by: Rubik on November 29, 2016, 02:17:25 pm
That was a very imaginative speech, just to say that the 32 bit version wont be abandoned in a long time
Are you smoking something?pass itAre you ok, Rockphed?

As okay as ever.  It mostly flowed out of my, probably false, memory that Random Dragon spent a bit of time blasting the forums at every possible venture lobbying for the return of the GDS.  From there it just took life and flew.

Now I want to figure out how to mod in a Giant Slade Scorpion that injects its victims full of harvestable adamantine strands.  I think the harvestable part is the real tripping point.

My bad, I had completely forgotten his rants about it
Actually, stuff like that is what I was talking before about bettering the combat/reactions system, Imagine if what you injected in people was actually a reageant that you could use when designing interactions, we could make you inject adamantine liquid onto someone, and '' produce '' adamantine strands that way
Multitile GSS, sounds like something that will fill my nightmarish dreams about DF from now on
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 29, 2016, 06:10:14 pm
Are there plans for player-lords in adventure mode to send our subordinates on missions to retrieve the "grand holy artifact sock of cheese , heirloom of the DragonBeer clan" in the near future alongside the AI lords?
Title: Re: Future of the Fortress
Post by: Asin on November 29, 2016, 09:38:49 pm
1. Speaking of player-lords as Untrustedlife said, will player-lords be able to influence the laws and such of a civilization if they are in control of the capital eventually?

2. Will it be possible for hamlets and towns/forest retreats/fortresses and hillocks/dark pits and dark fortresses to, if they do not particularly like the laws of their civilization, leave the civ and start their own?

3. Back to player-lords again, will player-lords be able to make a site leave like question 2 says?
Title: Re: Future of the Fortress
Post by: Dirst on November 29, 2016, 10:18:57 pm
1. Speaking of player-lords as Untrustedlife said, will player-lords be able to influence the laws and such of a civilization if they are in control of the capital eventually?

2. Will it be possible for hamlets and towns/forest retreats/fortresses and hillocks/dark pits and dark fortresses to, if they do not particularly like the laws of their civilization, leave the civ and start their own?

3. Back to player-lords again, will player-lords be able to make a site leave like question 2 says?
We all like Toady a lot, but if he starts assigning lords over players, I might have to start looking at playing a different game. :)
Title: Re: Future of the Fortress
Post by: Asin on November 29, 2016, 10:43:07 pm
A player-lord is like a player who conquered a hamlet or other site in adventure mode.
Title: Re: Future of the Fortress
Post by: wierd on November 29, 2016, 11:32:21 pm
Wouldn't that be a "Lord player", not a player-lord?
Title: Re: Future of the Fortress
Post by: Putnam on November 29, 2016, 11:33:25 pm
No, "lord" as a descriptor usually goes after stuff. "Vassal lord" means "lords who are vassals", for example.
Title: Re: Future of the Fortress
Post by: wierd on November 29, 2016, 11:44:41 pm
Axe-lord implies lord of axes.

Lord axe implies an axe that either is itself a Lord, or used by lords. (Or a lord with a first name of 'axe')

Vassal lord implies lording over vassals. Lord vassal implies a vassal that is a lord.

If British English is just screwy about that, well, blech.


Title: Re: Future of the Fortress
Post by: Asin on November 30, 2016, 11:50:15 am
I was just using the word that Untrustedlife used.
Title: Re: Future of the Fortress
Post by: Sizik on November 30, 2016, 07:43:56 pm
"Player-lord" being hyphenated, I think, implies a player who is also a lord (both parts being nouns, rather than one being a noun used as an adjective).
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 30, 2016, 10:14:32 pm
"Player-lord" being hyphenated, I think, implies a player who is also a lord (both parts being nouns, rather than one being a noun used as an adjective).

Yes, this is what I meant.
Title: Re: Future of the Fortress
Post by: Rubik on December 01, 2016, 02:46:10 am
As English is not my mother tongue, this has been a little hard to follow on
Why would you go to another game Dirst? Dont you already have a lord in the game as it is now? Armok doesnt forgive
Title: Re: Future of the Fortress
Post by: Toady One on December 01, 2016, 03:05:07 pm
Thanks to Max^TM, Putnam, TheBiggerFish, Rubik, Inarius, PatrikLundell, DG, Shonai_Dweller, FantasticDorf, Quietust, Dirst, Rockphed and anybody I missed for helping to answer questions!  If you don't see your question below, it was likely addressed by one of these forumgoers soon afterward in the thread above.

Quote from: Eric Blank
If a megabeast is worshipped and killed, can part of that megabeast become a holy relic to its worshippers?

Hmm...  do they ever build a temple for megabeasts?  Maybe not?  Those might only come from entity-level worship targets, and the megabeasts are passed through family relationships.  I don't think there's a mechanism yet for aggregate individual beliefs to pass up to the entity, and that'll likely be one of the major challenges as we start in on real entity work a few releases down the line.

Quote from: FantasticDorf
Will other roles like kobold thieves or goblin snatchers in future (with more development of the game and other races) ever be togglable or interactable professions within fortress mode? Given that by editing some memory values (as DFstructures implies) to unrestrict, they could be set up as flags for certain civ types ([BABYSNATCHER] & [ITEM THEIF]) to access, perhaps using the same system as artifact retrievers.

Hard to say, since we're still dwarf-focused in the site-playing mode.  It takes directed work to do those things, so it would have to come up in the normal course of affairs.  Entity definitions will become more flexible, but I'm not sure what that'll bring in terms of new professions.

Quote
Quote from: Thundercraft
Is there a plan to, eventually, allow players to create different types of adv-sites (Adventurer-created sites), aside from just Camps? Perhaps we could one day turn our own camps into a small Hamlet or  Hillock, or maybe even a Lair, Labyrinth, Shrine, or Tomb?
Quote from: pikachu17
is there a plan to allow fort mode sites to become a Hamlet or  Hillock, or aLair, Labyrinth, Shrine, or Tomb?

It's not the priority of the embark scenario stuff, but that's the sort of work which will lead to this kind of thing being possible eventually.  Hopefully there will be different sorts of player fort mode settlements and larger populations available for adv sites under some common framework before the end of time.

Quote from: FantasticDorf
Unless its a secret, what is the typical (or in progress) outlay of kobold sites so far toady?

Not 100% settled yet, so going to remain quiet on it.

Quote from: Untrustedlife
Toady have you read a fantasy novel such as any novel from the Discworld series or the Scion of Shannara series, (or any of the short stories from the Majesty fanatsy kingdom sim series of games (like this http://www.majestypalace.com/page/History_of_Ardania ), (or this http://www.majestypalace.com/page/Sources_for_Majesty_Lore)  or  anything like that)  since the start of the myth generation stuff? and if so will it influence how you go about myth generation for your worlds and what books/stories were they? and if not, do you plan to?

Nope.  We have more than enough myth material for a zillion years already, though I imagine we'll see relevant stuff from other places in the suggestions forum even if the sources aren't always given there.

Quote from: voliol
How come there are no wooden statues? Is is simply something that is so minor that you've never gotten to it, or do you have any other reasons for not including them? It saddened me when I weren't able to create wooden statues of weeping and suffering elves and trees (to place along the path to my trade depot).

No particular reason I can remember, but that decision was made more than a decade ago by now I think, if statues were in the first release.

Quote from: FantasticDorf
Are grown objects actually classed as twigs or logs in a certain narrative of elven ethics and grown nature magic? I guess twigs seeds and fruits wouldn't be much more different to livestock laying eggs/shearing livestock, it makes more sense to value the trunk of the tree as the 'body' and hence why elves dont freak out about camp fires etc since even they probably understand the sentiment to keep warm & safe from non-natural presences.

We haven't specified how the grown items relate to the personhood of the tree...  if the tree is being consulted in some way, etc.  The elves think they are in the clear, anyway.

Quote from: FantasticDorf
Given that the next current few arcs are mostly entity/unit based, has there been any more inward developmental discussion about additional improvements to the natural world? Iterating some of the dev goals for a forseeable point which point towards soil properties/fertility etc.

The myth/magic release isn't particularly entity/unit based, though I don't think it'll be farming directed either.  No specific timeline on any of that, since we don't have specific ordered goals in place after the law/property/embark stuff.

Quote from: Migrant
I am very interested in the 'debugging mode' you mentioned a while back (see the quote for context if it is needed) because I feel a spectator mode would be an ideal extension to Legends Mode. Would you care to elaborate on your debugging mode and would it be feasible to give the players access to this mode?

It's a messy thing I don't want to have to maintain.  We might see something like it when we get to editing historical objects for more fixed worlds, but I'm not sure exactly how that's going to work.

Quote from: Max^TM
Recently while poking around with dfhack I noticed the option to make myself or others a tavern keeper or monster slayer occupation, I tried to make sure it was all linked properly in other locations but can't be sure if I did.

Is there any behavior/response/conversation option in adventurer mode for being/encountering a monster slayer? Being a tavern keeper in a tavern results in people shouting out orders and responding normally there, but I'm not sure where any monster slayer responses would crop up.

Nope, it doesn't use the occupation there yet.  Not sure when we'll start making them work post w.g., since it's a depopulation problem.  Artifact quests don't have that problem.

Quote from: ZM5
The first one has probably been asked before, but will there eventually be legendary/folklore figures generated as well? Something in the vein of King Arthur or Robin Hood, where their existence is disputed and so on.
I'd guess in some worlds they could potentially be actual historical figures (though of course it'd be random as to which parts of the legend would be true, embellishments of the truth or merely made-up events) and in others they'd simply be subjects of legends and works of art.

This could be useful for modding as a replacement for deities and the like - so instead of worshipping deities, some races would revere and look up to the heroes of their legends.

Second question more related to modding: will there be a possibility of being able to mod in set historical figures that always appear in every generated world? As in, they'd always have the same name, race, and description - essentially they'd be constants in the same way as megabeasts and the like are.

Lastly, do you intend to have values affect societal structures in civilizations, as well as their behaviour? For instance, a civilization which values knowledge would be more neutral and send out more scholars and explorers into the world, and their people would give out more quests to get books in adventure mode; whereas a civ that values martial prowess would possibly have a warrior-king/queen with an artifact weapon and legendary combat skills, and a way to gain their respect and/or friendship would be to slay various beasts around the world and bring back parts of their bodies - skulls, hands, etc. - as proof.

It's kind of in the same category as simple lies -- having inaccurate information is hard when we're still grappling with regular information.

When we get to the editor stuff, historical figures would be included.

It already works this way in a few places (societies with a negative view of knowledge don't build libraries, for instance).  Values are underutilized now since they were late to the party, but hopefully we can continue to correct that.

Quote from: falcc
Will people seeking artifacts react different ways when they see an adventurer with said artifact based on their personality? Does respect for the law increase the chances someone will try to demand it over whether they'd barter for it? Are reactions usually positive or do some fellow questers see high reputation as an artifact finder as threatening?

They can start/end at different states from praising down to an immediate conflict/robbery.  Reactions of entity people at the home base are mostly positive, since they generally assume the item is being returned to them, but artifact questers are basically scattered between asking for or demanding the item or accepting defeat or attacking (based on facets/claim type/your rep/values) -- they don't have anything to barter with, so it wasn't considered.  It's possible we'll have a bit more as we flesh out this agent stuff, since they are also under the umbrella of artifact questers and will have a different take on the same "army controller" questers use.  Betrayal is still on the table, especially if you are traveling with ill-natured people, though we might not get to any of that.  Depends on how the agents go.  It would be cool to have an ill-natured quester just hang back or join you and then try to rob you while you sleep, though getting that to work mechanically is a little annoying.

Quote from: pikachu17
how long are you going to make 32 bit compatible versions?

It seems straightforward enough now, but I think the real test'll be the next set of several consecutive bug-fix releases.  It takes longer to put up an individual release now, with all the versions, and if that starts to inhibit new versions, we'll have to consolidate somehow.

Quote from: Untrustedlife
Are there plans for player-lords in adventure mode to send our subordinates on missions to retrieve the "grand holy artifact sock of cheese , heirloom of the DragonBeer clan" in the near future alongside the AI lords?

It's probably not in the near future just because this has been taking so long, but we are approaching the point where doing something like that is equivalent to adding the conversation interface for it (since the rest of the frameworks will be ready), which is pretty cool.

Quote from: Asin
1. Speaking of player-lords as Untrustedlife said, will player-lords be able to influence the laws and such of a civilization if they are in control of the capital eventually?

2. Will it be possible for hamlets and towns/forest retreats/fortresses and hillocks/dark pits and dark fortresses to, if they do not particularly like the laws of their civilization, leave the civ and start their own?

3. Back to player-lords again, will player-lords be able to make a site leave like question 2 says?

1. It's a long way off, but it would be consistent with the rest.  Since laws will be mutable in the initial dwarf scenarios, that part in particular will just be down to having a way for the adventurer to actually exercise their powers, and I'm not sure to what extent the bureaucracy will be modeled, or if you'll just have to declare it to anybody (like the current site takeovers).

2. It'll be the likely premise of one of the first scenarios, for people that don't like monarchs so much.  Whether the ai site-founding lags behind is anybody's guess, since I'll be focusing on player forts first, but I want it to be consistent throughout the world.

Unrelated to this question, I feel like I should emphasize again that "embark scenario" is sort of an unfortunate phrase I've taken to using -- they aren't like strict missions from an RTS or something.  I just mean further information about your embark situation that tends to fall into one category or another, especially as it regards your relationship to your parent civ.

3. Like not your camps, but if you end up as the leader of a hamlet?  Yeah, it's a little tricky -- we'd like all relationships/laws etc. to be capable of changing, but each change requires a specific mechanic/interface etc., especially for the adventurer (since you are right in the middle of it in first person, rather than the abstraction we can do a bit in the fort and a lot in non-player interactions).  So it's hard to say when any one power would be implemented -- player actions as a leader of an entity in adventure mode are almost always going to lag behind every other instance of those actions, since they are the hardest to do (though rarely we'll start with the player, since we'll need the detail up front and that's the best way to do it).
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 01, 2016, 04:41:22 pm
Referring the answers to Asin's question at the end of the response, it seems sites already defect from civilizations to the point that civs "die" from lack of sites if the world lasts long enough after the initial embark (including the (currently) fixed trading/war "partners"). Thus there seems to be a need for civs to reconquer defecting sites (their own or others) in addition to defectors starting their own civs. A bit suggestionish, but intended as feedback info of long term (many decades) world activation effects.
Title: Re: Future of the Fortress
Post by: Amperzand on December 01, 2016, 07:49:49 pm
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
Title: Re: Future of the Fortress
Post by: Max™ on December 01, 2016, 08:57:02 pm
Well, it looks like a normal entity has the world-gen group, the rocks of lobstering, id 57, was there in year 1 with lots of "first of their kind" citizens, and then those groups set down sites which have a local entity in charge of that site, the fortuitous hammers, id 603 at this site, the alarming bodices, id 652 at that site, but all having a tie back to the rocks of lobstering. When you're a member of the civ group you're in there for good, when you start off as a hearthperson you're just there until you join somewhere else, make your own site, or whatnot.

Adventurer sites don't have a tie to the main civ, only the local site government ones, so you gotta tell people about it directly, and nobody comes there unless you bring them yourself.

BUT

Adding the entity_link > entity_event > founded with the relevant information DOES seem to get notice from nearby sites, I did this about a world tile away from two neighboring dark fortresses and tucked away in the caverns to build undisturbed when I started noticing lots of sense creature icons and found there were literally hundreds of gobs lurking around. Some I bragged to and made hearthpeople, others I beat with the still warm corpses of their buddies until they were added to the corpsebag or ran off. Last check there were something like 19 goblin residents, 338 goblin outcasts, and my bearded elf crazyman there. When I travel away the fortresses keep sending out groups to the camp so they're definitely aware of them.

To fully test it I made myself the lord of a civ level entity, rather than just a site government, and the claim functions properly with assigning hearthpeople and so forth.

So, one kinda vague question: have you already or intended to poke at how adventurer entity claims only operate on the site government level, and if so (or if not really) was it just how it turned out that all the sorts of interactions one would want to operate as a site lord seem to function better as a civ level ruler, and similarly, are the artifact quests/ownership being passed down mostly at the site/family level, or is it that plus the civ level stuff going around too?

Oh oh oh!

I found an army on the march! Actually encountered them tromping around, knew where they were going, and it was mostly by accident: I bumped into the asterisk thinking it was probably the right one, get dropped out of travel mode... then everything freezes.

...hmmm.

So I killed the process and tried again, same thing, so I figured out that I could avoid this by looking where it was heading and just standing there so they bump into me.

Normally that wouldn't matter, but (and this ties into an ever pressing problem for the 32 bit versions) this wasn't just a squad of a half dozen shmucks, that doesn't even show a blip on the lag scale, even fifty or a hundred bandits (as I've encountered other times) didn't cause the sort of "oh god, is my computer about to crap out a lung?" type of CPU/RAM crunching.
Spoiler: Yes, that says 4307 (click to show/hide)
...
Yeah, once I let them load up I sat around 1.2 GB of ram minimum for DF alone, when I just loaded up legends mode to check it out the use went up to 2.6 GB, 257x257 world+massive murder spree and such, gonna be flat out impossible on a 32 bit comp before long if that craziness keeps up... and I kinda hope it does.


So, the game still seemed to process the battle as taking place like I wasn't there getting really good at lodging elf corpses in the headmeat of brand new elf corpses (http://i.imgur.com/GtKFvXp.gif) or whatnot.

I think my intercepting it made the game kinda freak out, it was listed as being a full 4333 force invasion, which was defended against, then the 4306 elf invasion succeeded while I was massacring them in town, and later a 2309 or something strength force conquered the town while I was off killing another half of that group before finishing them off completely.

Spoiler (click to show/hide)

So, that's something, not a broken sleeping army... but uh, definitely unique outside of the massive year 1~10 world-gen sieges.

Oh! One last thing came to mind: are there any other quirky little easter eggs you would think people would have figured out by now, like being able to actually work as a tavern keeper, or the lack of sunlight when dead, perhaps a way to use a wheelbarrow in adventurer mode? I haven't been able to figure it out, not for lack of trying.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 01, 2016, 09:35:35 pm
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
You should probably clarify that if you want an answer. What about music doesn't work? You can sing, you can dance, you can compose.
Title: Re: Future of the Fortress
Post by: Egan_BW on December 01, 2016, 11:03:19 pm
I think he means like the background music in fort mode, but you might want to put that in lime green if you want it to be answered, Amperzand. :P
Title: Re: Future of the Fortress
Post by: Scoops Novel on December 02, 2016, 04:56:13 am
When you say "Artifact Agents", do you mean Ring-wraiths?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 02, 2016, 06:52:53 am
Oh snrk ring wraiths in player fortress. "We have come for rings ooo~ooh!" "Take them all! And have a complimentary drink!"
Title: Re: Future of the Fortress
Post by: thvaz on December 02, 2016, 10:17:33 am
When you say "Artifact Agents", do you mean Ring-wraiths?

More likely Bill Ferny.
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 02, 2016, 11:37:22 am
It seems straightforward enough now, but I think the real test'll be the next set of several consecutive bug-fix releases.

several consecutive bug-fix releases.

Yesssss. ;w;
Title: Re: Future of the Fortress
Post by: Scoops Novel on December 02, 2016, 01:17:42 pm
When you say "Artifact Agents", do you mean Ring-wraiths?

More likely Bill Ferny.

(https://media.giphy.com/media/IUZtGhVO8hZ6w/giphy.gif)
Title: Re: Future of the Fortress
Post by: pikachu17 on December 02, 2016, 03:17:22 pm
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
(sorry, but you didn't make it limegreen, and I want the answer to this question)
Title: Re: Future of the Fortress
Post by: burned on December 02, 2016, 04:09:40 pm
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
Is there any consideration to including music and so on in the adventure mode? It strikes me as odd it doesn't work in adventure as is.
(sorry, but you didn't make it limegreen, and I want the answer to this question)

Quote from: Dwarf Fortress Talk #22
Threetoe: The next question is from Luis and he asks, "What do you think version 1.0 would be like, in terms of gameplay elements, and also content features and interface, and may I add, music?"
Toady: It's hard to say. I mean, I don't even know if 1.0 is a special point anymore. We had wanted to get at least some kind of tutorial thing in. We had been thinking of doing seasonal music pieces and so on, but it's one of those things where it's hard to say that we're just going to stop and do some sort of graphical thing, and the mods are so far ahead of us anyway that it's almost pointless at this point to even consider doing that. So we're thinking mainly in terms of just the features and content in the game. I'm not sure how you differentiate those from gameplay elements.

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 02, 2016, 08:40:17 pm
It seems straightforward enough now, but I think the real test'll be the next set of several consecutive bug-fix releases.

several consecutive bug-fix releases.

Yesssss. ;w;
Not sure what you're expecting here, but he means the stream of releases that always (despite some people's insistence that it doesn't happen) follows a major update including bug fixes and suggestions. These are pretty frequent at first so that's when we'll see if maintaining a 32 bit DF will slow things down.
Title: Re: Future of the Fortress
Post by: Putnam on December 02, 2016, 09:42:38 pm
Yeah, you act as if 0.42.02-05 and 0.43.02-05 weren't several consecutive bug-fix releases.
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 03, 2016, 12:04:53 am
Do I have to drag out the quote pointing out how the last dozen or so releases have focused disproportionately on adding or changing content? >.o
Title: Re: Future of the Fortress
Post by: Rockphed on December 03, 2016, 01:00:02 am
Do I have to drag out the quote pointing out how the last dozen or so releases have focused disproportionately on adding or changing content? >.o

I just checked.  Of the last 14 releases that did not bump the primary version number, only 3 of them had "new stuff" listed in their release notes.  Now, true, some of them were "hot fix to fix error in feature release that could cause your computer to come alive and kill you", but by and large they were focused on getting rid of bugs.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 03, 2016, 04:31:08 am
I disagree with Rockphed's assessment and support Random_Dragon's sentiment:

0.43.05: 64 bits. 2/3 bugs fixed.
0.43.04: New compiler (not mentioned). 6/12 bugs fixed. This includes introduction of armor damage and new combat mechanics for forces which are listed as "tweaks".
0.43.03: 3/20 bugs fixed.
0.43.02: 5/2 bugs fixed.
0.43.01: 12 new things. 1/7 bugs fixed.
0.42.06: 6 new things. 5/6 bugs fixed.
0.42.05: 3 new things. 7/12 bugs fixed. This includes zombie nerfing/rework.
0.42.04: 2 new things. 7/9 bugs fixed.
0.42.03: 15/15 bugs fixed.
0.42.02: 6/3 bugs fixed.

This sums up to 6 "new stuff" releases out of the last 10 (one is a number bump prompted by the fact that the amount of new stuff bumped the number, which I don't see as a reason to exclude it from the count. It's still in the middle of the latest arc). I stopped there because the "too little bug fixing" complaint is mainly related to the latest arc, which started with 0.42.01. The main point is that the last two releases were mainly new stuff that wasn't noted in the release notes, and fairly thin in fixing bugs introduced 0.42.01 onward.
I realize we're in disagreement over what an appropriate amount of bug fixing vs progress is, and hope we can agree on disagreeing rather than starting a new flame war, though.
Title: Re: Future of the Fortress
Post by: LordBaal on December 03, 2016, 06:21:04 am
Thanks for the answers, oh mighty binarysmith, maker of the playable universe!
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 03, 2016, 10:31:10 am
When you say "Artifact Agents", do you mean Ring-wraiths?

More like spies.
I asked him about it in an email and he talked a bit about it.
Title: Re: Future of the Fortress
Post by: k33n on December 03, 2016, 02:05:21 pm
Would anything ever convince you to bake in dwarf therapist?
Title: Re: Future of the Fortress
Post by: burned on December 03, 2016, 02:29:11 pm
Would anything ever convince you to bake in dwarf therapist?

Quote from: Dwarf Fortress Talk #22
. . .So we have decided, first off, that we're not really working to change VPL at this moment. We have some things that we're going to do later (we'll get to that in a moment) that will point toward big changes toward VPL. But the first push on job priorities is just going to be about the basic 'job selection' model. So right now, as people know, the jobs pick the dwarves, and that leads to bad selection sometimes. The job will just snatch up the first, nearest qualified dwarf to do the job, regardless of whatever jobs that dwarf might want to do, and that can lead to some really sub-par selections.
   And there's a kind of symmetric problem if dwarves pick jobs. They'll pick jobs that another dwarf might be better suited for. So you can't really have jobs picking dwarves or dwarves picking jobs; you need to have a system that merges it all together and has a delay incorporated so that things can work themselves out. Not a big delay, almost unnoticeable, but just enough to get the right dwarf to the right job. And this will allow you to do things like taking a skilled dwarf, that you'd normally be forced to turn off their hauling, so that they would do the jobs you want them to do. And now you'd be able to leave their hauling on, for instance. They do hauling when they were truly idle, but they would still be able to go do their appropriate jobs when they were available. And by the same token you wouldn't have... We noticed that a lot of people were setting up this 'peasant class' of dwarves, unskilled dwarves, that were just set up for hauling. That should be a little less necessary now.
Threetoe: Except now we're going to be working with the last of these projects will be to implement new peasant classes of dwarves.
Toady: He he he. Yeah this is the kind of VPL change we were talking about. It should be exciting to see the status of your dwarves realized. And certain ones you'll be able to control more than others. Now there will be a circumstance under which you can control any dwarf to a large degree, and that's going to be the new 'Do This Now' prioritization for jobs, which will just snatch up the nearest dwarf that can do the job (like pulling a lever), and force them to do it. They'll drop what they're doing and save your fortress. Might stress them out a little bit, depending on the kind of dwarf, but you'll be able to do that finally. And furthermore we are mindful of things like the trading jobs, the harvest, and so on, and hopefully that'll be handled with the new job selection model overall. We are trying to stay away from spreadsheets and numbers approaches that kind of open up every single job to be ranked, you know, according to different numbers for each dwarf or workshop because that is unmanageable when the number of dwarves get high.
Threetoe: Also, it's a hint where we're going with this, which is to get rid of VPL all together, eventually.
Toady: Yeah, we would really like to restrict VPL possibly to a smaller number of dwarves that are actually the types of dwarves you would be ordering around like that. And we're also aware of kind of the 'work crew' approaches that people have, and that will also be something that is under consideration when we do understand 'fortress-citizen' status a little better.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 03, 2016, 08:16:37 pm
Short answer, no.
Skills by spreadsheet will be replaced when the time comes, thus making utils like therapist (the skill selection part of it anyway) obsolete.
Title: Re: Future of the Fortress
Post by: lethosor on December 04, 2016, 08:41:27 pm
I disagree with Rockphed's assessment and support Random_Dragon's sentiment:

...

0.43.03: 3/20 bugs fixed.
I'm not sure where you got that number. In the devlog, there are 3 things under "major bug fixes" and 20 under "other bug fixes/tweaks", which I think could be it, but that second category also includes bug fixes. I'd also like to point out the changelog on Mantis (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php), which lists 25 issues fixed in 0.43.03.

Short answer, no.
Skills by spreadsheet will be replaced when the time comes, thus making utils like therapist (the skill selection part of it anyway) obsolete.
In addition, baking in DT would require rewriting a large portion of it and take up a lot of time (granted, some changes would make it simpler without the need to attach to DF externally).
Title: Re: Future of the Fortress
Post by: letsdance on December 04, 2016, 09:59:16 pm
Skills by spreadsheet will be replaced when the time comes, thus making utils like therapist (the skill selection part of it anyway) obsolete.
i doubt that. whatever they do, we will still need micromanagement, and - as you say - the skill selection is only a part. for many people (myself included) it's unplayable without DT (which is why i haven't played DF for a long time because there is no released DT for the current version). adding DT would improve the game alot more than all the other features. almost the same goes for dfhack.

i do realize they are relying on the community to provide these tools, but it's a bad solution, because the community is too slow (tools have become too complex) for that.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 04, 2016, 10:10:08 pm
Skills by spreadsheet will be replaced when the time comes, thus making utils like therapist (the skill selection part of it anyway) obsolete.
i doubt that. whatever they do, we will still need micromanagement, and - as you say - the skill selection is only a part. for many people (myself included) it's unplayable without DT (which is why i haven't played DF for a long time because there is no released DT for the current version). adding DT would improve the game alot more than all the other features. almost the same goes for dfhack.

i do realize they are relying on the community to provide these tools, but it's a bad solution, because the community is too slow (tools have become too complex) for that.
Doubt it all you like, I'm just paraphrasing Toady. If you doubt everything he says why even bother following the game and making suggestions.

Some of us turned off DT one day and discovered that the game is just as fun, if not more so, without it. It's only really needed for those who want to spend hours micromanaging their dorfs. And beginners who haven't found the (obtuse) menus yet.
Title: Re: Future of the Fortress
Post by: Rockphed on December 05, 2016, 01:06:08 am
Some of us turned off DT one day and discovered that the game is just as fun, if not more so, without it. It's only really needed for those who want to spend hours micromanaging their dorfs. And beginners who haven't found the (obtuse) menus yet.

I think I used it once way back in 40d.  This was the same time I downloaded a mod with ambushing fliers who came equipped with built-in weapons.  I think I lost a fortress and spent 5 reclaim attempts getting killed off by giant forest spiders that had taken up residence.

I kinda miss the large reclaims.  Has toady said anything about getting them back?
Title: Re: Future of the Fortress
Post by: burned on December 05, 2016, 02:18:06 am
I kinda miss the large reclaims.  Has toady said anything about getting them back?

Quote from: Dwarf Fortress Talk #19
Threetoe: Okay, so the next question: 'Are we likely to see the old 80-dwarf reclaim teams again anytime soon? I miss being able to command a huge military of dwarves to reclaim that legendary metal from the invaders, and a starting seven kitted out with bronze weapons just doesn't do it.'
Toady: I don't remember why we got rid of that, because it was cool. I think the issue was more of a technical one, and a release-time one. This is me trying to remember stuff from years ago, but I think it was when the military screen changed and the whole military structure changed, and we started having to track all this extra information about the military; it became a pain to set up the reclaim squads right. It could just be something like that. I don't think we're against that because the start scenarios that we're doing for fort mode are going to have all kinds ... there could still be a core seven dwarves, if we want to stick with that out of a sense of tradition, but there are going to be scenarios where you start with a bunch of hill dwarves outside of your civilization, and starting with a larger military group - especially to reclaim a really dangerous fort - seems as cool to me as back when we had it before.
Threetoe:Yeah, especially with all the military dwarf stuff coming up pretty soon; it's going to fit in there to have the larger group.
Toady:Yeah. I'd think we could see that stuff again.
Title: Re: Future of the Fortress
Post by: Inarius on December 05, 2016, 02:48:36 am
You mentionned in the 16/11/2016 post that you gave a talk at the Practice conference at the NYU Game Center.
When you'll reply to the next FotF, if there is no news from it, would you summarize what did you talk about there ?

Thanks !
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 05, 2016, 04:54:05 am
I disagree with Rockphed's assessment and support Random_Dragon's sentiment:

...

0.43.03: 3/20 bugs fixed.
I'm not sure where you got that number. In the devlog, there are 3 things under "major bug fixes" and 20 under "other bug fixes/tweaks", which I think could be it, but that second category also includes bug fixes. I'd also like to point out the changelog on Mantis (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php), which lists 25 issues fixed in 0.43.03.
:
Yes, my number were <#major fixes>/<#minor fixes/tweaks> from the release notes. I've noted the bug tracker change log doesn't match up with the release notes. Also, I didn't read the release notes in detail, so there might be additional "minor tweaks" that were introductions of new stuff. (The "minor tweak" of weapon/armor damage has resulted in the need for additional bug fixes: in addition to the game crashing when weapon trap weapons break, there's also the need to deal with repair of equipment, dealing with masterworks destruction through damage [I don't know if a shock is generated, but suspect it is], and melting of damaged masterworks without causing a shock [in particular if repair isn't introduced]).
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 05, 2016, 09:34:30 am
I speculate the major/minor thing is more about how close a thing is to core goals of DF. Notice some mix with mantis tracker as well, where I've so far managed to not detect a rhyme or reason....

How is the major to minor severity assigned on release notes and bug tracker?
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 05, 2016, 09:43:44 am
On the bug tracker you fill in the severity yourself when you write the report, although I don't know if it's sometimes adjusted later. Thus it reflects the reporters' various opinions (and possibly level of aggravation) rather than any sort of unified evaluation.
Title: Re: Future of the Fortress
Post by: Max™ on December 05, 2016, 11:03:39 am
Skills by spreadsheet will be replaced when the time comes, thus making utils like therapist (the skill selection part of it anyway) obsolete.
i doubt that. whatever they do, we will still need micromanagement, and - as you say - the skill selection is only a part. for many people (myself included) it's unplayable without DT (which is why i haven't played DF for a long time because there is no released DT for the current version). adding DT would improve the game alot more than all the other features. almost the same goes for dfhack.

i do realize they are relying on the community to provide these tools, but it's a bad solution, because the community is too slow (tools have become too complex) for that.
Why would he put therapist in rather than manipulator which was designed for the df interface and a built-in part that feels totally natural thanks to dfhack?
Title: Re: Future of the Fortress
Post by: OluapPlayer on December 05, 2016, 04:58:26 pm
Are we gonna see Animal Caretaking being implemented anytime soon? I'd like to keep my war beasties healthy so they can participate in more than one fight per life. I'm aware the current as-of-writing DFhack update has it working, but it'd be good to have it functional without plugins.
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 05, 2016, 11:20:36 pm
So, will I be able to bring artifacts to the demon for rewards with this update if I so wish, I don't want to have to be the good guy and you mentioned npcs doing it in the recent devlog so will players be able to do it?
Title: Re: Future of the Fortress
Post by: Rubik on December 06, 2016, 06:34:25 am
So, will I be able to bring artifacts to the demon for rewards with this update if I so wish, I don't want to have to be the good guy and you mentioned npcs doing it in the recent devlog so will players be able to do it?

I still can't wrap my head around how much will this update affect gameplay
As of now, you can kill baddies, kill goodies or kill yourself, with this update you'll be able to actually do things for people in a more ''tangible'' way, as artifacts are. You'll be able to give stuff to the demons, to the dwarves, or keep them yourself just to atract hordes of enemies
This opens a new world of possibilities and also sets the stone to future mechanics of the game

Sorry I got a little carried away

Well, the devlog talks about ''help for the journey'' , and rewards from questers
So, If you manage to talk with a demon without him killing you, you shouldnt have a problem with playing a little ''devils advocate'' (sorry) and making quests for demons
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 06, 2016, 08:30:10 am
Why would he put therapist in rather than manipulator which was designed for the df interface and a built-in part that feels totally natural thanks to dfhack?
While he wouldn't put in either, I'd note that Dwarf Therapist has more features than manipulator for sorting - of which I consider things like (custom) roles, preferences, personality/ethics, attributes always useful, every day I use therapist - to the point that I didn't use manipulator (though I did use dfhack) in my recent succession 43.05 fortress, just vanilla interface (if I'm not going to be able to pick the best idle dwarf for the job, use it to weave a story or get dwarves to write ones or ensure nobody assigned armorsmithing always moods into low boots, it's still useful for ...oh wait, no migrant waves in generational fortress.)
Title: Re: Future of the Fortress
Post by: Bumber on December 06, 2016, 10:07:32 am
Well, the devlog talks about ''help for the journey'' , and rewards from questers
So, If you manage to talk with a demon without him killing you, you shouldnt have a problem with playing a little ''devils advocate'' (sorry) and making quests for demons
Whispy (http://www.bay12forums.com/smf/index.php?topic=51245.msg6724129#msg6724129) II: Artifact Bling Boogaloo.
Title: Re: Future of the Fortress
Post by: TheFlame52 on December 06, 2016, 08:31:15 pm
Hey, I've been linked to. Fame +1
Title: Re: Future of the Fortress
Post by: Max™ on December 06, 2016, 08:58:24 pm
Why would he put therapist in rather than manipulator which was designed for the df interface and a built-in part that feels totally natural thanks to dfhack?
While he wouldn't put in either, I'd note that Dwarf Therapist has more features than manipulator for sorting - of which I consider things like (custom) roles, preferences, personality/ethics, attributes always useful, every day I use therapist - to the point that I didn't use manipulator (though I did use dfhack) in my recent succession 43.05 fortress, just vanilla interface (if I'm not going to be able to pick the best idle dwarf for the job, use it to weave a story or get dwarves to write ones or ensure nobody assigned armorsmithing always moods into low boots, it's still useful for ...oh wait, no migrant waves in generational fortress.)
Because Manipulator is like a (much) higher quality VPL, but which does everything Therapist does outside of making your neck hurt due to stupid sideways text, plus some random additional things that only seem to matter to people who use it, and which I thus don't understand due to having only ever installed it once before finding no way to get rid of the stupid sideways text so I deleted it all in disgust.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 07, 2016, 12:11:58 am
Snrk. Yeah, I suppose sideways text takes some learning to read without turning your head(wasn't brothered too much, so never looked into ways to turn it off). Single letters wouldn't work out with ability to create custom sheets.

Still, I consider it quite important for caring for dwarf attributes/personality/etc, both for storytelling and job assigning.
Title: Re: Future of the Fortress
Post by: Max™ on December 07, 2016, 02:58:55 am
I can read it but it annoys the shit out of me. Manipulator has the little abbreviations and works fine.
Why is that not an option if you wanna have the grid?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 07, 2016, 03:34:40 am
Dunno if it isn't an option. Never looked into it :v
Title: Re: Future of the Fortress
Post by: golemgunk on December 07, 2016, 04:47:04 am
Do Goblin agents have to report back to their masters or send messengers to update their civ's information?
Title: Re: Future of the Fortress
Post by: Max™ on December 07, 2016, 08:54:09 am
Oh man the intrigue and whatnot which is gonna take place is exciting, but the bugs from goblins being deep undercover for years and then you walk into town and they go "wait, I have to kill all these neutrals!" and blow their cover in an orgy of confusing violence will be great as well.

Criminals roaming around town properly too will be nice.
Title: Re: Future of the Fortress
Post by: letsdance on December 08, 2016, 12:32:41 am
Why would he put therapist in rather than manipulator which was designed for the df interface and a built-in part that feels totally natural thanks to dfhack?
i don't know the manipulator. i also don't think adding DT is realistic. it's more the idea of what should be added to DF: a useful dwarf management system. any!

i'm not going to ever play DF without something like it, so it's really mandatory in my oppinion. the important thing for me is finding the best suitable dwarf for a certain job. that means i need a sorting function. DT just does it just right and i don't care which direction the text is written (besides can't you change that in the options?). the only thing missing in DT is squad management. especially for equipping dwarves the DF interface is tedious.

since in general people won't have the same oppinion about what dwarf is "best", no AI can ever replace a management system like that. besides, it doesn't look like they're working on that topic at all.
Title: Re: Future of the Fortress
Post by: Putnam on December 08, 2016, 03:14:21 am
Efficiency is highly overrated.

Also, it's not a matter of opinion which dwarf is best, you can mathematically show which dwarf is best out of a group for a given labor pretty easily.

Also, the eventual plan is for dwarves to have some manner of agency regarding their own labor choices, anyway. Yeah, you'll get the occasional dud of a dwarf who wants to be a wood crafter despite having no creativity and no fine motor skills, but that's part of the fun.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 08, 2016, 12:03:05 pm
Regarding showing which dwarf is best, for single given labour in vacuum, yes, but there are other considerations: How much other work the dwarf has, the reliability and timing needed in those jobs, the needed timeliness of current job, all that and how much worse they are for second best, third best, fourth best....

Some dwarves are just all-around inferior than others for certain jobs, but they still get some of those jobs due best dude being too busy. But while perfect labour layout is probably devisable, it's a factorial matrix outputting to dwarvesx22+? deep sorting function tied to traveling salesman problem, needing to be run every time dwarf labour pool changes, at the very least.

Though yeah, most materials are plentiful enough that picking any dwarf and telling them to do the job on repeat till you have desired number of masterworks is suitable enough (maybe with a brief training period) (with exception granted to the rarest of rare materials in rock crystals). But I think it's also treated as challenge to perfectionism - I've read few stories on these boards of people savescumming or abandoning forts because they dug out wrong square.
Title: Re: Future of the Fortress
Post by: Putnam on December 08, 2016, 05:52:28 pm
i think saying any NP-complete problem is "tied to traveling salesman problem" is a bit tautological but whatever

anyway, autolabor with DFHack does fine by just sort of enabling and disabling appropriate labors on certain individuals whenever the need arises for such unless they're doing something interruptable; I consider the future of "dwarves do what they want" to be ideal anyway.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 09, 2016, 03:51:24 am
Well, it's about how you'd solve the problem. Just because it is NP-complete doesn't mean it isn't solvable quickly, with short variable list.

I know about autolabor, and it is a lovely thing, but it doesn't really account for moods or timing versus quality, I think. When building the most valuable bridge ever, you only want your best to minimize times you have to build it; a dabbling dwarf will likely not produce two masterworks in a row.
Title: Re: Future of the Fortress
Post by: ChristianWeiseth on December 09, 2016, 05:31:32 am
Both as a Norwegian and the future possibility of trireme styled ships and harbors, I have to ask

"Will there be fjords in worldgen? And will they be populated with parrots?"



Love the possibility of having a Dwarf Fortress with harbor, like the Dwarven Hold of Barak Varr in the old now trashed warhammer lore

(http://whfb.lexicanum.com/mediawiki/images/e/e9/BarakVarr.jpg)

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 09, 2016, 06:38:43 am
With the planned 'stolen artifact recovery squads', what's the range of the artifacts you'll be able to send people out to recover? Artifacts stolen from your fortress? Artifacts stolen from your civ hundreds of years ago? Artifacts not stolen from you at all but your mayor thought they'd look pretty good on his shelf after hearing a drunken elven bard sing about them? Will there be an actual 'game' element to this (recover artifacts to deal with noble demands, cure a depressed population or something) or is it just something fun to do?

and...

When the new spies come to check out your artifacts, will there be any way of working out who they are? Will the fortress guard or other diligent dorfs notice them acting suspiciously and accuse them?

Oh, also...

You mentioned peddlers on Twitter the other day, will they also turn up in fortress mode? Does this mean you're replacing the old merchant system finally or will both systems remain for now?
Title: Re: Future of the Fortress
Post by: Rubik on December 09, 2016, 09:42:18 am
With the planned 'stolen artifact recovery squads', what's the range of the artifacts you'll be able to send people out to recover? Artifacts stolen from your fortress? Artifacts stolen from your civ hundreds of years ago? Artifacts not stolen from you at all but your mayor thought they'd look pretty good on his shelf after hearing a drunken elven bard sing about them? Will there be an actual 'game' element to this (recover artifacts to deal with noble demands, cure a depressed population or something) or is it just something fun to do?

and...

When the new spies come to check out your artifacts, will there be any way of working out who they are? Will the fortress guard or other diligent dorfs notice them acting suspiciously and accuse them?

Oh, also...

You mentioned peddlers on Twitter the other day, will they also turn up in fortress mode? Does this mean you're replacing the old merchant system finally or will both systems remain for now?

It's just a guess, of course, but I imagine peddlers as merchants with more exquisite/valuable things to sell, and without season fixations, unlike caravans, they could show up in your fortress just like normal visitors
Pretty good adition by the way, Adds a  more tasteful realism to the game, and remind me of the tinkers from the kingkiller's chronicle, which is comfy

As for the other questions

-It should make sense that you had to know about an artifact to command someone to look for it, apart from that, you should be able to send anybody to look out for any trinket you want, atleast until law and diplomacy hits in (ex. your king considering the recovery of an artifact a personal matter and prohibits any vasal to look for it without his permission). Now, the important bit, is that they might not come back. For example if the artifact has been lost for centuries, the chance of finding it is considerably lower than normal, something to take in consideration

-For the spies. Again, a wild guess, but although I want specially dumb dwarves to unmask themselves as criminals for mistakes, I suppose firts-update agents will work similarly as vampires, they do stuff, you start being suspicious, and you find him
It would be interesting if one noble could be asigned to see who makes certain questions about artifacts, that way you could know who 'might' be a spy, and act acordingly
Now, obtaining the info for whom does he work is kinda hard without torture, and I dont think its gonna be added soon, or ever
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 09, 2016, 10:51:50 am
"Will there be fjords in worldgen? And will they be populated with parrots?"
If by fjords you mean "adjacent mountain and sea", you can have these right now - even a world that's almost entirely made of them, with custom worldgen.

However, grey parrots occur only in tropical moist broadleaf forests (unless you mod them), so you have to include some rainy and hot mid-elevation areas.
Title: Re: Future of the Fortress
Post by: Mr S on December 09, 2016, 10:34:22 pm
But, what about the Norwegian Blue parrot?  Lovely plumage, the Norwegian Blue.
Title: Re: Future of the Fortress
Post by: Rockphed on December 09, 2016, 10:54:07 pm
But, what about the Norwegian Blue parrot?  Lovely plumage, the Norwegian Blue.

I feel like you are referencing something, but I cannot place my finger on what.  Also, I'm pretty sure that this is an ex-joke.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on December 09, 2016, 11:13:21 pm
Will what we can display in display cases be governed by ethics? Since humans have the ethic [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE], would they be able to display animals in cases, as opposed to elves, with this ethic: [ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 10, 2016, 02:20:20 pm
Can spiders actually crawl around on ceilings and stuff? Or does the climbing system not support that yet?
Also when looking at legends you can see "so and so devoured so and so" however when you are a werebeast all you can really do is kill things, I cant devour creatures , neither can animals so if I play as a giant dingo or something in adventure mode I am unable to devour people, is this planned?
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on December 10, 2016, 03:16:12 pm
Can spiders actually crawl around on ceilings and stuff? Or does the climbing system not support that yet?
No, they can't, but GSC and such can climb on walls.
Quote
Also when looking at legends you can see "so and so devoured so and so" however when you are a werebeast all you can really do is kill things, I cant devour creatures , neither can animals so if I play as a giant dingo or something in adventure mode I am unable to devour people, is this planned?
"Devour" means to eat. If you eat histfig meat, that isn't tracked, though.
Title: Re: Future of the Fortress
Post by: Max™ on December 10, 2016, 04:11:12 pm
Mayor, Manager, Broker, Bookkeeper, Inquisitor, Sheriff, Hammerer, TorturerChief Medical Dwarf.

I could dig it.

The old priest classes had a tag where they could mention cults and heathens and such apparently, is this going to be coming back/built on with the holy relics and such, or is it even active but only under certain conditions now?
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 10, 2016, 04:22:56 pm
Can spiders actually crawl around on ceilings and stuff? Or does the climbing system not support that yet?
No, they can't, but GSC and such can climb on walls.
Quote
Also when looking at legends you can see "so and so devoured so and so" however when you are a werebeast all you can really do is kill things, I cant devour creatures , neither can animals so if I play as a giant dingo or something in adventure mode I am unable to devour people, is this planned?
"Devour" means to eat. If you eat histfig meat, that isn't tracked, though.

Im aware, but the only way you can EAT a histfig in adventure mode is to butcher them I want to be able to take bites from the corpse while playing as a giant dingo. SO I am asking if its planned, I know what devour means, obviously. And I was asking of giant spiders can climb on ceilings and stuff. and you haven't actually answered that.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 10, 2016, 04:54:01 pm
It was answered if you assume "GSC" is a mistype of "GCS", with generally stands for Giant Cave Spider. Interestingly enough, cave floaters actually seem to float below the ceiling.
Title: Re: Future of the Fortress
Post by: Max™ on December 10, 2016, 07:07:42 pm
It was answered if you assume "GSC" is a mistype of "GCS", with generally stands for Giant Cave Spider. Interestingly enough, cave floaters actually seem to float below the ceiling.
That's because they're actually flying, so that isn't a good idea to copy for other cave critters.

Do you want flying spiders? That's literally how you get flying spiders.
Im aware, but the only way you can EAT a histfig in adventure mode is to butcher them I want to be able to take bites from the corpse while playing as a giant dingo. SO I am asking if its planned, I know what devour means, obviously. And I was asking of giant spiders can climb on ceilings and stuff. and you haven't actually answered that.
I had the same idea, so I hacked in a workaround. Downside is you need to either use dfhack to untoggle the dead_dwarf flag or use a reaction to remove [CAN_LEARN] before killing them.
Title: Re: Future of the Fortress
Post by: Bumber on December 11, 2016, 04:44:41 am
But, what about the Norwegian Blue parrot?  Lovely plumage, the Norwegian Blue.

I feel like you are referencing something, but I cannot place my finger on what.  Also, I'm pretty sure that this is an ex-joke.
It's not an ex-joke, it's merely stunned.
Title: Re: Future of the Fortress
Post by: Rubik on December 11, 2016, 06:11:19 am
Mayor, Manager, Broker, Bookkeeper, Inquisitor, Sheriff, Hammerer, TorturerChief Medical Dwarf.

I could dig it.

The old priest classes had a tag where they could mention cults and heathens and such apparently, is this going to be coming back/built on with the holy relics and such, or is it even active but only under certain conditions now?

Wow, I didnt know about that tag. Makes the creation of the dwarven inquisition much easier
In regards to the torture/Doctor stuff, Im still really pissed that dabbling diagnosers cant order someone to cut both your legs and take away a lung because of a normal flu. Horrible medicine is part of the time period DF is set anyway
Using dabbling doctors as torturers would be too cruel for the dwarves I think
Title: Re: Future of the Fortress
Post by: Rubik on December 11, 2016, 06:23:54 am
Yeah, I've felt for some time that things like devouring or cutting away small chunks of meat isnt considered by the game now. I would really want a lot more mechanics regarding bodies and tissues, but Im afraid it isnt a priority now
But hey, Toady always adds some surprise new stuff with each update (last one was joint damage), so who knows

Talking about that. With the hipothetical addition of multi-tiles creatures, they should be able to engulp people whole right? Its even one of the dev goals, with dragons and stomach acids.
I got interested in the needed mechanics for that to work, and, although I know at the moment it was a general idea, I would like to ask:

-The dragon had disolvent stomach acids in his belly. Does that mean that eventually materials will have chemical propierties like acidity or flamability, as most materials have phisical propierties now? That would reeeealy add stuff to the game
-The empty space that was considered his stomach spawned naturally those acids. Will we, in the future, have more creature creation mechanics as that?(Im talking body wise, having defined forms on bodies and organs) Will the creation of those materials ''consume'' nutrients from the food we eat, or will it work like infinite spits like we have now?
Phew, it was a lot to write. Thanks for reading in advantage
Title: Re: Future of the Fortress
Post by: Afghani84 on December 11, 2016, 08:38:57 am
Is anything scheduled for terraforming? I think it would be realistic to add certain options, i.e. give a miner the task to take away one block of dirt at point A and use it to fill a hole at point B. It would also be great to have a job option to get rid of small boulders and saplings since they are often in the way of constructions.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 11, 2016, 09:23:48 am
Is anything scheduled for terraforming? I think it would be realistic to add certain options, i.e. give a miner the task to take away one block of dirt at point A and use it to fill a hole at point B. It would also be great to have a job option to get rid of small boulders and saplings since they are often in the way of constructions.
I believe movement of soil would follow more or less naturally from the future change of sand and clay to become limited resources. Boulders can be removed by smoothing currently, so that's not a problem. Neither saplings nor boulders block construction as far as I've seen, but saplings can be removed with dirt roads (except when they're directly on top of rock, which can happen with saplings present at embark). Hopefully landscaping would also add the ability to remove mud (although that may end up in agriculture improvements instead).
Title: Re: Future of the Fortress
Post by: Afghani84 on December 11, 2016, 09:45:02 am
Boulders can be removed by smoothing currently, so that's not a problem. Neither saplings nor boulders block construction as far as I've seen, but saplings can be removed with dirt roads (except when they're directly on top of rock, which can happen with saplings present at embark).

Fair enough, I was more thinking along the lines of farms. But here it might be easier to rewrite farms so that they can also (like everything else) be built on top of boulders and saplings.
Title: Re: Future of the Fortress
Post by: Mr S on December 11, 2016, 11:22:06 am
But, what about the Norwegian Blue parrot?  Lovely plumage, the Norwegian Blue.

I feel like you are referencing something, but I cannot place my finger on what.  Also, I'm pretty sure that this is an ex-joke.
It's not an ex-joke, it's merely stunned.

He's pining for the Fjords.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 11, 2016, 01:30:28 pm
Boulders can be removed by smoothing currently, so that's not a problem. Neither saplings nor boulders block construction as far as I've seen, but saplings can be removed with dirt roads (except when they're directly on top of rock, which can happen with saplings present at embark).

Fair enough, I was more thinking along the lines of farms. But here it might be easier to rewrite farms so that they can also (like everything else) be built on top of boulders and saplings.
You can build farms on boulders by first smoothing them and then muddying their surface, and saplings can be removed by dirt roads. However, the farm rewrite may very well require you to have an entire Z level of soil/mud, in which case there will have to be a way to remove a rock floor and building soil layers (well, you can channel it away, and if soil movement is implemented you can then fill up the hole, but it would be more convenient to just remove the rock "lid").
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 11, 2016, 02:26:57 pm
Phew, it was a lot to write. Thanks for reading in advantage

I can definitely see those ideas being abused by modders if implemented.
Title: Re: Future of the Fortress
Post by: ChristianWeiseth on December 12, 2016, 04:32:32 am
"Will there be fjords in worldgen? And will they be populated with parrots?"
If by fjords you mean "adjacent mountain and sea", you can have these right now - even a world that's almost entirely made of them, with custom worldgen.

However, grey parrots occur only in tropical moist broadleaf forests (unless you mod them), so you have to include some rainy and hot mid-elevation areas.

Yeah basically, Mountains about 7 to * height adjacent to ocean. :)

Ah I need to just need to take the time to comprehend the advanced gen then :P Right now I don't understand it at all.

He's pining for the Fjords.

 ;D

btw, I understand waiting for dwarffortress development is like waiting for Star Citizen on steroids just without the drama. Is the next big update after the 64bit going to be the magic system? More spheres have secrets and stuff?

Title: Re: Future of the Fortress
Post by: PatrikLundell on December 12, 2016, 06:22:32 am
I don't think advanced world gen is sufficient, but you'd probably have to go down into world painting, either directly or use a third party utility (e.g. figure out how to use Perfect World).

The next DF release is the artifact one. I think it will be followed by the myth&magic one. It's possible artifacts will be put in the back seat while myth&magic is implemented so it's released together, but suspect it will be separate sub arcs.
Title: Re: Future of the Fortress
Post by: LordBaal on December 12, 2016, 06:56:32 am
Me thinks that too. First artifacts and the imbue magic in them
Title: Re: Future of the Fortress
Post by: Max™ on December 12, 2016, 10:50:33 am
Perfect World just clarifies what the world-painter is, and mixes in a bunch of neat tools to fiddle around with smooth curves and noise, but it does make it easier to get really really really sheer cliffs next to oceans, and I have seen several.

This area here was one as I recall.
Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: voliol on December 12, 2016, 02:18:58 pm
First off, if the new DF talk isn't uploaded yet as of your answer, when can we expect to see it? Also, what are the prospects of other DF talks following this next one?

Second off, (when) do you plan to implement natural diseases, fevers or even plauges? As well as diseases spreading outside of your fort. Currently the hospitals have none to little to do when there's not either some kind of attack on your fort or you're intentionally hurting your dwarves. The disease resistance also seems to do more or less nothing.
Title: Re: Future of the Fortress
Post by: Rockphed on December 12, 2016, 02:27:32 pm
First off, if the new DF talk isn't uploaded yet as of your answer, when can we expect to see it? Also, what are the prospects of other DF talks following this next one?

Second off, (when) do you plan to implement natural diseases, fevers or even plauges? As well as diseases spreading outside of your fort. Currently the hospitals have none to little to do when there's not either some kind of attack on your fort or you're intentionally hurting your dwarves. The disease resistance also seems to do more or less nothing.

Toady is really, really bad at guessing when a release will be done.  Based on comments, I suspect he is currently sitting about 3/4 though the features of the release.  Then he needs to do a final pass over them to get them cleaned up and playing nice with each other, then he will probably spend a week squashing bugs.  So, probably end of February at the earliest.

As for the second question, if it isn't on the development page, then there is no timeline.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 12, 2016, 04:57:34 pm
First off, if the new DF talk isn't uploaded yet as of your answer, when can we expect to see it? Also, what are the prospects of other DF talks following this next one?

Second off, (when) do you plan to implement natural diseases, fevers or even plauges? As well as diseases spreading outside of your fort. Currently the hospitals have none to little to do when there's not either some kind of attack on your fort or you're intentionally hurting your dwarves. The disease resistance also seems to do more or less nothing.
Could you post a link to where a new DFtalk was mentioned? Seemed to have missed that one. Thanks!
Last one (besides the unofficial 10th anniversary interview video) was years ago.
Title: Re: Future of the Fortress
Post by: Rubik on December 12, 2016, 05:20:21 pm
Phew, it was a lot to write. Thanks for reading in advantage

I can definitely see those ideas being abused by modders if implemented.

Yeah, everything that gives more freedom to modders is cool on my book
First off, if the new DF talk isn't uploaded yet as of your answer, when can we expect to see it? Also, what are the prospects of other DF talks following this next one?

Second off, (when) do you plan to implement natural diseases, fevers or even plauges? As well as diseases spreading outside of your fort. Currently the hospitals have none to little to do when there's not either some kind of attack on your fort or you're intentionally hurting your dwarves. The disease resistance also seems to do more or less nothing.

This I think will be eventually added. Diseases and pests are one of the most horrible and scary things we humans have in our magic-less world, so its a fair obstacle to implement in gameplay
Also, The medical system could definitely afford to be more awesome than it actually is
Not only that, but pests and pandemics are the center of the setting many stories, defining completely the challenges the protagonist is set onto, so it would add realism and various gameplay variations
Like, I dunno, vacines, wandering plague doctors, citadels closing to the outer worls for fear of the disease (Imagine if you had to enter the city to steal a trinket from the local mayor. Bam, infiltration mechanics)
Oh, and I definitely need more symptoms in the raws, as well as methods of transmission. Modders would like that very much
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 12, 2016, 11:46:59 pm
Yeah, everything that gives more freedom to modders is cool on my book

And thus the vore mods would ensue. >.o
Title: Re: Future of the Fortress
Post by: vlademir1 on December 13, 2016, 03:32:26 am
Quote
and it also relates to an expanded language framework
This reminds me of a question I wanted to ask years ago and for various reasons never got around to and don't remember ever seeing asked.

Do you intend fortress or group name to ever have any significance to who shows up to join your fortress?
For example would naming your fortress Rakust Kozoth (The Tomb of Horror) or Stibmer Shash (The Shores of Hell) ever draw in very different migrants than Nicolthunen Ucat (Afterlife of Beers) or Ostarnökor Momuz Cagith (Burrieddead the Crypts of Crying)?
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 13, 2016, 05:10:23 am
From the latest progress report "... So there'll be prophets, pilgrims, monks, peddlers and petty criminals. They won't get many mechanics, but they'll be around...".
Will these new character types apply for residence and/or citizenship, or will they just show up as visitors "useless" for fortress citizenship diversification purposes (both for the next release and for the fleshed out versions)?
For full cover I would guess some agents should eventually seek residence and then defect when their mission is accomplished (or failed), but I guess that wouldn't be able to make it in in the short term.
Title: Re: Future of the Fortress
Post by: Eric Blank on December 13, 2016, 02:34:30 pm
Can we as players be prophets, pilgrims etc? Can we make up bullshit prophecies?
Title: Re: Future of the Fortress
Post by: Rubik on December 13, 2016, 03:09:19 pm
Can we as players be prophets, pilgrims etc? Can we make up bullshit prophecies?

Oh god, I hadn't thought of the new roles applied to your adventurer

Will we be able to peddle, as adventurers?
What will be the requisites to becoming a criminal
What is the purpose of pilgrims(what will they tell you when you ask them why are they traveling)?
Title: Re: Future of the Fortress
Post by: Megaman3321 on December 16, 2016, 07:51:57 pm
Probably been asked already, but hopefully someone will see this:

With the new locations functionality, when can we expect to see trade schools be an available option? Say you have a legendary clothier, and there's a lot of dwarves who want to learn a craft, they can go to this location and the clothier can teach them how to make clothes?
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 17, 2016, 03:44:20 am
Probably been asked already, but hopefully someone will see this:

With the new locations functionality, when can we expect to see trade schools be an available option? Say you have a legendary clothier, and there's a lot of dwarves who want to learn a craft, they can go to this location and the clothier can teach them how to make clothes?
Not within the near future, as it's not within the (initial) artifacts/myth/magic scope.
Title: Re: Future of the Fortress
Post by: Rubik on December 17, 2016, 10:07:48 am
I know its a very broad question and that it's impossible to give anything resembling a precise answer, but I must ask.
From the dev.goals page, complex social situations and interactions, like deep conversations or logical reasonings, seem to be the base of a lot of goals. This makes sense, as a game that wants to generate stories like DF, needs complexity in every branch of the game
Now, social simulation games like sims (just an example) are something I really love, and I would like to know where will the limit of complexity regarding psycho/social behaviour will be
Powergoals 119 and 120 are somewhat what I dream to have in the game. Complex behaviour and the adequate implementation of it in the game
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 19, 2016, 10:46:10 pm
Is there any way for spies to discover the identity of other spies? What happens if they do work it out and they're from opposing civs? If it's possible, how do other townsfolk/soldiers etc react if a spy's cover is blown?

Do spies from the same civ recognise each other? Does anything happen if they run into each other?

If a human adventurer walks into an evil goblin town where a human civ spy works, will that spy freak out like the rest of the goblins or will he ignore the adventurer?

Oh, and just in case...
If a goblin invasion wipes out a town,  will their spies survive? If not, will the entire civ melt down in a colossal worldgen loyalty cascade?
Title: Re: Future of the Fortress
Post by: Max™ on December 20, 2016, 01:57:08 am
Will we be able to accuse people of being spies?

'You despicable two-faced crook, know now that I have seen through your lies, and I will see to it that your treasonous ways receive the punishment they deserve!'

"What is this madness? I'm a vampire, not a spy, I mean... wait-"
Title: Re: Future of the Fortress
Post by: Inarius on December 20, 2016, 04:09:42 am
I like what Toady has done about spies. I just hope that, with time, taverns won't be full of spies and that real people will still exist.
Title: Re: Future of the Fortress
Post by: Bumber on December 20, 2016, 04:46:12 am
I'm wondering how entities are even going to discover spies. Careless talk in taverns? Guards following sneaking characters to clandestine meetings?
Title: Re: Future of the Fortress
Post by: LordBaal on December 20, 2016, 05:41:15 am
Artifacts, spells or alchemist concoctions that force someone to say the truth?
There's also the old, wise way of beating the crap and truth out of everything you come across.
Title: Re: Future of the Fortress
Post by: DG on December 20, 2016, 07:09:39 am
I like what Toady has done about spies. I just hope that, with time, taverns won't be full of spies and that real people will still exist.

Heh. Double agents all the way down.
Title: Re: Future of the Fortress
Post by: Rubik on December 20, 2016, 01:56:43 pm
Artifacts, spells or alchemist concoctions that force someone to say the truth?
There's also the old, wise way of beating the crap and truth out of everything you come across.
We sure gravitate towards torture around here.Don't you guys know how to fix problems peacefully?
Not strictly a complain though, beating someone for information is a much more valid reason than the tipical 'just for fun' beatings I do in the game


I'm wondering how entities are even going to discover spies. Careless talk in taverns? Guards following sneaking characters to clandestine meetings?

I might be completely wrong on this, but I think Toady mentioned that people would acknowledge that certain people asked questions. This is mainly meant to make spies actually follow you, but it could also turn back on them, raising the attention of the guards or the militia captain of the city
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 20, 2016, 02:16:39 pm
...Yeah, I suppose breaking the spines of already honest people in the name of truth isn't really a problem, when put like that Rubik.
Title: Re: Future of the Fortress
Post by: Max™ on December 22, 2016, 02:55:21 pm
I thought I had stumbled upon an amazing new item decoration option in the raws when I tried using the [DEFAULT_IMPROVEMENT:SPECIFIC:ROLLERS:HARD_MAT] format with HANDLE to add some detail to my weapons and it worked. I had assumed that any improvement specified would work, allowing STRAPS on shields or PADDING on armor, but realized after checking in an unmodified save with dfhack I found that 0 (HANDLE) and 1 (ROLLERS) are present whether you change them or not.

Was this intended to be something we can add our own variations on top of? Was the HANDLE improvement intended to be included or just an afterthought? Also, there was an option in the globals list for what dfhack calls itemimprovement_specific_type which doesn't work at all, was that supposed to be the syntax for modding in improvements, or was it an existing feature that was deprecated (or mysteriously unavailable, like ART_IMAGE) at some point?
Title: Re: Future of the Fortress
Post by: WordsandChaos on December 22, 2016, 06:40:22 pm
I like what Toady has done about spies. I just hope that, with time, taverns won't be full of spies and that real people will still exist.

Heh. Double agents all the way down.

Once this stuff makes it into fortress mode (if it won't already) can you imagine how convoluted some of the succession fortresses and community stories could get? And it can get more so if more motives, besides looking for artefacts, are added over time.
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 23, 2016, 02:04:52 pm
Been away and recently came back again, cooking up some questions.

What kind of overlaps does agents have on conquered provinces & spying on rebel/factional groups? I know goblins have frequent factional groups, very little law enforcement (without modding in local militias to duff up troublemakers) and a well exercised death penalty for treason, but obviously without knowing who is traitorous or possible pretender, they can't do anything about it pre-emptively. Might agents infiltrate these groups as well as keep tabs on disgruntled people in occupied settlements/new conquests? 



If you acquired by pure chance a king who does not respect law loyalty or honesty (possibly and most likely a sadistic vampire) within the very entity ethical dwarven kingdom (with all the promoted virtues against it etc etc) might they employ or atleast encourage more homegrown agents of their own to use to further their own interests. It'd be nice to have a crooked king bring in some criminals & shady dealers into the court & the taverns at much the distaste of the local population of your fortress.
Title: Re: Future of the Fortress
Post by: ZM5 on December 23, 2016, 07:41:14 pm
Three questions, somewhat related:
Will there be coliseums or arenas at some point? Could provide interesting solutions for strength-worshipping civilizations to settle issues, as well as other scenarios, i.e one of the fighters dying from a poisoned weapon being provided, or rigged matches, etc.

Second, will there eventually be sites such as hamlets and the like that aren't affiliated with any civ by default? Could also provide for some scenarios like towns full of zombified villagers in evil biomes, perhaps governed by a necromancer group.

Lastly, will there be some sort of token that allows a creature to appear by default with weapons or clothing? Would make minotaurs and the like a lot more dangerous, and also really helpful for modding.
Title: Re: Future of the Fortress
Post by: Nopenope on December 25, 2016, 06:37:24 am
These days, do you find it easier to implement adventure mode related features, or fortress mode features, or to simply work on worldgen frameworks? Which kind of work is exciting you the most, and which one do you think is more of a hassle?

Also, did you survive the lutefisk this year?
Title: Re: Future of the Fortress
Post by: Inarius on December 26, 2016, 03:44:34 am
I'm not sure I have read details about this, but if this is the case, sorry for the question :

 Will a priest have access to some magic from gods, and if yes, will it be different from a wizard's magic ?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 26, 2016, 03:53:36 am
Is plant population being affected by mineral scarcity a precursor to nutrient-based soil model?
Will mineral-poor worlds also have nutrient-poor soils?
Title: Re: Future of the Fortress
Post by: LordBaal on December 26, 2016, 08:17:38 am
Currently I think there's no nutrient tracking in the soil. Not for agriculture nor for wild plant life. The only restrictions is the kind of terrain and the rain? I'm not really sure.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on December 26, 2016, 10:01:32 am
Can corpses be placed in display cases? Is there a size restriction, or can you put a sperm whale skeleton in a museum of natural history?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 26, 2016, 02:53:22 pm
@LordBaal: I know that nutrients aren't tracked, but there's more than just biome-determining factors that affect how many of the theoretically available plant and animal species you actually get.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 26, 2016, 03:27:10 pm
I thought the plant/creature availability was just randomized (possibly with weights)?
I've been able to use DFHack to give an embark access to all boozable plants except bananas (and I was able to trade for those) by extending the list of plants in all surface regions to include all the plants that are legal in any biome within the region prior to accepting the world. As far as I could see, shrubs initially missing on embark appeared later, while trees seemed to be limited to those species for which trees or saplings were present at embark.
Title: Re: Future of the Fortress
Post by: Max™ on December 26, 2016, 04:31:28 pm
Ok, so I was operating under a faulty hypothesis for a while lately, but after bashing my poor test subject into a wall on a minecart at high speeds (!!Science!!) with various changes I figured I'd ask for an official answer.

Initially I was convinced that high armor user skill had an effect on armor deflection rate, specifically that it increased the rate of "but the attack glances away!" results, though I was working on the assumption that, as the impacts with a higher rate of deflections and armor absorbing damage gave higher experience, this must represent a larger success on the skill roll.

After testing more I realized I had never really encountered high armor user without high dodging skill and tested that, resulting in a higher rate of "glances away" results, is that in fact a dodge result? Is there any sort of effect from higher armor user besides reduced encumbrance?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 26, 2016, 05:39:13 pm
@PatrickLundall: I think it is randomized and seeded - some factors, like mineral scarcity, change it even if the biome stats remain the same.

You could also accomplish what you described by modding the plants to be UBIQUITOUS for their biome, iirc (Never tried).
Title: Re: Future of the Fortress
Post by: Slozgo Luzma on December 26, 2016, 05:48:49 pm
In the future Myth/Magic release, are there plans to expand prayer in adventure mode? Will talking to a player's deity eventually get a response if they are devout enough, or grant blessing, gifts, or tablets/secrets a la Nethack?
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 26, 2016, 05:56:16 pm
Or will such benefits include missing limbs being replaced with limbs made out of banana pulp?

A cookie if you get which roguelike that referenced.
Title: Re: Future of the Fortress
Post by: Rubik on December 28, 2016, 06:35:55 am
I'm not sure I have read details about this, but if this is the case, sorry for the question :

 Will a priest have access to some magic from gods, and if yes, will it be different from a wizard's magic ?

We know for a fact that gods will have powers, and that some gods will want to be praised, like irl mythology. It's pretty asumable that the higher tiers of a religious organization will have links to gods, be it by having magical power, or by having contact with them

In the future Myth/Magic release, are there plans to expand prayer in adventure mode? Will talking to a player's deity eventually get a response if they are devout enough, or grant blessing, gifts, or tablets/secrets a la Nethack?
Again a wild guess, but it seems the most logical path for that mechanic, being able to communicate with omnipotent beings through praying, and having it affect the world and yourself somehow, its all open possibilities
Makes me wonder how will the game actually process it though. Think about it, if the god is thought off like a sentient being with a phisical body in a far realm (somehow like now), talking to him would be the same as praying? Would be praying be considered an ethereal walkie-talkie?
And if we consider gods more like forces of nature, being abstract concepts afecting the world, what Im I talking to exactly?
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 28, 2016, 07:50:08 am
I very much doubt DF gods are going to be omnipotent, as that more or less requires monotheism (irresistible forces vs unmovable objects, etc.), but rather more akin to gods in polytheistic mythologies, where they are (sometimes much) more powerful than humans, but neither all powerful, nor all knowing.
I'd assume that if a "god" was a more or less sentient force, you wouldn't converse with it, but rather get any responses in the form of feelings, visions, or possibly thoughts, rather than words.
Title: Re: Future of the Fortress
Post by: DarkwingUK on December 28, 2016, 10:54:33 am
Hi Toady,
I have two questions about relationships.

You mentioned asymmetrical relationships due to the new code for creating spies and agents. Does this also mean that ordinary relationships in fortress mode will also be asymmetrical? Could this mean the possibility for unrequited love, or love triangles?

Also, in a similar vein,

In a recent fortress I noticed that two of the original seven dwarves had become lovers. Later, they were in the hospital and I noticed that they got into a huge fistfight. One of them had been enraged. Is this planned behaviour? Have relationships now become potentially aggressive as well as positive?

Thanks a lot!
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 28, 2016, 11:03:35 am
They already are asymmetrical(before becoming lovers, anyway). Look around, maybe you'll find a Alice who thinks Bob is their friend, yet have Bob not even acknowledge Alice's existence.

As far as aggressive relationships go, grudges - and grudge-relation dwarves punching each other in argument - are indeed present. Though the rudeness is exacerbated since alcohol was made into rudeness-causing syndrome, grudges have been here since 0.28.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 28, 2016, 01:38:05 pm
Also note that some dorfs like to argue, and some like to fight, so if one of the party likes to argue and the other one likes to fight you could potentially end up with them fighting, while still being lovers. I haven't heard of love relations ever disappearing (apart from turning into marriage), but I've seen occasional cases of friendship levels decaying very, very slowly (where the other party is [no longer] present in the fortress, so there's no refresh).

As Fleeting Frames, I've seen friendship relations being one sided up until becoming lovers, but I've never seen either lover or grudge relations being one sided (and I'd find it hard to imaging a one sided lover relation, as that implies it's mutual, as opposed to being in love, which DF currently doesn't model).
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 28, 2016, 02:09:45 pm
Wiki says Grudge (http://dwarffortresswiki.org/index.php/DF2014:Grudge) is not necessarily mutual, though the source thread is from 2010 - before emotion rework.
Title: Re: Future of the Fortress
Post by: Rubik on December 28, 2016, 06:47:28 pm
I very much doubt DF gods are going to be omnipotent, as that more or less requires monotheism (irresistible forces vs unmovable objects, etc.), but rather more akin to gods in polytheistic mythologies, where they are (sometimes much) more powerful than humans, but neither all powerful, nor all knowing.
I'd assume that if a "god" was a more or less sentient force, you wouldn't converse with it, but rather get any responses in the form of feelings, visions, or possibly thoughts, rather than words.

I think, and its only my opinion, that the best way to make everyone happy would be having different kind of religions and ''types'' of gods, different in powers, intentions and responsabilities
Maybe someday I feel like genning a world with a single omnipotent horror ruling god, that actively commands dwarves to obbey him, with imposed rules and direct orders (ex. crusades)
And other day I might find more pleasureable to just have a wide pantheon of aiding gods that take affairs in the world, but not that much, just helping people in their life
I dunno, gods/religion shape the worlds they create, so they shouldnt always be the same
Title: Re: Future of the Fortress
Post by: Asin on December 28, 2016, 07:42:17 pm
Hey, Rubik.
Check this thread out.

http://www.bay12forums.com/smf/index.php?topic=161884.0
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on December 31, 2016, 08:10:29 am
Why are there no tents in bandit camps? Will they have them at some distant point in the future, or are they supposed to be tent-less?
Title: Re: Future of the Fortress
Post by: Toady One on December 31, 2016, 11:29:59 pm
Thanks to thvaz, burned, Untrustedlife, Shonai_Dweller, lethosor, PatrikLundell, Dozebom Lolumzalìs, Rubik, Rockphed, LordBaal, Fleeting Frames and anybody else that helped to answer questions this time!

Quote from: Max^TM
have you already or intended to poke at how adventurer entity claims only operate on the site government level, and if so (or if not really) was it just how it turned out that all the sorts of interactions one would want to operate as a site lord seem to function better as a civ level ruler, and similarly, are the artifact quests/ownership being passed down mostly at the site/family level, or is it that plus the civ level stuff going around too?

The site level governments have been sort of evolving/broken for years, and we've set out the embark scenario release as the place where we are going to gut that entirely.  The idea of "entity membership" changed -- people on site now don't need to belong to the site entity, but they often do, and the idea of a cultural identity emerged from that, separate from the site leadership, but it's still a mess.  I couldn't really parse your paragraphs leading up to your question though, so I'm not sure exactly what's going on.  There are artifacts at the civ and religion entity levels as well.

Quote from: Max^TM
are there any other quirky little easter eggs you would think people would have figured out by now, like being able to actually work as a tavern keeper, or the lack of sunlight when dead, perhaps a way to use a wheelbarrow in adventurer mode? I haven't been able to figure it out, not for lack of trying.

Nope, nothing I specifically set aside that I can remember.

Quote from: Inarius
You mentionned in the 16/11/2016 post that you gave a talk at the Practice conference at the NYU Game Center.
When you'll reply to the next FotF, if there is no news from it, would you summarize what did you talk about there ?

I talked about some important design decisions and managing a simulation over the long-term -- the addition of the Z coord, the stuff that goes on invisibly in the sites during world gen, some mistakes like the first economy and that quartermaster dwarf, the evolution of the body systems and the personality systems.  If you've been following development closely the whole time, there wouldn't be much new there, although most people would probably pick up a thing or two.  I'm not sure when they are going to post it.  I think it took a few months last year to make it online as well, maybe, so I wouldn't have necessarily expected it by now.

Quote from: Fleeting Frames
How is the major to minor severity assigned on release notes and bug tracker?

PatrikLundell answered the bug tracker part -- that's set by the reporter.  The release notes distinction is just based on how broken it made the game having the bug there, in my estimation, but it's not important or consistent.

Quote from: OluapPlayer
Are we gonna see Animal Caretaking being implemented anytime soon? I'd like to keep my war beasties healthy so they can participate in more than one fight per life.

It's not part of the ordered timeline, which runs for the next three releases.  Dunno what'll happen exactly.

Quote from: Untrustedlife
So, will I be able to bring artifacts to the demon for rewards with this update if I so wish, I don't want to have to be the good guy and you mentioned npcs doing it in the recent devlog so will players be able to do it?

Demon/goblin civs use agents because they can't use typical adventurers, since they kill strangers on sight.  That hasn't changed.  You'll be able to meet the agent and give/trade them an artifact if you like, but I'm not sure they'll break cover for you.  So we aren't there yet.

Quote from: golemgunk
Do Goblin agents have to report back to their masters or send messengers to update their civ's information?

Yeah, the information doesn't travel back automatically.  Somebody actually needs to bring it and pass it along to the goblin's capital site/civ entity, and that journey is theoretically a way to catch them in the act.  I imagine they'll become more sophisticated with this part as we add other ways of communicating/encoding, or additional links in the chain, but for now it is the same person doing the traveling as does all the contacts at the target site.

Quote from: ChristianWeiseth
Both as a Norwegian and the future possibility of trireme styled ships and harbors, I have to ask

"Will there be fjords in worldgen? And will they be populated with parrots?"

We still haven't brought official cliffs back.  We have climbing now, so we're part of the way there.  There are parrots in the game.  I'm not sure how they get enlisted on boats so often but people seem to do that.

Quote from: Shonai_Dweller
With the planned 'stolen artifact recovery squads', what's the range of the artifacts you'll be able to send people out to recover? Artifacts stolen from your fortress? Artifacts stolen from your civ hundreds of years ago? Artifacts not stolen from you at all but your mayor thought they'd look pretty good on his shelf after hearing a drunken elven bard sing about them? Will there be an actual 'game' element to this (recover artifacts to deal with noble demands, cure a depressed population or something) or is it just something fun to do?

and...

When the new spies come to check out your artifacts, will there be any way of working out who they are? Will the fortress guard or other diligent dorfs notice them acting suspiciously and accuse them?

Oh, also...

You mentioned peddlers on Twitter the other day, will they also turn up in fortress mode? Does this mean you're replacing the old merchant system finally or will both systems remain for now?

Artifacts you know about.  Not sure exactly what the issue will be with positive thoughts or noble demands -- as we've seen, those aren't really useful game mechanics without strong negative effects, and I'm not sure we should really drive the screws in right now when it would just feel more like a revert to a kind of gameiness we've been slowly leaving behind.  The remedy we'd decided upon overall was embark scenarios, for more varied and player-directed structure that doesn't feel as arbitrary as noble tantrums -- it would feel less gamey if your religiously-themed fort went sour after losing its central holy relic for example, and your fort became obsessed by necessity with recovery missions.

This time, it's mainly about getting dwarf mode map interactions started.  That said, there's a place for some lasting work in this release now that "artifact claims" exist as game objects, regardless of scenarios.  We haven't started fort mode work yet, but we're considering petitions on behalf of lost family heirlooms, as well as your fort looking like easy pickings if you don't try to get site treasures back.  It'll depend in part on how the new artifact-based diplomacy feels.  There's also the matter of going after an artifact that is held by somebody you currently have peaceful relations with -- that'll introduce a form of gameplay, since you'll anger whoever is holding it and have to deal with them in the future.

Not sure -- you can find vampires yourself, or the dwarves can do it, but the agents don't slip up in the same extreme way because they don't have to overtly drink blood.  It'd be possible to make a religious dwarf able to spot a fake prophecy and make a report to the sheriff, for instance, or that could be the player's responsibility (though it might be annoying to cross-reference the lore).  Probably more fun if the dwarves are involved.

Peddlers might peddle in the fort depending on time, but I'm not replacing the merchant system yet.

Quote
Quote from: *Another*
Will what we can display in display cases be governed by ethics? Since humans have the ethic [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE], would they be able to display animals in cases, as opposed to elves, with this ethic: [ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
Quote from: Daniel the Finlander
Can corpses be placed in display cases? Is there a size restriction, or can you put a sperm whale skeleton in a museum of natural history?

I vaguely remember this from an older fotf, maybe...  there was some discussion of museums vs. trophies, and we decided to just allow it all at this time.  No size restrictions either that I can find.

Quote from: Max^TM
The old priest classes had a tag where they could mention cults and heathens and such apparently, is this going to be coming back/built on with the holy relics and such, or is it even active but only under certain conditions now?

I don't remember anything like that (I just remember the "house rash" death 'noble' and so forth).  In any case, we have a few new religious things for next time, but that'll be more amplified as we get into the actual myth stuff I imagine.

Quote from: Untrustedlife
Can spiders actually crawl around on ceilings and stuff? Or does the climbing system not support that yet?
Also when looking at legends you can see "so and so devoured so and so" however when you are a werebeast all you can really do is kill things, I cant devour creatures , neither can animals so if I play as a giant dingo or something in adventure mode I am unable to devour people, is this planned?

The climbing code supports hanging from the tile above, but no creature has that ability for regular ceilings, if I remember, even if they should.

There's no timeline for eating things without butchering them first, or while they are still alive, but it would be consistent with the goals of the project.

Quote from: Rubik
-The dragon had disolvent stomach acids in his belly. Does that mean that eventually materials will have chemical propierties like acidity or flamability, as most materials have phisical propierties now? That would reeeealy add stuff to the game
-The empty space that was considered his stomach spawned naturally those acids. Will we, in the future, have more creature creation mechanics as that?(Im talking body wise, having defined forms on bodies and organs) Will the creation of those materials ''consume'' nutrients from the food we eat, or will it work like infinite spits like we have now?

Yeah, but I'm not sure to what extent.  Should we make Lye and Oil of Vitriol interact properly?  Will there also be Green Fantasy Acid?  No clue.  The CRC is big, and hard to program, but there's some room for it and we already have some scholarly knowledges in place for particular things.

We have secretions on particular parts already, if I remember...  not sure if that's how it would work internally.  There's a point at which you are wasting your time going too far with tracking how nutrients turn into this or that bodily fluid, but there's a place for finite amounts and nutrition and such.

Quote from: vlademir1
Do you intend fortress or group name to ever have any significance to who shows up to join your fortress?

Yeah, there was a power goal that involved place names being possibly related to nearby features/concepts etc., and the new prophecy system has actually brought us a bit closer, under the hood, to language being related to objects.  It'll be a long road, but hopefully we'll continue to make the language system make more sense (although names don't always need to have clear links to anything).

Quote from: PatrikLundell
Will these new character types apply for residence and/or citizenship, or will they just show up as visitors "useless" for fortress citizenship diversification purposes (both for the next release and for the fleshed out versions)?

We haven't gotten into fort mode at all yet, so it's not set in stone, but we might have a little here.  Once we hit the embark scenarios related to religion (which are slated to be in the first batch of scenarios, in the release after myth gen), the new types and their actions will be way more integrated with your specific fortress status/rules/etc., but we might do residence/citizenship now, related to temples -- they don't have new truly meaningful fort activities though, so it's still vaguely useless.  Peddlers and criminals might have to wait longer to be significant (caravan/crime stuff, respectively), though we might do a tad with peddlers.

Agents on the other hand might see quite a bit of action in the fort, and their use of identities might be a driver for whatever integration of the new types there is in fort mode (so they aren't always fake), though we could also just have them use existing professions that integrate if we feel the need to cut corners for time.

Quote
Quote from: Eric Blank
Can we as players be prophets, pilgrims etc? Can we make up bullshit prophecies?
Quote from: Rubik
Will we be able to peddle, as adventurers?
What will be the requisites to becoming a criminal
What is the purpose of pilgrims(what will they tell you when you ask them why are they traveling)?

You can peddle right now, though it doesn't change your unit name.  We aren't focusing on crime yet.  Pilgrims travel between holy places, and they can talk about their journey, but there isn't a formalized pilgrimage route or anything, so you can't get a unit name change and embark on it yourself.  Making a bullshit prophecy depends on an interface I haven't yet created, kind of like the art image interface.  Not sure if I'm going to do that this time or not, but we'll eventually want it for making arbitrary language formulations that can translated into utterances/orthography etc.

Quote from: Rubik
From the dev.goals page, complex social situations and interactions, like deep conversations or logical reasonings, seem to be the base of a lot of goals. This makes sense, as a game that wants to generate stories like DF, needs complexity in every branch of the game
Now, social simulation games like sims (just an example) are something I really love, and I would like to know where will the limit of complexity regarding psycho/social behaviour will be
Powergoals 119 and 120 are somewhat what I dream to have in the game. Complex behaviour and the adequate implementation of it in the game

None of those goals ever got checked off because they tend to have some subtle interaction behind one mechanic or another.  But we're slowly circling several of them.  That Hero of Askabar thing is related to identities, etc., and people can spit now, he he he -- but we haven't started having guards control space at all yet.  So I have some hope that we can keep working toward it, but yeah, there's also this sort of specific drive forward in the 119 conversation that we won't have without a lot of additional underpinnings.  Not sure what the limits will be.  We'll just keep adding things.

Quote from: Shonai_Dweller
Is there any way for spies to discover the identity of other spies? What happens if they do work it out and they're from opposing civs? If it's possible, how do other townsfolk/soldiers etc react if a spy's cover is blown?

Do spies from the same civ recognise each other? Does anything happen if they run into each other?

If a human adventurer walks into an evil goblin town where a human civ spy works, will that spy freak out like the rest of the goblins or will he ignore the adventurer?

Oh, and just in case...
If a goblin invasion wipes out a town,  will their spies survive? If not, will the entire civ melt down in a colossal worldgen loyalty cascade?

They don't have a mechanism for it now.  Spies from the same civ only recognize each other if they have some prior relationship.  I think then they might stupidly greet each other by their actual names if you overhear a conversation.  The human civ spy will hang back and not attack, I think.  I think the spies will survive world gen invasions...  I think they'd get out through the same code that saves prisoners.

Quote from: Max^TM
Will we be able to accuse people of being spies?

'You despicable two-faced crook, know now that I have seen through your lies, and I will see to it that your treasonous ways receive the punishment they deserve!'

"What is this madness? I'm a vampire, not a spy, I mean... wait-"

I'm not sure how that's going to work out yet -- at some point, we should really demand evidence, but it might be too soon to try that.

Quote from: Max^TM
I thought I had stumbled upon an amazing new item decoration option in the raws when I tried using the [DEFAULT_IMPROVEMENT:SPECIFIC:ROLLERS:HARD_MAT] format with HANDLE to add some detail to my weapons and it worked. I had assumed that any improvement specified would work, allowing STRAPS on shields or PADDING on armor, but realized after checking in an unmodified save with dfhack I found that 0 (HANDLE) and 1 (ROLLERS) are present whether you change them or not.

Was this intended to be something we can add our own variations on top of? Was the HANDLE improvement intended to be included or just an afterthought? Also, there was an option in the globals list for what dfhack calls itemimprovement_specific_type which doesn't work at all, was that supposed to be the syntax for modding in improvements, or was it an existing feature that was deprecated (or mysteriously unavailable, like ART_IMAGE) at some point?

Handle is really really old (from buckets, and a very early release if not the first) and was supposed to branch out into a list of other specific improvements.  That was before we thought we might try to generalize item components.  We came close not long ago (when I was messing with helves, I think?), but it didn't happen.  The rollers were just a quick hack for a thing I needed at the time, since components weren't in the cards.  'Specific' improvements will likely be scrapped for something that interfaces with some generalized component scheme, but I have no idea when we'll attempt it now, or whether we'll be able to pull it off well/at all, since a more generalized item definition is complicated and has to play nice with a lot of systems.

Quote from: FantasticDorf
What kind of overlaps does agents have on conquered provinces & spying on rebel/factional groups? I know goblins have frequent factional groups, very little law enforcement (without modding in local militias to duff up troublemakers) and a well exercised death penalty for treason, but obviously without knowing who is traitorous or possible pretender, they can't do anything about it pre-emptively. Might agents infiltrate these groups as well as keep tabs on disgruntled people in occupied settlements/new conquests?

If you acquired by pure chance a king who does not respect law loyalty or honesty (possibly and most likely a sadistic vampire) within the very entity ethical dwarven kingdom (with all the promoted virtues against it etc etc) might they employ or atleast encourage more homegrown agents of their own to use to further their own interests. It'd be nice to have a crooked king bring in some criminals & shady dealers into the court & the taverns at much the distaste of the local population of your fortress.

We haven't done anything with it, since there aren't really conspiracies right now, just insurrections that spring up and are immediately overt and violent, if I remember.  Agents would only be useful in that capacity if they had something to thwart before it reaches that stage, which also requires something more like a regular criminal justice infrastructure, since you'd then send guards or whatever after them.

Yeah, it'd make sense, but we're not there yet, as above.  We need more criminal justice/guard/policing infrastructure (regardless of whether it is used justly).

Quote from: ZM5
Will there be coliseums or arenas at some point? Could provide interesting solutions for strength-worshipping civilizations to settle issues, as well as other scenarios, i.e one of the fighters dying from a poisoned weapon being provided, or rigged matches, etc.

Second, will there eventually be sites such as hamlets and the like that aren't affiliated with any civ by default? Could also provide for some scenarios like towns full of zombified villagers in evil biomes, perhaps governed by a necromancer group.

Lastly, will there be some sort of token that allows a creature to appear by default with weapons or clothing? Would make minotaurs and the like a lot more dangerous, and also really helpful for modding.

Sure, no timeline, as usual.  Had power goals for it I think.

Yeah, the embark scenario/custom/etc. release will change the degrees to which sites are associated with the civ.  The civ plays a dual role right now as a culture as well as having those entity positions/government stuff.  So the hamlet will always have some kind of culture, but it might be complete divorced from any sort of larger government.

Not sure on default objects.  We're moving away rather than toward that sort of thing, with the myth generator, but there'll also be a move sometime toward fixed elements/editing, which sounds more like what you are going for.

Quote from: Nopenope
These days, do you find it easier to implement adventure mode related features, or fortress mode features, or to simply work on worldgen frameworks? Which kind of work is exciting you the most, and which one do you think is more of a hassle?

Also, did you survive the lutefisk this year?

I don't think the mode is the main determiner of ease/interest most of the time.  3D maps are still prone to issues so I find that kind of irritating sometimes.  The upcoming myth stuff is obvious exciting, but playing around with agents and religion has been cool and touches on some of our other interests, so I'm not impatient to immediately move on.  I don't think it's possible to break it down into a type of work or mode I like.

We did lutefisk on the 30th (it's a few hours after as I'm writing this).  Didn't get sick yet, so maybe I'll make it!

Quote from: Inarius
Will a priest have access to some magic from gods, and if yes, will it be different from a wizard's magic ?

Depends on the creation etc. myths it makes for that world -- gods might be fake, or gods might be the source of all 'magic', or there could be several different groups with some more removed from gods than others, and so on.  It isn't going to force the normal priest/wizard distinction from classical RPGs, though versions of that sort of thing might be common enough in settings it rolls up.

Quote from: Max^TM
Initially I was convinced that high armor user skill had an effect on armor deflection rate, specifically that it increased the rate of "but the attack glances away!" results, though I was working on the assumption that, as the impacts with a higher rate of deflections and armor absorbing damage gave higher experience, this must represent a larger success on the skill roll.

After testing more I realized I had never really encountered high armor user without high dodging skill and tested that, resulting in a higher rate of "glances away" results, is that in fact a dodge result? Is there any sort of effect from higher armor user besides reduced encumbrance?

Yeah, your "deflection roll" is based on your armor use skill, but in the first calculation your dodge roll counts more and replaces your deflection roll if it is higher.  That roll is thrown into an equation with the hit roll to get the "squareness" of the attack from 0 to 20.  There's some pure luck at this stage though, and the squareness can sometimes be increased regardless of the rolls.

Later, the same deflection roll is used directly with relevant worn items one by one to modify attack momentum using the material/etc. -- dodge rolls don't enter into this.  Item familiarity can increase this deflection bonus.

In addition to speed, high armor skill also decreases your "clunkiness" with heavy worn objects.  The clunkiness sum applies a minus to many skill rolls (mostly combat, but a few non-combat).

Quote from: Slozgo Luzma
In the future Myth/Magic release, are there plans to expand prayer in adventure mode? Will talking to a player's deity eventually get a response if they are devout enough, or grant blessing, gifts, or tablets/secrets a la Nethack?

The first myth release has a lot of potential directions to it, so I don't know what's going to happen on the first pass.  We've already mentioned the possibility of a playable afterlife, which could involve quite a bit of deity interaction, and that sort of thing also happens when people are still alive in some settings.  If it's appropriate based on the world structure after myth gen, there could be all sorts of stuff as we go.

Quote from: DarkwingUK
You mentioned asymmetrical relationships due to the new code for creating spies and agents. Does this also mean that ordinary relationships in fortress mode will also be asymmetrical? Could this mean the possibility for unrequited love, or love triangles?

Also, in a similar vein,

In a recent fortress I noticed that two of the original seven dwarves had become lovers. Later, they were in the hospital and I noticed that they got into a huge fistfight. One of them had been enraged. Is this planned behaviour? Have relationships now become potentially aggressive as well as positive?

It has been possible (with a little more work) for a while, but I haven't changed anything yet.

There isn't something specific related to the relationship going on there.

Quote from: Daniel the Finlander
Why are there no tents in bandit camps? Will they have them at some distant point in the future, or are they supposed to be tent-less?

The tents were added with armies, and they are bad.  The current bandit camps were going to have a different evolution.  The "hideouts with basic fortifications" and infiltration stuff from the hero role on the dev page was supposed to relate to making varied and interesting bandit camps, in part, but we haven't arrived there yet.  Then there's the whole missing nomadic/semi-nomadic/etc. groups of people, and how that relates to different living arrangements, the first chance for which is the customs/property/laws stuff.  So I'm not sure what's going to happen exactly.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 01, 2017, 04:37:47 am
Quote from: ChristianWeiseth
Both as a Norwegian and the future possibility of trireme styled ships and harbors, I have to ask

"Will there be fjords in worldgen? And will they be populated with parrots?"

We still haven't brought official cliffs back.  We have climbing now, so we're part of the way there.  There are parrots in the game.  I'm not sure how they get enlisted on boats so often but people seem to do that.

Didn't get the Monty Phyton reference, I am saddragon.
Title: Re: Future of the Fortress
Post by: Rubik on January 01, 2017, 07:45:32 am
Thanks for the monthly thread Toady, interesting as always

Hey, Rubik.
Check this thread out.

http://www.bay12forums.com/smf/index.php?topic=161884.0

Hey, weird that I didn't see that thread at the suggestions page, thanks for pointing it out.
I will go there to ramble about theology in just a minute

Also, happy new years to all of you from Spain.
 May your forts grow big, and armok smiles in your daily life
Title: Re: Future of the Fortress
Post by: Max™ on January 01, 2017, 08:48:44 am
Quote from: Max™
have you already or intended to poke at how adventurer entity claims only operate on the site government level, and if so (or if not really) was it just how it turned out that all the sorts of interactions one would want to operate as a site lord seem to function better as a civ level ruler, and similarly, are the artifact quests/ownership being passed down mostly at the site/family level, or is it that plus the civ level stuff going around too?

The site level governments have been sort of evolving/broken for years, and we've set out the embark scenario release as the place where we are going to gut that entirely.  The idea of "entity membership" changed -- people on site now don't need to belong to the site entity, but they often do, and the idea of a cultural identity emerged from that, separate from the site leadership, but it's still a mess.  I couldn't really parse your paragraphs leading up to your question though, so I'm not sure exactly what's going on.  There are artifacts at the civ and religion entity levels as well.
That one got away from me, to rephrase it better, is there a reason the entity created when an adventurer claims a site has no links back to their parent entity? A fort group has their new entity and a link to the parent civ so the world responds properly, so I tested by going in with dfhack and manually adding those links in, the rest of the world then seemed to respond to my entity in a more normal fashion. Was that "starting from scratch" state intentional, or was it more of a bug/just something you didn't get around to yet?


Quote
Quote from: Max™
Initially I was convinced that high armor user skill had an effect on armor deflection rate, specifically that it increased the rate of "but the attack glances away!" results, though I was working on the assumption that, as the impacts with a higher rate of deflections and armor absorbing damage gave higher experience, this must represent a larger success on the skill roll.

After testing more I realized I had never really encountered high armor user without high dodging skill and tested that, resulting in a higher rate of "glances away" results, is that in fact a dodge result? Is there any sort of effect from higher armor user besides reduced encumbrance?

Yeah, your "deflection roll" is based on your armor use skill, but in the first calculation your dodge roll counts more and replaces your deflection roll if it is higher.  That roll is thrown into an equation with the hit roll to get the "squareness" of the attack from 0 to 20.  There's some pure luck at this stage though, and the squareness can sometimes be increased regardless of the rolls.

Later, the same deflection roll is used directly with relevant worn items one by one to modify attack momentum using the material/etc. -- dodge rolls don't enter into this.  Item familiarity can increase this deflection bonus.

In addition to speed, high armor skill also decreases your "clunkiness" with heavy worn objects.  The clunkiness sum applies a minus to many skill rolls (mostly combat, but a few non-combat).
So I wasn't crazy, I kept getting strings where it seemed like I was on the right track and then I'd get one of those natural 1 type rolls and it threw everything in doubt again, thanks for the explanation!
Title: Re: Future of the Fortress
Post by: Knight Otu on January 01, 2017, 02:57:50 pm
Thanks for the answers, Toady! :)
Title: Re: Future of the Fortress
Post by: Moonglade on January 01, 2017, 04:44:38 pm
What sorts of effects will magic be able to produce?
Title: Re: Future of the Fortress
Post by: Rubik on January 01, 2017, 04:49:28 pm
What sorts of effects will magic be able to produce?

Man, I never say anything about people questions, but you should really try to be more specific
Im having trouble Imagining a question more general than that
There's just too many things you could say about the effects of magic, maybe focuse in one concrete aspect or effect
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 01, 2017, 04:56:20 pm
Is there a plan for travelers to use roads and bridges? Would there some benefit to it? But some risk, such as increased bandit activity? Would players be able to set up a camp on a key bridge or a major highway, and steal from travelers?

Are there plans for companions to need food, as well as travelers on the world map?
Title: Re: Future of the Fortress
Post by: Moonglade on January 01, 2017, 05:03:59 pm
What sorts of effects will magic be able to produce?

Man, I never say anything about people questions, but you should really try to be more specific
Im having trouble Imagining a question more general than that
There's just too many things you could say about the effects of magic, maybe focuse in one concrete aspect or effect

Alright. I'll be more specific:

Will spells available for casting be determined during world generation, invented by wizards themselves, or improvised on the fly? Will each spell produce a specific effect (e.g. conjure ice, pick lock, transform wood to metal) or will spells be able to produce wider sets of effects (e.g. conjure this thing, move that thing, transform this thing to that thing)?
Title: Re: Future of the Fortress
Post by: Rubik on January 01, 2017, 05:30:30 pm
What sorts of effects will magic be able to produce?

Man, I never say anything about people questions, but you should really try to be more specific
Im having trouble Imagining a question more general than that
There's just too many things you could say about the effects of magic, maybe focuse in one concrete aspect or effect

Alright. I'll be more specific:

Will spells available for casting be determined during world generation, invented by wizards themselves, or improvised on the fly? Will each spell produce a specific effect (e.g. conjure ice, pick lock, transform wood to metal) or will spells be able to produce wider sets of effects (e.g. conjure this thing, move that thing, transform this thing to that thing)?

Well, the stories written by the brothers and the stuff Toady himself says suggest that spells can/will be natural, given by gods, invented by people, and a long etc.
Everything myth/magic oriented will be determined from the nature created in each world gen.
In this order, magic depends from the mythology, and the mythology derives from rng and the famous sliders

The effects of magic vary wildly in nature, execution, source and usage from the stories published, which are our actual only sources of info from future features
The last story, published as a christmas gift 6 days ago, delves subtly in some aspects of magic
You should really read the analisis of this story and the cado one if you are interested in magic, as well as read old threads about the subject, which exist almost since the beggining of the dev time

http://www.bay12games.com/dwarves/story/tt_tales_foretold.html
http://www.bay12games.com/dwarves/story/tt_journey.html

here, both stories links


In a more broad and quick answer, magic will be different from world to world, and you'll be able to explore different types of magic and usages in each of them.
Also uses will be deep or simple, general or precise, but none of them will be 'rpg' type magic. At least not in the usual way
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on January 01, 2017, 06:08:02 pm
Thank you for the answers!

What can make a site holy and a target for pilgrimage, aside from artifact relics? Is there anything else right now? Can any sites become holy, or just settlements?
Title: Re: Future of the Fortress
Post by: Max™ on January 01, 2017, 10:20:03 pm
Wait, I just had a thought.

Units have some awareness of the inventory of other units, either in general passing or from actually doing actions like demanding something be dropped or freaking out over drawn weapons. With the artifact awareness you mentioned previously where certain items are more noteworthy, will this also lead to things like dwarves noticing what others are wearing and being jealous/happy/catty, bandits taking a look at a trophy-belt of teeth and well used weapon before deciding to try to roll someone else, and things like out-of-towners showing up with bits of weird clothing and unusual jewelry starting off a chain of gossip?
Title: Re: Future of the Fortress
Post by: MinerMan60101 on January 01, 2017, 11:20:14 pm
Will there ever be a way to turn rotten skeletons into bones?
Title: Re: Future of the Fortress
Post by: golemgunk on January 02, 2017, 01:08:30 am
Alright. I'll be more specific:

Will spells available for casting be determined during world generation, invented by wizards themselves, or improvised on the fly? Will each spell produce a specific effect (e.g. conjure ice, pick lock, transform wood to metal) or will spells be able to produce wider sets of effects (e.g. conjure this thing, move that thing, transform this thing to that thing)?

Well, the stories written by the brothers and the stuff Toady himself says suggest that spells can/will be natural, given by gods, invented by people, and a long etc.
Everything myth/magic oriented will be determined from the nature created in each world gen.
In this order, magic depends from the mythology, and the mythology derives from rng and the famous sliders

The effects of magic vary wildly in nature, execution, source and usage from the stories published, which are our actual only sources of info from future features
The last story, published as a christmas gift 6 days ago, delves subtly in some aspects of magic
You should really read the analisis of this story and the cado one if you are interested in magic, as well as read old threads about the subject, which exist almost since the beggining of the dev time

http://www.bay12games.com/dwarves/story/tt_tales_foretold.html
http://www.bay12games.com/dwarves/story/tt_journey.html

here, both stories links


In a more broad and quick answer, magic will be different from world to world, and you'll be able to explore different types of magic and usages in each of them.
Also uses will be deep or simple, general or precise, but none of them will be 'rpg' type magic. At least not in the usual way
You can see some of the magic effects when they showed the myth generator in the gdc talk (http://www.gdcvault.com/play/1023372/Practices-in-Procedural) a while back.

Some of the spells sound like they have specific single purpose effects, there were some that are just "move water". Some of them are phrased more vaguely though, like "lay a curse" or "turn into a plant". Presumably those would have parameters that you would decide on casting. There are actually quite a few simple "shoot lightning" spells, but they still almost always have a weird cost associated (your own flesh, memories, physical presence).
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 02, 2017, 09:42:12 am
Is there a plan for travelers to use roads and bridges? Would there some benefit to it? But some risk, such as increased bandit activity? Would players be able to set up a camp on a key bridge or a major highway, and steal from travelers?
There could be multiple benefits to roads:
- not getting lost (this one I can't see getting implemented)
- faster travel, especially with wagons.
- Guaranteed way to cross rivers that might span the world.
- Easier to band together with security against bandits.

That said, someone else would be more suited to answer things about current and planned traveller movement.

As for the stealing, can already do it in fort mode by marking what visitors carry on them for dumping. Like in adventure mode, where gear laying around in the hillocks can be freely picked up, this pisses off nobody.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 02, 2017, 12:14:31 pm
As for the stealing, can already do it in fort mode by marking what visitors carry on them for dumping. Like in adventure mode, where gear laying around in the hillocks can be freely picked up, this pisses off nobody.
In adventure mode you can beat them, and then demand items, or wrestle them away. That'd be how you steal.  I'm talking about more bandit stuff, such as robbing caravans and travelers for their wealth. It would require caravans, but that'd be another source of income.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 02, 2017, 01:28:56 pm
Will there ever be a way to turn rotten skeletons into bones?

Without bugs (the game kind, not the natural animal kind), usually that would be happening anyway but you can butcher skeletal corpses for bones (again if its not bugged)
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 02, 2017, 05:57:12 pm
Will there ever be a way to turn rotten skeletons into bones?

Without bugs (the game kind, not the natural animal kind), usually that would be happening anyway but you can butcher skeletal corpses for bones (again if its not bugged)
Building on FantasticDorf's answer: You have to wait until the meat has rotted away, I think, but when you have a clean skeleton you can butcher it for bones (which is normally scheduled automatically, unless you've changed the settings from default), but only provided the critter is butcherable, i.e. you would have been able to butcher it while fresh.
Title: Re: Future of the Fortress
Post by: Rubik on January 03, 2017, 04:39:57 pm
It would be interesting if skeletons naturally turned into unjoined bones though, as if the connective tissue had rotten away. Eventually, bones would turn into bone meal
In an idilic version of the game, this would count as fertilizing

I can see this mechanic happening in the future, when damage to materials is more understood by the game. We'd also have pieces of armor getting cutted away from the main piece by a particularly strong atack, stuff like that
Title: Re: Future of the Fortress
Post by: voliol on January 04, 2017, 04:25:23 am
What are your thoughts on natural non-unique magical items, such as the golden apples from norse mythology and the the dragon's teeth (those that spawned soldiers) from greece mythology?
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 04, 2017, 04:54:01 am
@Rubik: We probably don't want pieces of armor lying around. The FPS is already degraded too much as it is by items that have to be kept track of. Bones should not decay into bone meal, but rather disappear when degraded sufficiently: creation of bone meal fertilizer should be an active (workshop) activity.
The bone retrieval is currently odd in that you can get bones when severed extremities decay, but the decay of bodies result in skeletons that do not decay further into bones (but they will degrade into nothing eventually, I believe). Getting bones from a skeleton requires an active butchering task, which is available only for some skeletons, which is inconsistent: you really ought to be able to butcher bodies of tame animals killed by invaders, and you really ought to be able to retrieve bones from any skeletons you do not have any ethical restrictions to using the bones of. The current butcherability tag primarily intended for meat butchering is reused for bone retrieval. It's also inconsistent that bones from sapients can't be used for crafting, but bones from undead that used to be sapient can.
Title: Re: Future of the Fortress
Post by: Rubik on January 04, 2017, 07:20:03 am
@Rubik: We probably don't want pieces of armor lying around. The FPS is already degraded too much as it is by items that have to be kept track of. Bones should not decay into bone meal, but rather disappear when degraded sufficiently: creation of bone meal fertilizer should be an active (workshop) activity.
The bone retrieval is currently odd in that you can get bones when severed extremities decay, but the decay of bodies result in skeletons that do not decay further into bones (but they will degrade into nothing eventually, I believe). Getting bones from a skeleton requires an active butchering task, which is available only for some skeletons, which is inconsistent: you really ought to be able to butcher bodies of tame animals killed by invaders, and you really ought to be able to retrieve bones from any skeletons you do not have any ethical restrictions to using the bones of. The current butcherability tag primarily intended for meat butchering is reused for bone retrieval. It's also inconsistent that bones from sapients can't be used for crafting, but bones from undead that used to be sapient can.

If you hit the quote button next to my post, you can link it correctly, without using the '@'
I was just thinking aloud in regards to the mechanics of decaying, that's why I didnt put too much effort on expalining myself
-Armor pieces would be smelted of (if big enough, if not they would dissapear) back into nuggets or even lingots to re-cast the metal armor
-Bone degrading into dust wouldnt be used as a cheat method to obtain free bone meal, because it would require an extreme long time for the bone to erode by itself. Actually, the method used in the workshop is an acelerated version of this
-and the rest was already said in previous posts, dont know why you re-post it

At leasts that was what was passing through my mind, there are probably not gonna be implemented
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 04, 2017, 02:09:52 pm
Quoting provides the content of previous post to address in context, as well as link of it - at cost of page length that means more reading and scrolling required for anybody viewing a page.

As it is clear what posts PatrickLundall and you both are addressing here, there benefits of quoting isn't present - in your example, quoting the post immediately before yours just pads the length of your post. As such, it is better to use @ for the same reason it is better to edit the post instead of doublepost in most situations.

A mix of the two options sometimes used is to quote, but only to quote a snippet, or replace quoted text with *snipped*, as to provide link to original post without taking up page space.
Title: Re: Future of the Fortress
Post by: Rubik on January 04, 2017, 02:30:58 pm
@Fleeting Frames

Works well, I guess I was too acostumed to the normal system, and as I dont like twitter, I never use the '@'



Nothing new, but after being beaten up because I wasnt fast enough to escape from the other goblins because I was on the ground I though that it would be cool to be able to limp away, as humans (and most probably darves too) are able to limp and jump
I began writing the text for the suggestion forums when I thought about spiders and non-symetricals creatures, and how difficult would be to designate what can be damaged without the creature falling to the ground and such, so I abandoned the Idea

So the question is this, have you ever thought about reworking stances or other combat/movement mechanics? If so, which ones? thanks
Title: Re: Future of the Fortress
Post by: Max™ on January 04, 2017, 02:41:59 pm
I think there are plans for a whole procedurally generated martial arts system which will see a lot of that rewritten.
Title: Re: Future of the Fortress
Post by: Scoops Novel on January 04, 2017, 06:05:45 pm
Have you thought about hinting at forgotten beasts strange qualities rather then telling the player they spit acid and climb walls?

What do you think of the last guardian as a model for forgotten beasts?
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 04, 2017, 07:25:31 pm
Have you thought about hinting at forgotten beasts strange qualities rather then telling the player they spit acid and climb walls?

What do you think of the last guardian as a model for forgotten beasts?

"The forgotten beast Burdcat has come! A giant mess of feathers and cute. Its feathers are grey. Beware its deadly lightning!"
Title: Re: Future of the Fortress
Post by: MrWiggles on January 04, 2017, 08:34:46 pm
I'm not really sure what hinting would do beside obfuscate what the forgotten beast does. Instead of  string telling what it does, it'd be nother string, making it fuzzy what it does and that string will just coorlate to the given ability, adding nothing but a layer of obfuscation.
Title: Re: Future of the Fortress
Post by: Scoops Novel on January 04, 2017, 08:58:04 pm
You'd be testing what the forgotten beast does on every encounter, rather then approaching with a prepackaged strategy. The game needs some work in the beast taming/stealth front first to really take advantage of that though.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 04, 2017, 09:34:28 pm
Would you? If it is like secretive moods you'd just use a lookup table/guessing what it actually is...

But if you knew nothing, if all you got was the body plan and name, I guess there would be more sacrificial kittens and adamantine weapons from some militarily-minded overseers - though ultimately, what works on steel FB with deadly dust and webs works on steam FB with poison sting, and you gotta be ready to handle all comers.
Title: Re: Future of the Fortress
Post by: MrWiggles on January 05, 2017, 12:03:04 am
Would you? If it is like secretive moods you'd just use a lookup table/guessing what it actually is...

Exactly there would be a short time period were the community wouldnt know, then that information would be correlated on the wikia and fully look able. What would it actually add? Annoyance maybe because you'd have to pause and go look up what 'As the forgotten beasts walks forth it brings in its wake covering of dirt and skin debris' or however vauge the hint string would be.

Toady One and ThreeToe could possible hide it, by preventing enough vauge strings to make it hard to correlate, as some of them would be terrible and wouldnt make any sense.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 05, 2017, 05:43:37 am
Changing explicit FB description of effects into obfuscated versions is just a waste of time, as stated above, since the community will make the connection is only slightly more time than Toady wasted on changing it. Some things that would add to the challenge would be:
- A game option to omit the effects description, to force the player to try to figure out what it does.
- A game option to make FBs composed of something other than flesh more vague.
I doubt either of these alternatives are useful enough to be implemented before 1.0 is done, though...
Title: Re: Future of the Fortress
Post by: LordBaal on January 05, 2017, 06:46:38 am
Perhaps. But what if is hidden only in game. That's it, if you are the first one to encounter the FB, then you don't know what it does beyond it's looks. The same could go for a FB that already had previous encounters but no survivors where left to tell the tale. Kind of like the rumors and alias are working know.

On the other hand a FB that is widely know could have the full description, but again taking from the rumor mechanics, it could have exaggerated proprieties, like "it shoots lasers from it's eyes" and "it craps pure gold nuggets", and so on, and only once you encounter it and see what it does in battle the description clears out only to discover that it only crap silver nuggets, what a disappointment.
Title: Re: Future of the Fortress
Post by: Scoops Novel on January 05, 2017, 07:03:02 am

On the other hand a FB that is widely know could have the full description, but again taking from the rumor mechanics, it could have exaggerated proprieties, like "it shoots lasers from it's eyes" and "it craps pure gold nuggets", and so on, and only once you encounter it and see what it does in battle the description clears out only to discover that it only crap silver nuggets, what a disappointment.

Now that's gold. (pardon the pun)
Title: Re: Future of the Fortress
Post by: Rubik on January 05, 2017, 09:51:07 am
well that's pretty fucking funny

It would actually be amazing if the rumor system affected the information we have about megabeasts or so

Imagine doing your business as usual, making cheese and bringing drunks to the hospital for water bucket treatments and suddenly some creature with ' ? ? ? ? ? ? ? ? ? ? ? ' in its name and description appears in the middle of your fortress
After some seconds it gets updated with a crude description from the dwarves that are there, before they are completely and efortless vaporized by the strange creature

' ? ? ? ? ? ? ? ? ?  '

It seems to be a blue humanoid creature, from which it emanates a strong blue light, it doesnt have any facial features and it levitates calmly. now you'll know why you fear the unknown



This apparently divine creature starts digging 6x6 holes in your fort, from where lightning portals to other worlds become open,
All of this while you get cancellation messages spam, and nobody knowing what the fuck is going on

Seems like the start of a good mistery/fantasy book in my eyes
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on January 05, 2017, 10:24:38 am
Will the system of Ages change with the myth update? Right now it's based on the number of beasts and mundane creatures in the world and total population proportions of civilized races. How will this change, if at all?
Title: Re: Future of the Fortress
Post by: LordBaal on January 05, 2017, 10:42:31 am
Why would it change? I guess the system would be more or less the same for the most mundane worlds, only that instead of beasts the mightiest lords and races would name eras. The Goblin Era of Bonecraker Lord, supreme rules of the Jubail Mountains.

Ummm on second thoughts perhaps it could change a little based on the fantastic levels of the world, but in any case I think any change for it would be on the back burner for a long long time, unless it's one of those low hanging fruits encountered from time to time, or it's a must once the fantasy settings options come along.
Title: Re: Future of the Fortress
Post by: Cruxador on January 05, 2017, 11:43:17 am
Is the army arc, as a design/timeline conceit, well and truly dead? If so, can we get some sort of post-mortem? In particular, the basic gameplay elements that could make fort mode a bit more strategy-oriented, with players taking a more active governance role and sending out armies (partly composed of hill dwarves) to conquer and stuff. I'm asking now because artifact retrieval seems mechanically related. Will a lot of army arc stuff tie into that? I imagine some will come up in embark scenarios too, and some bits are probably in the no timeline category.
Title: Re: Future of the Fortress
Post by: Inarius on January 05, 2017, 11:50:28 am
Quote
Why would it change?

I think it will change, for example if there is a shift in world magic (as presented in Threetoe's story) or a strong world event ("The Second Apocalypse").
Ages should be shorter, and more linked to what actually "happen" in the world, and with more addition to "events" I think new Ages will follow.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 05, 2017, 11:51:56 am
As far as I understand, the artifact retrieval is a start in the direction of sending out other kinds of parties as well. Another piece is the ability to enter other planes (which comes after one way portals) that should provide the functionality to have more than one location active in DF at a time.
Title: Re: Future of the Fortress
Post by: Untelligent on January 05, 2017, 02:25:58 pm
Is the army arc, as a design/timeline conceit, well and truly dead? If so, can we get some sort of post-mortem? In particular, the basic gameplay elements that could make fort mode a bit more strategy-oriented, with players taking a more active governance role and sending out armies (partly composed of hill dwarves) to conquer and stuff. I'm asking now because artifact retrieval seems mechanically related. Will a lot of army arc stuff tie into that? I imagine some will come up in embark scenarios too, and some bits are probably in the no timeline category.


All those concepts are still on the table. The DF dev cycle tends to involve Toady realizing he bit off more than he could chew, or that some other dev goal ought to be done first, or just getting bored of working on the same thing for a few months, and things get shelved on the backburner. The backburner with all these shelves is built into table, though. Toady's kitchen setup is weird. Anyway, all of this eventually comes back around (lest one end of the table get too hot and catch fire); as Pat said, being able to send out parties to get your stuff back after some jerk takes them is the first step toward influencing the wider world around your fort, which was one of the goals of the Army Arc years ago.




As far as the Age system changing, it's changed in the past and I don't see any reason to assume it'll never change again in the future. The Creation Myth Generator alone will likely shake things up enough to have to rework it a bit.
Title: Re: Future of the Fortress
Post by: voliol on January 05, 2017, 03:01:37 pm
If you haven't clarified it yet in a devlog post newer than this question, will we be able to have false identities/pseudonyms in adventurer mode?
Title: Re: Future of the Fortress
Post by: Max™ on January 05, 2017, 05:34:35 pm
Quote from: Toady One
For example, if the player robs somebody without saying their name, a problem with the new system was that only the people that witnessed the event thought ill of the player even after a few days, since other townspeople could no longer make the link between the player and the event. However, if the player talks to enough people in a small enough town either before or after the robbery, then whatever name/alias they used should become linked to the incident after a bit of time (the normal rumor spread time).
There ya go, I imagine it'll be similar to the "reply with impersonation" option except with more choices or different identities listed as you make/acquire them.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 05, 2017, 07:31:27 pm
Ah, I see. I am curious what the UI will be in this case. Logically I assume that skipping the greeting step would leave you unknown, just as it means you start off not knowing the NPC's name. But beyond that, hmm.
Title: Re: Future of the Fortress
Post by: Max™ on January 06, 2017, 10:24:46 am
I was immediately thinking of it being a variation on the screen you get when someone addresses you, except it defaults to that for people who don't know you yet.
(http://i.imgur.com/VTGNyd4.png)
*made a mock-up with gm-editor*
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 06, 2017, 01:29:23 pm
Ooh. I like that idea. If your sorcery can get it to work, I'm sure it's possible to add in-game support for. o3o
Title: Re: Future of the Fortress
Post by: Max™ on January 06, 2017, 03:34:59 pm
Yeah, I'd need a script and the relevant globals located properly to be able to insert a full working link to the identity and such, though technically I could probably fake together a working alias-and-greeting linkage by hand, but the aliases don't matter as much right now so not much point to go all the way with it. Those are just edited titles, but it seems like the most obvious way to work it in since you wouldn't really need the identities after a greeting, and fits Toady's style.
Title: Re: Future of the Fortress
Post by: Vyro on January 06, 2017, 07:31:14 pm
Pardon me, but will bins ever stop being so evil? I.e. generating heavy disruptions in jobs like Decorating (due to Store Item in a Stockpile job snatching the item bins from crafters, which somehow overrides the Decorate Item job) and blocking stockpile links from piles with bins to piles with no bins allowed (due to Store Item in a Stockpile job being unable to pull items from bins, unlike most other jobs).

Also, will we ever be able to specify items for decoration jobs more precisely without fiddling with stockpile links? Like picking item types more specific than furniture/finished goods/ammo, or better yet, a specific item like in the military menu.
Title: Re: Future of the Fortress
Post by: MrWiggles on January 07, 2017, 12:53:48 am
Also, will we ever be able to specify items for decoration jobs more precisely without fiddling with stockpile links? Like picking item types more specific than furniture/finished goods/ammo, or better yet, a specific item like in the military menu.

The answer to this and most UI question, "Sounds reasonable, but no time frame for when it'll get done."
The UI gets changed fairly regularly but only the bits that are directly related to whats being worked on.
Title: Re: Future of the Fortress
Post by: Bumber on January 07, 2017, 03:06:58 pm
What's done for the next release? What still needs doing?

From the devlogs, it looks like artifact handling is mostly in. Has the myth generator been integrated yet? I recall that magic is waiting until the second part of the update.

Edit: Nevermind; found the development page.
Title: Re: Future of the Fortress
Post by: voliol on January 07, 2017, 03:28:44 pm
What's done for the next release? What still needs doing?

From the devlogs, it looks like artifact handling is mostly in. Has the myth generator been integrated yet? I recall that magic is waiting until the second part of the update.

The next update is not the first part of the myth update, but the only part (presumably) of the artifact update, that deals with non-magical artifacts and conflicts revolving around them.

The myth generator has thus not been integrated yet, and will not until the update after this one. (Or even further in the future)
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 07, 2017, 03:29:42 pm
Though I am glad, since I have no idea how the myth generator will affect mods that edit civilizations.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 07, 2017, 07:03:18 pm
What's done for the next release? What still needs doing?

From the devlogs, it looks like artifact handling is mostly in. Has the myth generator been integrated yet? I recall that magic is waiting until the second part of the update.
Artifact release (going by initial plans) still requires kobold sites and all of the artifact stuff for fortress mode (squads, invasions, demands, possibly in-fortress spies) neither of which have started yet. Quite a way to go yet.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 07, 2017, 07:18:01 pm
Cutebolds deserve more love, yes.
Title: Re: Future of the Fortress
Post by: Rubik on January 08, 2017, 10:12:09 am
What's done for the next release? What still needs doing?

From the devlogs, it looks like artifact handling is mostly in. Has the myth generator been integrated yet? I recall that magic is waiting until the second part of the update.
Artifact release (going by initial plans) still requires kobold sites and all of the artifact stuff for fortress mode (squads, invasions, demands, possibly in-fortress spies) neither of which have started yet. Quite a way to go yet.

That can't take a lot of time, considering how fast he has been going for now, right?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 08, 2017, 06:11:15 pm
Site maps always seem to take a long time. Fixing adventurer mode lag in busy sites was also a goal and who knows how long that'll take. Then Fortress seems to be a mass of ancient code which may well require some fixing up in various places.
I'd expect the update to come around July. 1 year, same as the taverns release.
Title: Re: Future of the Fortress
Post by: Max™ on January 08, 2017, 09:18:39 pm
Vast majority of the adventure mode site lag is stuff like world-gen forts where people start in locations a, b, or c, but want to get to locations b/c, a/c, or a/b, possibly tossing in a d in there, which is awful when they're trying to path up a rampspiral or stuck on a level with a broken connection.

Since I changed goblins to stop the kill_neutral:required behavior the only time towns or forts are super laggy is if there is a buggy collapse or a randomly sealed off murderbox library, occasionally dark fortresses have gobs trying to conga-line in/out of the minitowers/spire and get pretty laggy too.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 08, 2017, 10:03:44 pm
Since I changed goblins to stop the kill_neutral:required behavior the only time towns or forts are super laggy is if there is a buggy collapse or a randomly sealed off murderbox library, occasionally dark fortresses have gobs trying to conga-line in/out of the minitowers/spire and get pretty laggy too.

Out of curiosity, does that have any affect on ability to travel through or rest in dark forts?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 09, 2017, 12:01:05 am
Vast majority of the adventure mode site lag is stuff like world-gen forts where people start in locations a, b, or c, but want to get to locations b/c, a/c, or a/b, possibly tossing in a d in there, which is awful when they're trying to path up a rampspiral or stuck on a level with a broken connection.

Since I changed goblins to stop the kill_neutral:required behavior the only time towns or forts are super laggy is if there is a buggy collapse or a randomly sealed off murderbox library, occasionally dark fortresses have gobs trying to conga-line in/out of the minitowers/spire and get pretty laggy too.
I find general wandering around the biggest cities (pop 10k+) to lag somewhat, and more so when wandering into the keep or down into the sewers of those sites. Not as badly a dark fortress kill-neutral freak-out but enough to encourage me not to bother with a highly populated kobold cave - so certainly worth working on for the next release.
Title: Re: Future of the Fortress
Post by: Max™ on January 09, 2017, 12:30:06 am
I actually switched in a second dwarf civ with one building cities and one making forts, a fort with a thousand pop is still laggier than a city with ten thousand units wandering around unless it's a site that was taken over by elves or something cause then you end up with ten thousand elves sleeping up on the wall towers who wake up and want to pile into the keep at the same time, which is about as laggy as collapsing a spire into hell, or a two~three thousand pop world-gen fort.
Since I changed goblins to stop the kill_neutral:required behavior the only time towns or forts are super laggy is if there is a buggy collapse or a randomly sealed off murderbox library, occasionally dark fortresses have gobs trying to conga-line in/out of the minitowers/spire and get pretty laggy too.

Out of curiosity, does that have any affect on ability to travel through or rest in dark forts?
Nah, that's site based sadly.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 09, 2017, 01:04:13 am
Nah, that's site based sadly.

Mierda. ;_;
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 09, 2017, 03:13:30 am
Since I changed goblins to stop the kill_neutral:required behavior the only time towns or forts are super laggy is if there is a buggy collapse or a randomly sealed off murderbox library, occasionally dark fortresses have gobs trying to conga-line in/out of the minitowers/spire and get pretty laggy too.

Out of curiosity, does that have any affect on ability to travel through or rest in dark forts?

The fortifications (trenches etc) deny you from sleeping there & fast-travelling out (when you play as a evil entity adventurer), which is probably for the best given that you'll probably be murdered or have a random encounter with some deranged goblin eventually, its safer to camp outside away from the lag & squabble.

From some relatively detailed analysis of the goblin site, goblins literally live in cracks in the ground (made by the tower & is a 2/3 long 1x3 area) shared between families and often sleep on the floor with large extended families and because of the adjacency, goblins who aren't dead or murdered by their peers are instead lifelong friends because they talk all the time.
Title: Re: Future of the Fortress
Post by: FakerFangirl on January 09, 2017, 07:42:26 am
Will there ever be a way to create an intelligent forest creature civ?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 09, 2017, 09:31:26 am
Will there ever be a way to create an intelligent forest creature civ?
...Elf?
You can also create any kind of civ you like with some very basic modding.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 09, 2017, 10:28:24 am
Will there ever be a way to create an intelligent forest creature civ?
The convention is that if you want Toady to read your question and reply to it you paint it in (lime) green, but you can leave it at default if the question is directed to other forumites.

As Shonai_Dweller said, elves are forest creatures, and you can mod other races to form civs yourself. In addition to this, things will be shaken up when a fantasy slider is implemented, as the zero fantasy end would allow humans only, while the 100% should generate all kinds of whacky stuff, some of which might be forest dwelling (if there is such a thing as forests in that setting...).
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 09, 2017, 11:51:33 am
The fortifications (trenches etc) deny you from sleeping there & fast-travelling out (when you play as a evil entity adventurer), which is probably for the best given that you'll probably be murdered or have a random encounter with some deranged goblin eventually, its safer to camp outside away from the lag & squabble.

If you mod goblins to be playable however, this becomes an unfortunate annoyance, given you're liable to only be accosted if you encounter bandits rather than soldiers, who the average goblin seems to have a negative opinion of anyway. :V
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 09, 2017, 01:53:37 pm
The fortifications (trenches etc) deny you from sleeping there & fast-travelling out (when you play as a evil entity adventurer), which is probably for the best given that you'll probably be murdered or have a random encounter with some deranged goblin eventually, its safer to camp outside away from the lag & squabble.

If you mod goblins to be playable however, this becomes an unfortunate annoyance, given you're liable to only be accosted if you encounter bandits rather than soldiers, who the average goblin seems to have a negative opinion of anyway. :V

Smash one of their heads in & brag about it and then bandits just slink away because you're too scary. That's particularly what i meant by the foritifcations example, given you start & sometimes need to travel to dark fortresses past the swathes & large expanse of sandy trenches, you spend a lot of time making a slow gradually laggy approach to the dark tower based roughly on your map.

Bragging about violent acts is mostly the way you're going to communicate in goblin society anyway so get a good number of kills under your belt using your mediocre equipment unless you want to raid a dwarf fortress.
Title: Re: Future of the Fortress
Post by: Untelligent on January 10, 2017, 11:58:39 pm
With the new identities system, could an adventurer conceivably gain a criminal reputation in a town as one identity, get a hand chopped off by something somewhere else, then go to another town and raise the hand up and claim that you had killed your secret alter ego?
Title: Re: Future of the Fortress
Post by: Max™ on January 11, 2017, 01:13:59 am
That is an interesting question, presenting an item or corpse can already let people recognize that it means someone is dead or was at least attacked, bragging about slaying your evil alter ego like that isn't too far from what may be involved in just setting up an identity actually.

Hell, that's a good question: would it be possible to go around claiming you were responsible for slaying a monster or whatnot as part of a fake identity? Naturally this would run the risk of bumping into someone who had actually done it, or someone who had been attacked by it at some point after you claimed to have bumped it off, I'd suppose.
Title: Re: Future of the Fortress
Post by: Egan_BW on January 11, 2017, 01:20:42 am
Go help a vampire to get a new fake identity, brag that you dusted it.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 11, 2017, 02:40:16 am
That is an interesting question, presenting an item or corpse can already let people recognize that it means someone is dead or was at least attacked, bragging about slaying your evil alter ego like that isn't too far from what may be involved in just setting up an identity actually.

Hell, that's a good question: would it be possible to go around claiming you were responsible for slaying a monster or whatnot as part of a fake identity? Naturally this would run the risk of bumping into someone who had actually done it, or someone who had been attacked by it at some point after you claimed to have bumped it off, I'd suppose.

Via the Bay 12 twitter feed it is.

https://twitter.com/Bay12Games/status/811005801418485761
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 11, 2017, 11:50:01 am
That is an interesting question, presenting an item or corpse can already let people recognize that it means someone is dead or was at least attacked, bragging about slaying your evil alter ego like that isn't too far from what may be involved in just setting up an identity actually.

Hell, that's a good question: would it be possible to go around claiming you were responsible for slaying a monster or whatnot as part of a fake identity? Naturally this would run the risk of bumping into someone who had actually done it, or someone who had been attacked by it at some point after you claimed to have bumped it off, I'd suppose.

Via the Bay 12 twitter feed it is.

https://twitter.com/Bay12Games/status/811005801418485761
That's just a tweet about npc secret agent behavior. I think people are more interested in how much we can actually play with fake identity schenanigans ourselves.
Title: Re: Future of the Fortress
Post by: Max™ on January 11, 2017, 03:46:38 pm
Well, claiming to be a great monster slayer yourself and encountering someone who brags about having taken down two dragons in the hill of terror are pretty closely related, yeah.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on January 13, 2017, 01:31:02 pm
Three questions regarding needs and their future: can dwarves fulfill all the needs they have in the current version? Are they supposed to be able to do that? How responsible will the player be for fulfilling the dwarves' needs? To specify, will dwarves who want to practice a martial art pick up training weapons by themselves and practice and dwarves who want to wander have a specific task for that et cetera, or will certain needs require player micromanagement in the future?
Title: Re: Future of the Fortress
Post by: voliol on January 13, 2017, 01:44:24 pm
Do you ever plan on adding music to adventurer mode, or is it silent in homage to classic rogue-likes?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 13, 2017, 01:47:06 pm
@Daniel:
In the current version, not all needs are fulfillable. To name few examples, need for family for dwarves who have none and won't marry, or need for friends when hating friendship and having none. Frequently, need for a drink or food that you cannot produce or import.

Currently, some dwarves are willing to remedy on their own when idle at times and possible, such as praying, socializing and eating their favourite uncooked food. Others, such as martial art practice or need to practice a craft, require player to give the task.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 13, 2017, 01:55:27 pm
Fleeting Frames beat me to it, so there's some overlap in out answers, but they also complement each other to some extend.

Mood satisfaction is a mixed bag of them doing it if you provide them with the basic prerequisites, you having to assign them, and various degrees ineptitude which is rather hard to engineer for them.

- Martial arts require you to set them to training: they won't do it themselves.
- Food preference needs are basically only fulfilled by eating raw goods or drinks. There is one report of a dorf who bypassed meals to get to one with a favored ingredient, and many cases where they just get something else (probably whatever is closest) even if a suitable meal exists in the stocks.
- Need for fancy clothes is handled by themselves, as long as you provide clothes.
- Need for trinkets is sort of handled by themselves. There are indications dorfs will claim trinkets they're tasked to haul, or possibly advertised for hauling. It's uncertain if they'll pick up stuff from the workshop or things already in a stockpile, however.
- Reading (introspection), socializing, and praying is handled by the dorfs themselves, but you can make it easier by providing time to do so (and suitable facilities, of course). However, they can easily spend all their time socializing while complaining about not getting to pray. This may have been balanced a little.
- Need to wander is probably handled by themselves. A guess is that suicide strolls out the gate in the face of a siege and in violation of a civilian alert is caused by wandering.
- Need for excitement can be satisfied by sending the dorfs to kill something. I'm unsure if they'll pick a fight for excitement, or if it's an unrelated result of liking to argue and/or brawl.
- Needs to be with friends and family (or to get a family) are handled completely ineptly. They'll socialize with strangers when friends are socializing across the room and then complain. They're also completely unaware of the fact that you need to socialize and attract someone suitable to get a family. There is also something odd with how the friend relation scale works, as dorfs may have grown up together, but still not even have a passing relation to each other, but yet relations to two pages worth of visitors (including caravan members, who they ought to have met only briefly, as those do not even frequent the tavern), even when given a fair bit of free time.
- Need for crafting requires you to task them with a suitable job: they won't do hobby crafts (apart from strange moods).
There should be others I didn't catch in that list.
Title: Re: Future of the Fortress
Post by: Max™ on January 13, 2017, 07:00:25 pm
I don't think a need to wander will be done in a fort, I only get it when I travel in adventure mode through areas of wilderness.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 14, 2017, 02:03:22 am
I don't think a need to wander will be done in a fort, I only get it when I travel in adventure mode through areas of wilderness.
Sending out dwarves with a need to wander as part of artifact recovery squads would probably solve that  one.
Title: Re: Future of the Fortress
Post by: Max™ on January 14, 2017, 03:29:24 am
Yeah, it's one of the most annoying, alongside see animal, yet see great beast is fulfilled by talking to people, so I'm guessing it's actually "see histfig" like a named animal or whatnot.
Title: Re: Future of the Fortress
Post by: Rubik on January 14, 2017, 10:48:17 am
Do you ever plan on adding music to adventurer mode, or is it silent in homage to classic rogue-likes?

Ifrc, he said in an interview that he still plays the guitar from time to time, but he hasnt dedicated to add more music for now
dont worry, in the same interview he said that in the future he'd like the game to have a lot more music and sounds for actions and stuff
he actually did the two songs that we love on one sitting, so it should be easy for him to produce more, I think


@Shonai_Dweller
@Max™

I think that in the medium far future, aprox. the law update, our understanding of dwarven freedom will change slightly. Be it a change for needs, or to fulfill the ones that we have, like wandering, or the fact that most dreams dwarves have can't be achieved while being in a fortress, or a long etc.
Dwarves will get in and out of your fort easily and more.
This is a part of any fiction/fantasy book you have read, and it happened in real life too. Visiting family in other fort, retrievieng artifacts (the first contact we are gonna get of this aspect of gameplay), simply migrating in search of a better/different life or being expulsed from the fort are very valid reasons to simply...get out. Most of course will come back, not as migrants, the only units of this kind we have now, but as traveler residents, or something like that
Personally, I think this is the logical step DF has been preparing for for a long time, and it will enrich inmensely the gameplay for one simple reason

The doubt.
Dwarf Fortress will truly earn a story/book-like status (regarding mistery and ''what will happen''qualities) when we, the players, be able to bite our nails wondering what happened to the married pair of warriors we sent on a rescue mision by command of our civ's king, or if our legendary weaponsmith will be able to rescue her snatched child, or a long long etc.
It will feel exactly like living inside a book, because as a fort, you take the rol of an observer, like when you read a book

just imagine having your mayor welcome the scholar that you let travel a couple of years ago on a quest to obtain his father's favourite book for scribing, and seeing that he is missing a leg and an arm, that he has no shadow and a grim expression on his face, and that he is holding the mentioned book in his hand, wouldnt you want to know what happened?

It could even have a new interface for asking him what happened and whatnot, I thirst for actual uses for the mayor
Title: Re: Future of the Fortress
Post by: Max™ on January 14, 2017, 12:34:00 pm
A mayor or inquisitor.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 14, 2017, 01:53:53 pm
Eh, both the mayor and expedition leader are a lot more useful now that the "meet workers" role also covers petitions (confirmed via giving that responsibility token to the manager in a mod I was fiddling with).

Would be neat if the hammerer was given the role of beating information out of people. o3o

This gives me a question, actually. How will attempting to root out spies in fortress mode be handled, from the player's perspective? If they're given any ability to actively order investigations or interrogate people, which dwarf would be in charge of such things?
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 14, 2017, 03:21:38 pm
Eh, both the mayor and expedition leader are a lot more useful now that the "meet workers" role also covers petitions (confirmed via giving that responsibility token to the manager in a mod I was fiddling with).

Would be neat if the hammerer was given the role of beating information out of people. o3o

This gives me a question, actually. How will attempting to root out spies in fortress mode be handled, from the player's perspective? If they're given any ability to actively order investigations or interrogate people, which dwarf would be in charge of such things?

If anything that sounds more like a prelude to the law arc, setting up the worth of villainous folk to catch & apprehend then ship off.

Occasionally putting on a spectacle to watch a spy get clobbered rather than applying punishment of your own dwarves sounds much more pleasant
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 14, 2017, 03:32:37 pm
Maybe, but spies would be broken as all hell if there wasn't SOME method, whether player-controlled or solely handled by dwarves mucking about, of dealing with them in some manner. Like how vampires will at the very least be ousted if they're dumb enough to drink blood with witnesses around, if the player's paying attention.

Implementing a feature and allowing it to mess with the player, with actual methods of dealing with said feature, is something I'd expect from Cataclysm DDA. :V
Title: Re: Future of the Fortress
Post by: Rubik on January 14, 2017, 06:13:42 pm
Eh, both the mayor and expedition leader are a lot more useful now that the "meet workers" role also covers petitions (confirmed via giving that responsibility token to the manager in a mod I was fiddling with).

Would be neat if the hammerer was given the role of beating information out of people. o3o

This gives me a question, actually. How will attempting to root out spies in fortress mode be handled, from the player's perspective? If they're given any ability to actively order investigations or interrogate people, which dwarf would be in charge of such things?

If anything that sounds more like a prelude to the law arc, setting up the worth of villainous folk to catch & apprehend then ship off.

Occasionally putting on a spectacle to watch a spy get clobbered rather than applying punishment of your own dwarves sounds much more pleasant

Jesus guys, I wasnt wrong, you really want torture in this game right?
Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 14, 2017, 08:29:36 pm
Torture is already implied in the game. Torture for information and Torture for fun are both defined ethics.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 14, 2017, 08:31:43 pm
Torture is already implied in the game. Torture for information and Torture for fun are both defined ethics.

But can you do it? Sadly.. no.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 14, 2017, 08:40:00 pm
Torture is already implied in the game. Torture for information and Torture for fun are both defined ethics.

But can you do it? Sadly.. no.
Not yet anyway. It's against dwarf ethics anyhow.
But sites won't be limited to dwarves forever. So there's 'hope' yet.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 14, 2017, 09:11:18 pm
Meaning Goblin Gulag confirmed for futurecanon? o3o
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 15, 2017, 04:31:59 am
Meaning Goblin Gulag confirmed for futurecanon? o3o

ASCII prison architect - Ages of communal showering & drunkeness

Spoiler (click to show/hide)

Its reasonable to say that in the ethics, goblins would torture any prisoner (and also animals) for fun or no reason at all other than to keep goblins amused (which sounds like a very efficient way to deal with cruelty desires)

Title: Re: Future of the Fortress
Post by: Rubik on January 15, 2017, 10:19:58 am
Meaning Goblin Gulag confirmed for futurecanon? o3o
Torture is already implied in the game. Torture for information and Torture for fun are both defined ethics.

But can you do it? Sadly.. no.
Not yet anyway. It's against dwarf ethics anyhow.
But sites won't be limited to dwarves forever. So there's 'hope' yet.

I wonder if it'll be a player controled thing, with its own menues and such, or if it's 'left to the creativity of the crafter', like when you make a statue
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 15, 2017, 11:59:31 am
ASCII prison architect - Ages of communal showering & drunkeness

Spoiler (click to show/hide)

Its reasonable to say that in the ethics, goblins would torture any prisoner (and also animals) for fun or no reason at all other than to keep goblins amused (which sounds like a very efficient way to deal with cruelty desires)

Maybe. Funny as that'd be, it was also referencing my unofficial name for "goblins as playable civ" mods. Since my own released version of Kobold Camp is Kobold Kamp, it seems amusing to have other such mods be alliterative.

Human Hamlet? Elf Enclave? o3o
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 15, 2017, 12:41:51 pm
ASCII prison architect - Ages of communal showering & drunkeness

Spoiler (click to show/hide)

Its reasonable to say that in the ethics, goblins would torture any prisoner (and also animals) for fun or no reason at all other than to keep goblins amused (which sounds like a very efficient way to deal with cruelty desires)

Maybe. Funny as that'd be, it was also referencing my unofficial name for "goblins as playable civ" mods. Since my own released version of Kobold Camp is Kobold Kamp, it seems amusing to have other such mods be alliterative.

Human Hamlet? Elf Enclave? o3o

Goblins are probably the easiest ones to mod because they are 0 upkeep and malleable to what the player raw edits, i have my own 'build' of a goblin centric DF edition i've talked about before that's balanced because turtling is punished by inevitable infighting. Alternative races are either so far out there or not really on the planned dev plan at all that its not worth worrying about too much and instead assimilate the new dwarf features in the alternative context.

For example, the first thing im going to run for after playing a bit of the next version's vanilla is check out the relation goblins have between artifacts (see if i can coax some dwarves to bring artifact weapons/armour in sieges) set up some amusing museums of never ending *dwarven* suffering & hang out with some goblin spies over a dwarven ale or two. Just a assimilation of dwarf/world features in a goblin context.

Title: Re: Future of the Fortress
Post by: Random_Dragon on January 15, 2017, 12:48:23 pm
Goblins are probably the easiest ones to mod because they are 0 upkeep and malleable to what the player raw edits, i have my own 'build' of a goblin centric DF edition i've talked about before that's balanced because turtling is punished by inevitable infighting. Alternative races are either so far out there or not really on the planned dev plan at all that its not worth worrying about too much and instead assimilate the new dwarf features in the alternative context.

Eh. That's really cheating though, goblins are kinda broken as-is due to not needing food or water. Thanks to Toady forgetting that we now HAVE goblin adventurers in vanilla, and some tosspots seriously overthinking the moral implications of what was clearly a workaround to older instances of carnivore civs starving themselves out (nevermind kobolds no longer seem to do that).

I've done similar. All the non-playable civs need site positions defined at a bare minimum. Which that out of the way, humans are easiest to mod in. Goblins less so if you want trading, but they at least require less fuckery to retain a functional trade and exports system than kobolds, because only caged animals will fail to affect imports, instead of EVERYTHING YOU SELL.

Kobolds are next on the list, for the reason mentioned above, plus more work is required if you want a more primitive experience.

Lastly, elves are legit fucked because you need to work around the "no way to get grown wood" issue.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 15, 2017, 01:00:52 pm
Goblins are probably the easiest ones to mod because they are 0 upkeep and malleable to what the player raw edits, i have my own 'build' of a goblin centric DF edition i've talked about before that's balanced because turtling is punished by inevitable infighting. Alternative races are either so far out there or not really on the planned dev plan at all that its not worth worrying about too much and instead assimilate the new dwarf features in the alternative context.

Eh. That's really cheating though, goblins are kinda broken as-is due to not needing food or water. Thanks to Toady forgetting that we now HAVE goblin adventurers in vanilla, and some tosspots seriously overthinking the moral implications of what was clearly a workaround to older instances of carnivore civs starving themselves out (nevermind kobolds no longer seem to do that).

Trust me, its FINE. (Also the trolls & non-goblins that occasionally migrate/petition have to be fed and watered)

Goblins are so volatile & prone to killing anyone they remotely dont like that they will start fights & loyalty cascades all the time, hence why turtling in a confined space without a flow of half mangled (coming without eyes/legs) war veteran goblins is a bad idea, every goblin is disposable and the walls are smeared red for no reason other than a goblin flipping out at-least every month with 200 population.

That, and literally throwing 16 troop large squadrons of goblins at problems just to get rid of the annoying ones.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 15, 2017, 01:05:20 pm
It's beena while since I've remade Goblin Gulag, didn't know they were loyalty cascade prone. o.O
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 15, 2017, 01:45:28 pm
I thought elves actually had a reaction to create grown wood out of random seeds. At least that was reported from using a bugged save where the dwarves turned out to be elves at embark.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 15, 2017, 03:07:43 pm
I thought elves actually had a reaction to create grown wood out of random seeds. At least that was reported from using a bugged save where the dwarves turned out to be elves at embark.

That's some legit heresy right there. No, reactions flat-out can't create grown wood. Hell, grown wood no longer even shows on embark screen if you make elves the playable race, when I could've sworn it used to.
Title: Re: Future of the Fortress
Post by: DG on January 15, 2017, 08:46:03 pm
goblins are kinda broken as-is due to not needing food or water. Thanks to Toady forgetting that we now HAVE goblin adventurers in vanilla, and some tosspots seriously overthinking the moral implications of what was clearly a workaround to older instances of carnivore civs starving themselves out (nevermind kobolds no longer seem to do that).

~~~

It's sad that I'm still convinced that the lore reason came after the now-unneeded gameplay reason. ;w;
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 12:28:04 am
goblins are kinda broken as-is due to not needing food or water. Thanks to Toady forgetting that we now HAVE goblin adventurers in vanilla, and some tosspots seriously overthinking the moral implications of what was clearly a workaround to older instances of carnivore civs starving themselves out (nevermind kobolds no longer seem to do that).

~~~

It's sad that I'm still convinced that the lore reason came after the now-unneeded gameplay reason. ;w;

...doh. See? I forgot that.
Title: Re: Future of the Fortress
Post by: LordBaal on January 16, 2017, 05:25:21 am
Regardless I make them eat and drink in my games. I like to think that's an extra motivation for them. They not eating it's for some reason too much inmersión breaker for me.
Toady will fantasy "dials" or sliders affect species propieties in anyway? I mean, the most mudane of worlds would have elves without the magic and goblins eating? Or those races would be completely removed and only humans would remain at those settings?
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 16, 2017, 05:33:55 am
Regardless I make them eat and drink in my games. I like to think that's an extra motivation for them. They not eating it's for some reason too much inmersión breaker for me.
Toady will fantasy "dials" or sliders affect species propieties in anyway? I mean, the most mudane of worlds would have elves without the magic and goblins eating? Or those races would be completely removed and only humans would remain at those settings?

That'd require redefining and canonising the reason why other than RAW's that they do so, goblins might not literally have a functional digestion tract or they are so efficient at eating because a hyper metabolism lets them live at near full energy in immortality. In IRL humans the metabolism slows down as you get older, and theoretically if your body kept up peak performance it WOULD dramatically extend your lifespan.

Its not like you can't get a goblin to eat or drink.

Quote
This is a magical artifact stool, its magic aura makes humans taller than usual
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 16, 2017, 12:14:11 pm
@Random_Dragon: I located that old bugged save (0.40.24, August 2015), and it actually does contain a reaction to grow logs out of seeds (and I checked that it actually did produce grown wood logs out of a seed). However, I also made a quick elven embark with 0.43.05, and that reaction was not present in that embark.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 01:17:39 pm
@Random_Dragon: I located that old bugged save (0.40.24, August 2015), and it actually does contain a reaction to grow logs out of seeds (and I checked that it actually did produce grown wood logs out of a seed). However, I also made a quick elven embark with 0.43.05, and that reaction was not present in that embark.

That...hmm. No way to get that reaction code dumped to view how it works, I assume? I'd love to see that. D:
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 16, 2017, 01:48:54 pm
@Random_Dragon: I located that old bugged save (0.40.24, August 2015), and it actually does contain a reaction to grow logs out of seeds (and I checked that it actually did produce grown wood logs out of a seed). However, I also made a quick elven embark with 0.43.05, and that reaction was not present in that embark.

That...hmm. No way to get that reaction code dumped to view how it works, I assume? I'd love to see that. D:

Link? (also given that creature specification (ANT:SOLDIER) is currently bugged, experimentally you could also assume that (GROWN:WOOD /or WOOD:GROWN) material ID could also be bugged but we just don't know it because the knowledge is lost and failed to be comprehensively archived.)

Its definitely not really a fake because you can't cheat the material property of wood (because [WOOD] will deny it from stockpile and flag it up as non-wood given it wont be usable) and and seperate kind of material definition for grown wood doesn't exist given its just a type of wood, wagon wood for instance is just named generic material wood, nothing fancy, a bit like if you turned a dwarf directly into alcohol, they will be bland generic brown stuff not a pina colada.

Question for toady - While we are on the subject might as well ask, what is the material definition/token of grown wood? Or is it purely a boolean setting & out of bounds thing generated by elves
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 16, 2017, 01:52:55 pm
Question for toady - While we are on the subject might as well ask, what is the material definition/token of grown wood? Or is it purely boolean out of bounds generated by elves?

Fixed.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 16, 2017, 01:54:50 pm
Question for toady - While we are on the subject might as well ask, what is the material definition/token of grown wood? Or is it purely boolean out of bounds generated by elves?

Fixed.

Yeah i already got onto it, im just a bit tired that's all.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 01:54:57 pm
I would love to see this too, because last I checked, grown wood can't be produced by reactions.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 16, 2017, 03:31:25 pm
I have no experience with reactions, so I provide the save instead: https://www.dropbox.com/s/hhp4dar7b0tjvta/grown_wood.zip?dl=0 (https://www.dropbox.com/s/hhp4dar7b0tjvta/grown_wood.zip?dl=0).
This save was provided on the forum, so it wasn't mine originally.

Edit:
OK, it looks like it isn't actually a bugged save, but from some "all races playable" mod (comment in entity_defaults.txt).
Regardless, the elves had this tag, which probably is of interest: [PERMITTED_REACTION:GROW_WOOD_ARP]

Edit2:
And this is from the file reaction_arp.txt:
:
[REACTION:GROW_WOOD_ARP]
   [NAME:grow wood from seed]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_W]
   [REAGENT:A:1:SEEDS:NONE:NONE:NONE][UNROTTEN]
   [PRODUCT:100:4:WOOD:NONE:PLANT_MAT:GROWN_ARP:WOOD]
   [SKILL:WOODCRAFT]
:
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 16, 2017, 04:08:40 pm
Huh, guess i wont be needing this then.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 04:57:31 pm
Pbbbt. I should've known there was some derp going on here. GROWN_ARP is no doubt a tree name added by that mod.

You actually fell for it. >.o
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 16, 2017, 05:17:35 pm
Pbbbt. I should've known there was some derp going on here. GROWN_ARP is no doubt a tree name added by that mod.

You actually fell for it. >.o

(https://media.tenor.co/images/a6144df058bc97d053f25d0fd04b4ef0/raw)

The clues were there the entire time. Urgh, ARP - all races playable. I either need another cup of tea or 10 hours sleep, im not in a position to be talking about anything.
Title: Re: Future of the Fortress
Post by: Putnam on January 16, 2017, 05:18:03 pm
Yeah, all that is definitely a mod.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 05:49:43 pm
And I was actually kinda hopeful too. See, this is why I'm leery whenever anyone says they found a way around a bug that hinders modding. ._.
Title: Re: Future of the Fortress
Post by: Putnam on January 16, 2017, 07:34:56 pm
be more specific
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 16, 2017, 08:41:18 pm
That's see, Max and their weird skull sorcery that I had to find a separate workaround for, the use of DFHack to make liquids and powders work in reactions...

I was also leery of someone else finding a workaround that DOES allow powder, clay at least, to work in reactions, until I tested the EXACT reaction.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 16, 2017, 10:10:39 pm
 So, now that player fake identities are in, is it possible to assume the identity of a goblin civ member and wander around a dark fortress without everyone freaking out? Will they be suspicious if you're playing a dwarf and there aren't any dwarves living in that civ? And would they just know that you're supposed to be impersonating a goblin civ member the moment you walk into town, or would you have to talk to someone first?

"I'm a...prisoner, yeah, really. Just out for my morning exercise. Straight back to the dungeon as soon as I'm finished".

"No really, in the eastern pits they snatch elephant-man babies like me all the time. That's me, completely goblinified elephant man. Honest."
Title: Re: Future of the Fortress
Post by: Rockphed on January 17, 2017, 10:52:25 am
Quote
All positive and negative reputations will be associated to that identity for as long as you assume it, unless you screw up.

What do you mean by "screw up"?  Would that be claiming multiple identities in the presence of somebody?  If I decide to go spy on the goblins by assuming a fake identity, will I need to leave companions behind or risk all my identities being compromised?  Will any clothing obscure features enough to allow us to claim multiple identities to the same people?
Title: Re: Future of the Fortress
Post by: Rubik on January 17, 2017, 02:13:09 pm
Quote
All positive and negative reputations will be associated to that identity for as long as you assume it, unless you screw up.

What do you mean by "screw up"?  Would that be claiming multiple identities in the presence of somebody?  If I decide to go spy on the goblins by assuming a fake identity, will I need to leave companions behind or risk all my identities being compromised?  Will any clothing obscure features enough to allow us to claim multiple identities to the same people?

Definitely, ways to cover yourself and a little AI to make your companions understand what to say and when(if they aprove your lies, ofcourse, else they could betray you on purpose) should slide in in the next update
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 17, 2017, 05:31:20 pm
I imagine bragging about your violent past when you're pretending to be a farmer would count as 'screwing up'.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 17, 2017, 05:51:34 pm
I imagine bragging about your violent past when you're pretending to be a farmer would count as 'screwing up'.
Speaking of that, Will There ever be a way to specify which beast we want to beat about in a conversation? With the current system, we can accidentally brag about killing someone's family, which obviously wouldn't happen on accident on real life.
Title: Re: Future of the Fortress
Post by: Imic on January 18, 2017, 09:19:15 am
could we be able to make plaster walls? In mediaval times, most buildings had plaster on them, and it would be cool for humans.
Title: Re: Future of the Fortress
Post by: Rubik on January 19, 2017, 05:58:47 pm
could we be able to make plaster walls? In mediaval times, most buildings had plaster on them, and it would be cool for humans.

I would imagine that building huge buildings with plaster would be dangerous, but as structural/phisical properties do not affect walls for now, doesnt seem like a bad idea after all
I would say that its very probable
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 19, 2017, 06:14:42 pm
We're talking plaster over stone, actually. Even modern drywall is thin stuff over a wooden frame, and that's the actual structural stuff.
Title: Re: Future of the Fortress
Post by: Untrustedlife on January 19, 2017, 07:17:34 pm
I imagine bragging about your violent past when you're pretending to be a farmer would count as 'screwing up'.
Speaking of that, Will There ever be a way to specify which beast we want to beat about in a conversation? With the current system, we can accidentally brag about killing someone's family, which obviously wouldn't happen on accident on real life.

use the spread rumor dialog option and you can choose who exactly you want to talk about
http://dwarffortresswiki.org/index.php/DF2014:Quest

Never use brag about past violent acts, either tell a story, or use the spread rumor option. Bragging is buggy. Also spread rumor is way more reliable.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on January 19, 2017, 07:19:15 pm
I know you can do that, but then you have to sort through the.
A raven attacked you
A raven attacked you
A raven attacked you
A raven attacked you
A raven attacked you
A raven attacked you
And that other spam.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 19, 2017, 07:40:41 pm
It's rather annoying that being attacked, starting a fight, and actually killing are all set to use the EXACT same keywords to search for, yeah.

This gives me another question. What other keywords and dialogue options are likely to be added to support these changes that're being added? Getting a glimpse into what the framework will look like is always interesting.
Title: Re: Future of the Fortress
Post by: Max™ on January 19, 2017, 08:33:53 pm
It is hard to go without that rumors (http://www.bay12forums.com/smf/index.php?topic=155262.0) script and the gatherQuests (http://www.bay12forums.com/smf/index.php?topic=155314.msg6714603#msg6714603) script, since they let you condense the descriptions/search for "slew", and automatically spam someone for quest info, respectively.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 19, 2017, 08:48:41 pm
It is hard to go without that rumors (http://www.bay12forums.com/smf/index.php?topic=155262.0) script and the gatherQuests (http://www.bay12forums.com/smf/index.php?topic=155314.msg6714603#msg6714603) script, since they let you condense the descriptions/search for "slew", and automatically spam someone for quest info, respectively.

Stahp tempting me with your heretical hax. <3
Title: Re: Future of the Fortress
Post by: PTTG?? on January 20, 2017, 03:07:09 am
It is hard to go without that rumors (http://www.bay12forums.com/smf/index.php?topic=155262.0) script and the gatherQuests (http://www.bay12forums.com/smf/index.php?topic=155314.msg6714603#msg6714603) script, since they let you condense the descriptions/search for "slew", and automatically spam someone for quest info, respectively.

Ah yes, I recall the part of Lord of the Rings where Strider walked into a tavern, cornered a random farmer, and said "Hello. Tell me about Aabbax the Destroyer. Tell me about Aarthor blood-gouges. Tell me about Aavenin treebees the little-house of shuffling. Tell me about Absinian of wildness. Tell me about Abvix. Tell me about Acade the big forest of working. Tell me about Accedian boatwords. Tell me about Ace the ace of acing. Tell me about Acinine the wall of time. Tell me about Adein heartshearth. Tell me about ..."

It did go on for a couple pages....
Title: Re: Future of the Fortress
Post by: Max™ on January 20, 2017, 11:00:31 am
Well, if I'm gonna do it anyways, I'd rather have a script mash the buttons, my macros can do it somewhat but every so often lag pops up and what should have been a enter > tr(ouble) > be(asts) > dir(ections) ends up being enter > tr(no effect since it was selecting to talk still) > be(what does be filter to on the first chat screen again?) > dir (oh god what is happening?) and so forth.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on January 24, 2017, 01:54:33 pm
What happens to an invading army when it retreats from the player's site? Do all surviving members head back home, teleport there or disappear completely?
Title: Re: Future of the Fortress
Post by: LordBaal on January 24, 2017, 02:17:38 pm
So now that we will be able to send troops to find artifacts outside our fortress, will other fortress do the same while we are playing fortress mode? What about worldgen? Will our tavern be visited by groups of mercs, heroes and others passing by on their quests to retrieve artifacts? Will we face sieges or acute thievery if such artifacts are in our possession?
Title: Re: Future of the Fortress
Post by: Max™ on January 24, 2017, 07:56:25 pm
^That is indeed the goal, the roaming groups of npc recovery/theft/scouting are in game, the last bits of handling how they behave upon return, and handling how to send out your own groups is what he's working on now/next I think.
What happens to an invading army when it retreats from the player's site? Do all surviving members head back home, teleport there or disappear completely?
I'm fairly certain they hoof it back home the same way they came, from having followed invading armies en route, during, and after a siege.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 25, 2017, 01:53:10 am
Food and recipes was part of the Taverns arc. But ended up being put off for time reasons but also because to do it justice it probably needed a working economy (it's right there in the dev notes...).

So coming....not soon, but eventually.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 25, 2017, 11:09:19 pm
I'm not sure why recipes would require economy, though; wouldn't the civs and cities just use what was available to them?
Title: Re: Future of the Fortress
Post by: SimRobert2001 on January 25, 2017, 11:15:36 pm
I'm not sure why recipes would require economy, though; wouldn't the civs and cities just use what was available to them?

What about the value of food? Caviar, for example, is quite expensive because it is rare.  Think of changing food costs if strawberries were to become rare.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on January 25, 2017, 11:21:49 pm
That's more about supply and demand in general, not about foods in particular. The game doesn't avoid implementing and putting a value onto gold and platinum, even if one of them is lot rarer than other.

Currently, both platinum and strawberries are handled same way - if the major site you're trading with can get one, you can import an infinite number of them.

And the rarity of strawberries has little to do with the existence of strawberry recipes - as long as there's at least some, you can do something with them. I imagine if more people encounter a given food in worldgen there could be more recipes procedurally generated for them, though, but current handling would allow for every possible recipe to have a chance to be learned.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 26, 2017, 01:12:05 am
Yes, recipes can be done without an economy of course, which is why the main reason was probably just time. However, the stuff which Toady presumably thought was most fun about recipes (who knows what that might be, sending out foragers for rare ingredients? tavern popularity based on a balance of great food and price? etc, etc) needs an economy to be much fun.

Same as actual in-game festivals, I guess. Sure, they don't need an economy just to happen, but as a goal for aspiring bards to finally bridge the gap between 'starving begger with a lute' to 'fantasy rock star', the lack of actual money related decisions in the world might make you wonder if it's worth delaying the next release to implement properly.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 26, 2017, 04:22:03 am
Yes, recipes can be done without an economy of course, which is why the main reason was probably just time. However, the stuff which Toady presumably thought was most fun about recipes (who knows what that might be, sending out foragers for rare ingredients? tavern popularity based on a balance of great food and price? etc, etc) needs an economy to be much fun.

Same as actual in-game festivals, I guess. Sure, they don't need an economy just to happen, but as a goal for aspiring bards to finally bridge the gap between 'starving begger with a lute' to 'fantasy rock star', the lack of actual money related decisions in the world might make you wonder if it's worth delaying the next release to implement properly.

The hill dwarf arc will mean implicatively from past references, that dwarves will emigrate & trade with your fortress from the surrounding hillocks treating it as a 'market site' . So a dwarf caravan might not ever arrive if you are too far away (or take a number of years) & you have to push a portion of your starting two waves (presumably 7 of them) into founding the little sub-fortresses so that they trade the local goods.

So in order to get the more rare food you describe, or a wider variety of food, you might want to push the newly founded hillocks onto new biomes (unless there is a hard cap because of entity biome restrictions) to naturally gather the resources & give you a trading wagon from the hillocks every year to make up for the mountainhome caravan arriving only every 8 or so years etc.

> Social status (beyond that of normal noble assigned precedence) is a tricky issue thats been said to wait until the scenario or law/property etc. arc, but buskers, hopeless drunkards & beggars would probaly slot in at the lower ends of the spectrum and toady will probably find a way so that it relates to their life situation (homeless or calculating the economy wages they earn/don't earn in the local community to be in a lower income bracket etc.)



I've been back over some old FotF posts for a unrelated reason to find out some other information but i re-found some snippets from prior to the 42.01 tavern update which were interesting and i'd like to ask questions about.

> In prior comments a few months before the 42.01 update you mentioned a system of natural philosophers scribing down significant animal training level (jump from no knowledge to few facts etc.) as a way to progress & eventually surpass the hard cap of 'expert knowledge' and domesticate the species fully. Would this model of writing down milestones and then having a mooded book as a result be a good example of your current thoughts on future implementation of significant innovations created by scholars with impact to releasing features (such as new reactions etc.) into gameplay?


> Will the library & tavern 'Part 2' forseeably arrive at the same time on the roadmap when you are free of your current developmental focus or in seperate installments so you can focus on them indepth individually (providing a additional museum zone & unfinished new devgoals for museums might not mean that it is extended to a joint part 3)
Title: Re: Future of the Fortress
Post by: Hinaichigo on January 28, 2017, 06:53:09 am
Since the myth release will seemingly take a long time to finish, do you think that you will break it up into two or more releases?
Title: Re: Future of the Fortress
Post by: Rubik on January 28, 2017, 07:10:58 am
Since the myth release will seemingly take a long time to finish, do you think that you will break it up into two or more releases?

He has confirmed that in the past
In one of the conferences, he talked about an 'initial' stage of the update, that he'll put in before the second one

So yeah, he'll do that
Title: Re: Future of the Fortress
Post by: TinFoilTopHat on January 29, 2017, 05:12:35 pm
Once rumors are more thoroughly implemented, will the personality of people who witness an event affect the speed at which a rumor spreads? For example, if I hand off an artifact to a lord and his bodyguards are very gregarious, or lack a sense of duty, would they be more likely to spread the rumor than guards who had the opposite traits? On a related note, would relationship between witnesses and the people involved in an event relate to the speed at which a rumor spreads?
Title: Re: Future of the Fortress
Post by: TheFlame52 on January 29, 2017, 06:29:23 pm
What is mog juice? What part of the moghopper does it come from?
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 29, 2017, 06:32:35 pm
What is mog juice? What part of the moghopper does it come from?

I assume they just throw the whole moghopper in a blender.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 29, 2017, 08:04:03 pm
What is mog juice? What part of the moghopper does it come from?

I assume they just throw the whole moghopper in a blender.
Ooh, so you could choose how smooth you wanted it.
One mog juice - extra crunchy!

Edit -- Oh boo. Wiki crushes all my dreams...
Quote
Moghoppers can also be captured alive and have mog juice extracted from them.
Title: Re: Future of the Fortress
Post by: Rubik on January 29, 2017, 08:21:15 pm
Once rumors are more thoroughly implemented, will the personality of people who witness an event affect the speed at which a rumor spreads? For example, if I hand off an artifact to a lord and his bodyguards are very gregarious, or lack a sense of duty, would they be more likely to spread the rumor than guards who had the opposite traits? On a related note, would relationship between witnesses and the people involved in an event relate to the speed at which a rumor spreads?

I would asume that TRUTH and LOYALTY traits, among others, would make guards have more interest in breaking your fake identities if it affects his master than people without them
In the same vein, an impulsive and prone to anger companion could give away your identity in front of a enemy saying something like

''Yeah? well me and my friend,-insert true identity name her- are gonna kick your butt, prepare for it

would be a new and convenient medium for personalities to show up during play, I hope they do

What is mog juice? What part of the moghopper does it come from?

I assume they just throw the whole moghopper in a blender.
Ooh, so you could choose how smooth you wanted it.
One mog juice - extra crunchy!

Edit -- Oh boo. Wiki crushes all my dreams...
Quote
Moghoppers can also be captured alive and have mog juice extracted from them.

Dwarf Fortress: ''if the creature doesn't suffer, it doesn't taste as good''.
A surprising good motto guys
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 29, 2017, 10:12:42 pm
 Regarding upcoming worldgen artifact moods:

Will the limit of once per dwarf still apply to worldgen moods? (i.e is this a 'game' limit or a 'lore' limit?)

Will historical dwarves mood in fortress mode if they've previously mooded in worldgen?

If moods can now effect all dwarves in the world, does that mean we might suddenly be struck with moody visitors? If so, how do they react? Can they claim workshops?
Title: Re: Future of the Fortress
Post by: Max™ on January 29, 2017, 10:49:57 pm
Right now if you add the [STRANGE_MOODS] tag to any race they can show up and make an artifact at your fort but I think they have to be residents first?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 30, 2017, 03:34:23 am
Right now if you add the [STRANGE_MOODS] tag to any race they can show up and make an artifact at your fort but I think they have to be residents first?
OK, visiting dwarfs can mood in vanilla then? I guess as residents they can just claim workshops like regular citizens, right?
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 30, 2017, 05:17:17 am
Right now if you add the [STRANGE_MOODS] tag to any race they can show up and make an artifact at your fort but I think they have to be residents first?

It activates when there are pre-requisite citizens, so since they are not a member it'll probably not count. Could possibly go beserk on finding no friendly same civ workshops in the middle of your tavern throwing over furniture and punching guests.

As non citizens i wouldn't think it would work, and if after the artifact update a visitor dwarf did make a object artifact on site it'd probably either cause a dispute (if you stopped them taking it away, it doesn't belong to you) or the visitor would drag it away with them.
Title: Re: Future of the Fortress
Post by: Hinaichigo on January 30, 2017, 07:58:38 am
Since the myth release will seemingly take a long time to finish, do you think that you will break it up into two or more releases?

He has confirmed that in the past
In one of the conferences, he talked about an 'initial' stage of the update, that he'll put in before the second one

So yeah, he'll do that

Oh. Do you know which conference it was?
Title: Re: Future of the Fortress
Post by: Bumber on January 31, 2017, 12:11:14 am
What is mog juice? What part of the moghopper does it come from?

I assume they just throw the whole moghopper in a blender.
Maybe it's from the liver. (https://en.wikipedia.org/wiki/Cod_liver_oil)
Title: Re: Future of the Fortress
Post by: Rubik on January 31, 2017, 02:57:26 am
Since the myth release will seemingly take a long time to finish, do you think that you will break it up into two or more releases?

He has confirmed that in the past
In one of the conferences, he talked about an 'initial' stage of the update, that he'll put in before the second one

So yeah, he'll do that

Oh. Do you know which conference it was?

Sadly, I dont remember it. The closest thing I can think of is the myth creator video

https://www.youtube.com/watch?v=49b7fUI7AEI&t=839s

Which focus on the first part of the update, The myth creator, the sliders and early magic, etc.
I ''suppose'' that the development page is chronological, so that could give you a somewhat precise division on the first and second release
Actually, I bothered to search a bit on google and it seems you can look for more info about the whole info in the DF Talks

https://www.rockpapershotgun.com/2016/06/29/dwarf-fortress-creation-myths-magic-system/

Another link
Title: Re: Future of the Fortress
Post by: Hinaichigo on January 31, 2017, 09:46:58 am
Spoiler (click to show/hide)

I'm familiar with the development plan for the myth/magic release, but there doesn't seem to be any indication that it will be divided up in the links you posted.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 31, 2017, 11:49:30 am
Spoiler (click to show/hide)

I'm familiar with the development plan for the myth/magic release, but there doesn't seem to be any indication that it will be divided up in the links you posted.

If the current devblog is to go by, toady will deal with it after bugfixing and the current artifact arc made out of four chunks (for as long as toady is interested in them - kobold sites got put on the wayside etc.) is complete as the next big *feature installment*

For instance you could cut up the magic arc a lot

All of those things could be done in separate installments across versions technically. Not in that order, personally id go for 3,2,1,4 if i was put in charge of responsiblity for devloping the game.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 31, 2017, 04:22:05 pm
When the development page got updated there was an announcement (devblog probably) Toady said there that it was big, so would probably not all be finished in one go.

Edit-- There we go, June 28th:

Quote
We'll start in on an artifact release once the 64-bit versions are complete. We might get away with one release there, but the myth/magic dev items will almost certainly happen over multiple releases, and we won't get to everything on the first pass.
Title: Re: Future of the Fortress
Post by: Hinaichigo on January 31, 2017, 07:00:27 pm
When the development page got updated there was an announcement (devblog probably) Toady said there that it was big, so would probably not all be finished in one go.

Edit-- There we go, June 28th:

Quote
We'll start in on an artifact release once the 64-bit versions are complete. We might get away with one release there, but the myth/magic dev items will almost certainly happen over multiple releases, and we won't get to everything on the first pass.

Oh okay  :) thanks
That's nice to hear.
Title: Re: Future of the Fortress
Post by: Toady One on January 31, 2017, 07:14:44 pm
Thanks to Rubik, golemgunk, FantasticDorf, PatrikLundell, Max^TM, MrWiggles, Fleeting Frames, LordBaal, Inarius, Untelligent, voliol, Shonai_Dweller, Untrustedlife and anybody I missed for helping to answer questions this time!

Quote from: Max^TM
is there a reason the entity created when an adventurer claims a site has no links back to their parent entity? A fort group has their new entity and a link to the parent civ so the world responds properly, so I tested by going in with dfhack and manually adding those links in, the rest of the world then seemed to respond to my entity in a more normal fashion. Was that "starting from scratch" state intentional, or was it more of a bug/just something you didn't get around to yet?

I think at the time it had to do with the annoying fact that the culture vs. civilization is still stuck in a single parent entity right now, and I didn't want adventurers to have to carry their higher-up allegiances automatically along with them to the new site, or that they might have multiple civs they've done things for and it shouldn't pick one over the other.  At the same time, it still uses an old function to pull a default civ from the adventurer (to copy the cultural information from).  So it's just a mess, and not an easy one to fix in any truly satisfactory way.  Hopefully the distinctions gained during the customs/etc. release will help tease this apart, though the burden assumed by that release continues to increase.  I should probably stick the site under the default civ for now, just to avoid problems.

Quote from: *Another*
Is there a plan for travelers to use roads and bridges? Would there some benefit to it? But some risk, such as increased bandit activity? Would players be able to set up a camp on a key bridge or a major highway, and steal from travelers?

Are there plans for companions to need food, as well as travelers on the world map?

Yeah, we have them, and we hope for them to be used at some point.  You'd move faster, especially when we get to proper undergrowth, wetlands and the annoyances of crossing water, and other issues faced by wilderness travelers.

The problem of food for other people is tied in with the economy, farming, caravans, property and all that.  We just don't have a means of respecting inventory in travel right now, and all the resupply issues.  It'll be a while yet.

Quote from: Daniel the Finlander
What can make a site holy and a target for pilgrimage, aside from artifact relics? Is there anything else right now? Can any sites become holy, or just settlements?

We haven't done much with this yet!  It was sort of a random aside on agents.  Temples and holy relics are targets, but nothing particularly holy happens in the wilderness right now.  It'll be cool to do more with it, but it is barebones currently.

Quote from: Max^TM
Units have some awareness of the inventory of other units, either in general passing or from actually doing actions like demanding something be dropped or freaking out over drawn weapons. With the artifact awareness you mentioned previously where certain items are more noteworthy, will this also lead to things like dwarves noticing what others are wearing and being jealous/happy/catty, bandits taking a look at a trophy-belt of teeth and well used weapon before deciding to try to roll someone else, and things like out-of-towners showing up with bits of weird clothing and unusual jewelry starting off a chain of gossip?

None of that came up, but it would happen in that exact spot of the code, yeah.  It's just a matter of work now, and avoiding slowdowns.

Quote from: voliol
What are your thoughts on natural non-unique magical items, such as the golden apples from norse mythology and the the dragon's teeth (those that spawned soldiers) from greece mythology?

We have some in the myth generator system already -- like magical objects that can be made from cosmic egg shell fragments and so forth (whether it is as a catalyst for spells, a potion, ointment, etc. -- we have several options and will likely have more by the time they are added).  We're all for the more magical worlds having lots of that kind of thing.

Quote from: Novel Scoops
What do you think of the last guardian as a model for forgotten beasts?

I haven't played the game or read any of the lore, but it seems friendly or something.  More like a good DF titan.

Quote from: Daniel the Finlander
Will the system of Ages change with the myth update? Right now it's based on the number of beasts and mundane creatures in the world and total population proportions of civilized races. How will this change, if at all?

LordBaal mentioned it might vary with the fantasy level (an all-human world would need a different age structure), and Inarius mentioned we'd have more guidance based on world event structure -- there could be well-defined breaks that don't depend on populations.  We'll probably still have the old system to fall back on if the myth generator doesn't come up with anything better.

Quote from: Cruxador
Is the army arc, as a design/timeline conceit, well and truly dead? If so, can we get some sort of post-mortem? In particular, the basic gameplay elements that could make fort mode a bit more strategy-oriented, with players taking a more active governance role and sending out armies (partly composed of hill dwarves) to conquer and stuff. I'm asking now because artifact retrieval seems mechanically related. Will a lot of army arc stuff tie into that? I imagine some will come up in embark scenarios too, and some bits are probably in the no timeline category.

It has been smeared out.  The previous world activation was a huge part of the army arc, and now we have little groups and armies running all over the place.  The dwarves having squads sent out from the fort is another chunk of it that'll be up with this release.  None of the army arc goals are scuttled, but I suspect it'll continue to be put together piecemeal as more supporting mechanics come in.  Whatever causes the first army to hold non-artifact items (caravans?) will be a big step, as well as the entities understanding property better.  Really, the armies could have been the focus without any of that, but this way also works and will have some extra richness built in, even if it takes years longer.

Quote
Quote from: Untelligent
With the new identities system, could an adventurer conceivably gain a criminal reputation in a town as one identity, get a hand chopped off by something somewhere else, then go to another town and raise the hand up and claim that you had killed your secret alter ego?
Quote from: Max^TM
would it be possible to go around claiming you were responsible for slaying a monster or whatnot as part of a fake identity? Naturally this would run the risk of bumping into someone who had actually done it, or someone who had been attacked by it at some point after you claimed to have bumped it off, I'd suppose.

Unfortunately, there are no specific lies about events right now (unless you count prophecies).  I still haven't tackled that.  Just breaking apart the reputations/general facts about identity was enough to bite off for this time.  So you can't make a specific false claim about having killed yourself or somebody else.  It remains a difficult problem.

Quote from: Daniel the Finlander
Three questions regarding needs and their future: can dwarves fulfill all the needs they have in the current version? Are they supposed to be able to do that? How responsible will the player be for fulfilling the dwarves' needs? To specify, will dwarves who want to practice a martial art pick up training weapons by themselves and practice and dwarves who want to wander have a specific task for that et cetera, or will certain needs require player micromanagement in the future?

PatrikLundell and Fleeting Frames went into specifics.  The ideal situation would involve a great deal more dwarven autonomy, but for e.g. crafting needs, you start to run into the problem of free-willed dwarves using fort resources you might want to set aside, which gets us into the property stuff we haven't handled yet (and the ruins of the removed economy stuff).  It would be cool if you didn't have to babysit specific needs, but rather just had a general sense of what you were missing (through some aggregate of the grumpiness or whatever), though for certain needs it's harder to avoid micromanagement (say, wandering -- you'll be able to satisfy that in the next release by sending the dwarf off with a squad, but that's very micro-y...  but a non-micro wandering involves you losing the dwarf entirely at times which might be incredibly inconvenient for you...  which might be cool mostly...  but if it isn't fine, you'd have to micro some kind of movement restriction on them...  which is annoying).

Quote from: Random_Dragon
How will attempting to root out spies in fortress mode be handled, from the player's perspective? If they're given any ability to actively order investigations or interrogate people, which dwarf would be in charge of such things?

I'm not quite sure how it is going to play out right now.  The whole agent thing is sort of half-baked since they only relate to artifacts, but it's the only way goblin civs could participate in artifacts and obtain location rumors for this release, so something had to be done.  At the same time, for other civ types, any diplomat/trader that comes to your fortress is about as much of a spy as the current agents as far as it comes to their ability to report artifact locations, and for goblins vs the fort, they are kind of attack-happy already so having a spy leave with an artifact report would just up the odds.  When they do anything more insidious, finding agents in advance will matter a lot more.  Not ruling some changes out though, especially since some confusion might happen by default if the agent is known by others.

Quote from: LordBaal
Toady will fantasy "dials" or sliders affect species propieties in anyway? I mean, the most mudane of worlds would have elves without the magic and goblins eating? Or those races would be completely removed and only humans would remain at those settings?

The most mundane of worlds would not have elves or goblins at all, yeah.  At higher magic settings, additional magical properties will be added, but I'm not sure there are going to be "more mundane" versions of existing vanilla creatures.  They are pretty boring as they stand.

Quote from: FantasticDorf
While we are on the subject might as well ask, what is the material definition/token of grown wood? Or is it purely a boolean setting & out of bounds thing generated by elves

It's just a flag right now.

Quote
Quote from: Shonai_Dweller
So, now that player fake identities are in, is it possible to assume the identity of a goblin civ member and wander around a dark fortress without everyone freaking out? Will they be suspicious if you're playing a dwarf and there aren't any dwarves living in that civ? And would they just know that you're supposed to be impersonating a goblin civ member the moment you walk into town, or would you have to talk to someone first?
Quote from: Rockphed
What do you mean by "screw up"?  Would that be claiming multiple identities in the presence of somebody?  If I decide to go spy on the goblins by assuming a fake identity, will I need to leave companions behind or risk all my identities being compromised?  Will any clothing obscure features enough to allow us to claim multiple identities to the same people?

Yeah, that's part of this release -- goblins initiate a conversation instead of immediately attacking strangers (in the same category as brigands and guards watching an artifact be returned).  Your identity is not passed on to them until you speak, so you have to tell them promptly or risk violence.  This is part of what I'm finishing up though -- there aren't any super interesting interrogation moments, and your companions are still a disaster.

Yeah, you can screw up your impersonation in general if you forget to assume your identity when returning to a place, or if a traveler has seen you in a previous identity.  Haven't done anything with disguises yet, though they are part of the Hero role up on dev and I'd like to do something...  probably won't get to it.

Quote from: *Another*
Will There ever be a way to specify which beast we want to beat about in a conversation? With the current system, we can accidentally brag about killing someone's family, which obviously wouldn't happen on accident on real life.

Somebody mentioned that you can bring up the specific incident (as bad as the menu is).  That other general option is there just because the people you meet have the same button, but it is sort of superfluous now.

Quote from: Imic
could we be able to make plaster walls? In mediaval times, most buildings had plaster on them, and it would be cool for humans.

Like a lot of the materials in the game, we haven't gotten into broad uses.  We have plaster casts for broken limbs, but you can't really do anything else with the material, which is odd.  I have no idea when we'll be expanding such systems.

Quote from: Daniel the Finlander
What happens to an invading army when it retreats from the player's site? Do all surviving members head back home, teleport there or disappear completely?

I think they make the journey back home, though I haven't observed them do it.  I'd been thinking about this one recently, since we are about to have dwarf squads travel out of the fort, and I'm going to have some debug visualization to test it, whereupon I'll also see whatever other disasters are wandering the world.  Perhaps it's just a mess, though we do see them often behaving well in adventure mode debugging.

Quote from: LordBaal
So now that we will be able to send troops to find artifacts outside our fortress, will other fortress do the same while we are playing fortress mode? What about worldgen? Will our tavern be visited by groups of mercs, heroes and others passing by on their quests to retrieve artifacts? Will we face sieges or acute thievery if such artifacts are in our possession?

Yeah, they already do the first part.  I haven't gotten to fort mode yet, so I haven't done the visitors, but they'll drop by and there are going to be artifact-related antics.

Quote from: FantasticDorf
> In prior comments a few months before the 42.01 update you mentioned a system of natural philosophers scribing down significant animal training level (jump from no knowledge to few facts etc.) as a way to progress & eventually surpass the hard cap of 'expert knowledge' and domesticate the species fully. Would this model of writing down milestones and then having a mooded book as a result be a good example of your current thoughts on future implementation of significant innovations created by scholars with impact to releasing features (such as new reactions etc.) into gameplay?

> Will the library & tavern 'Part 2' forseeably arrive at the same time on the roadmap when you are free of your current developmental focus or in seperate installments so you can focus on them indepth individually (providing a additional museum zone & unfinished new devgoals for museums might not mean that it is extended to a joint part 3)

It seems fine to me, but it's part of a larger problem and I'm not sure what's going to happen.  Right now, the scholar knowledge and professional skills sort of complement each other, when they should in fact overlap a lot.  So I'm not sure what we're going to do when it really comes down to it -- take your floodgates away until somebody invents them and you get a skilled professional or a book in your fortress?  It'd have to be something like that, but when applied to every profession, it might be way too disruptive.  We're willing to give it a shot as we go, anyway.  Though we still have a lot to do just in terms of cataloguing what innovations should be required for every profession to flesh out the scholar knowledge and then link it back to professions (there are extensive suggestion threads along these lines).  Not that every or even most professions should have to be initiated by scholars in libraries.

I have no idea what we're going to do after the current ordered releases.

Quote from: Hinaichigo
Since the myth release will seemingly take a long time to finish, do you think that you will break it up into two or more releases?

We hope so!  The upcoming artifact release is already one of these, since it was all going to be lumped in together at some point.  After the artifact release, while we're cleaning up bugs, we'll try to update the dev pages with clear divisions.  There are some large unsplittable pills to swallow among the myth/magic stuff -- when we do planar maps for instance, that'll probably be six months all on its own, which is especially long when you consider how often I underestimate things.  But a lot of good comes out of it, so it's worth it (seeing your dwarf armies/diplomats simultaneously with your fort, the afterlife, planar exploration, etc.).

Quote from: TinFoilTopHat
Once rumors are more thoroughly implemented, will the personality of people who witness an event affect the speed at which a rumor spreads? For example, if I hand off an artifact to a lord and his bodyguards are very gregarious, or lack a sense of duty, would they be more likely to spread the rumor than guards who had the opposite traits? On a related note, would relationship between witnesses and the people involved in an event relate to the speed at which a rumor spreads?

Right now there's only the initial time before it is known by everybody at a site (which is always ~2 hours I think).  Then it is spread by travelers.  It's slow and hard to control anything beyond that.  So yeah, some of these as initial effects would be fair game, or effects applied to what a traveler talks about or how much they talk, but we couldn't really control the speed finely beyond that.

Quote from: Shonai_Dweller
Regarding upcoming worldgen artifact moods:

Will the limit of once per dwarf still apply to worldgen moods? (i.e is this a 'game' limit or a 'lore' limit?)

Will historical dwarves mood in fortress mode if they've previously mooded in worldgen?

Yeah, it's a 'lore' limit, at least prior to us getting the myth release, where a potential explanation of what's actually going on is on the table.
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 31, 2017, 07:51:50 pm
Thanks for the reply toady, very speedy. Caught me by suprise, it was faster than a Boogieman's wink of a eye at dawn.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 31, 2017, 08:59:44 pm
Definitely interesting answers as always.
Title: Re: Future of the Fortress
Post by: golemgunk on February 01, 2017, 12:44:59 am
whoaa I didn't know planar exploration was on the table for the next batch of releases, I always thought that was a more distant goal.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 01, 2017, 03:01:20 am
Well technically mechanics craftsmen aren't nessecarily scholars but do occupy the field and can take apprentices, but don't really frequent the workshop with any regularity, and only make breakthroughs as current when pushed into a library, maybe the museum will change this but we'll have to see how that pans out. Still a very interesting insight to how you'd go about doing innovations and such.

Ehh more broad range of apprenticeship opportunities (need to enrol cooper *barrel maker* craftsdwarf/carpenter apprentices to learn how to make a pot/barrel with double capacity etc.) or library assigned dwarves leaving & hanging out at their own workshops to do vital research, bringing the relevant materials over when they have a eventual idea on what to make often leading to funny looking failures of half botched decorative prototypes.
Title: Re: Future of the Fortress
Post by: Max™ on February 01, 2017, 04:32:55 am
Yeah, I think having camps linked to the default civ as a parent would cover a lot of the desired world-notification/etc behavior (probably end up with adventuring groups trying to raid our camps if we are known to have artifacts there, weee, good luck getting it behind nine firewalls tiles of open space with a pillar to jump out and grab) and I eagerly await seeing what sort of amusing things happen from units checking out their neighbor's bling!
Title: Re: Future of the Fortress
Post by: Hinaichigo on February 01, 2017, 05:07:46 am
whoaa I didn't know planar exploration was on the table for the next batch of releases, I always thought that was a more distant goal.
I thought so too.

Anyways thanks Toady!
Title: Re: Future of the Fortress
Post by: Knight Otu on February 01, 2017, 03:16:12 pm
Thanks for the answers, Toady!
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on February 02, 2017, 05:21:12 am
Thanks Toady

So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 02, 2017, 05:54:13 am
My understanding is that a fully mundane world wouldn't support dwarves, as they rely on fantasy subterranean agriculture, and that you'd have humans only (in which case you'd have to play a human "fortress"). A guess is that there'd be a setting in between the fully mundane and the "normal" (i.e. current) fantasy setting where humans and dwarves existed, but not elves or goblins.
Assuming the above is correct, it would probably be a trivial matter to allow the player to chose between humans and dwarves in fortress mode under the normal setting, given that the fully mundane setting would require a fully functioning human "fortress" (and DF already supports playing non standard races technically by the addition of the appropriate tags, but since they haven't really been implemented for player use, those settlements do not function properly when played).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 02, 2017, 06:26:21 am
I think at first, it'll just be adventurer until human sites are playable (meaning, actually playable, not just fake dwarves). To tired to Google fotf reply which mentioned this but it's out there somewhere. Of course the option to turn on humans with dwarf-like tendencies will still exist as a simple mod.

On the other hand (some other fotf reply) 'full fantasy', which also won't feature dwarves, may try to produce a similar underground fortress dwelling race so you can enjoy the site game with them.

Eventually all sites will be playable (and the concept of the 'site' may have evolved quite a bit).
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 02, 2017, 09:09:58 am
I think at first, it'll just be adventurer until human sites are playable (meaning, actually playable, not just fake dwarves). To tired to Google fotf reply which mentioned this but it's out there somewhere. Of course the option to turn on humans with dwarf-like tendencies will still exist as a simple mod.

On the other hand (some other fotf reply) 'full fantasy', which also won't feature dwarves, may try to produce a similar underground fortress dwelling race so you can enjoy the site game with them.

Eventually all sites will be playable (and the concept of the 'site' may have evolved quite a bit).

Building at the moment is a little unorthodox, a lot of raw materials without workshop multiplication (multiple blocks per resource) like what's on stone would mean you would need to embark on a large forest just to keep a bit of material to build a few wooden houses & a storage area aboveground thats covered.

The food systems like Patrick point out also rely on underground/overground muddy farms favours the underground for being very easy. Compared to aboveground that needs tricky water engineering (for novices or people without a plan anyway) just to get the mud down on the ground then use the crops before in the 3 months max of planning it might take, rogue hamsters dont bite through the wooden barrels.
Title: Re: Future of the Fortress
Post by: Inarius on February 02, 2017, 09:14:08 am
I hope with this good news we will have a release before september ! That would be cool.

Toady, with the artifact release, have you an idea of the future version number ? 

Title: Re: Future of the Fortress
Post by: Rubik on February 02, 2017, 10:20:34 am
I hope with this good news we will have a release before september ! That would be cool.

Toady, with the artifact release, have you an idea of the future version number ? 

Well man, I hope we do actually get an update before that. It doesnt seem like he has much work left before finishing it
Title: Re: Future of the Fortress
Post by: Knight Otu on February 02, 2017, 10:45:00 am
I hope with this good news we will have a release before september ! That would be cool.

Toady, with the artifact release, have you an idea of the future version number ? 
Presumably the next version will be 0.44.01 or 0.45.01 depending on how Toady weighs the big additions of the release.

And yeah, while the release is probably more than a month away, September is a rather pessimistic guess.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 02, 2017, 11:30:40 am
With how inexplicably ambitious this release keeps getting, I'll be happy with a 2017 release, period. o3o
Title: Re: Future of the Fortress
Post by: Rockphed on February 02, 2017, 11:35:36 am
With how inexplicably ambitious this release keeps getting, I'll be happy with a 2017 release, period. o3o

My understanding is that Toady is between half and 2/3 done.  I predict a release before May.
Title: Re: Future of the Fortress
Post by: Inarius on February 02, 2017, 03:57:56 pm
Quote
September is a rather pessimistic guess.

There will be a group a release beginning in...July, I'd say, with some bugs, until it works. And I think this will be September when it will really work.
September is not so far, actually. If you add just one element "outside" of the Artifact arc (which is, frankly, not so unbelievable, is it ?), this is at least +2 months.
I'll be there to quote myself to prove I'm right ! :)
Title: Re: Future of the Fortress
Post by: DG on February 02, 2017, 05:16:20 pm
Has Toady mentioned whether in the first iteration you'll be able to see the tact squads in action in some sort of remote window view or will they simply disappear off screen and then update you on what's happened when/if they later return?
Title: Re: Future of the Fortress
Post by: Knight Otu on February 02, 2017, 05:57:32 pm
Quote
September is a rather pessimistic guess.

There will be a group a release beginning in...July, I'd say, with some bugs, until it works. And I think this will be September when it will really work.
September is not so far, actually. If you add just one element "outside" of the Artifact arc (which is, frankly, not so unbelievable, is it ?), this is at least +2 months.
I'll be there to quote myself to prove I'm right ! :)
Eh, the guessing game always goes wrong for me. You can have this victory even if you don't have it. :P

Has Toady mentioned whether in the first iteration you'll be able to see the tact squads in action in some sort of remote window view or will they simply disappear off screen and then update you on what's happened when/if they later return?
From the dev page (http://bay12games.com/dwarves/dev.html), it'll be the latter - the squad(s?) go off the map, and you'll get their tale when they return (or rumors on their fate if they don't).
Title: Re: Future of the Fortress
Post by: DG on February 02, 2017, 11:42:28 pm
Much obliged.
Title: Re: Future of the Fortress
Post by: Inarius on February 03, 2017, 05:01:23 am
Quote
Eh, the guessing game always goes wrong for me. You can have this victory even if you don't have it. :P

I know. It was just...well...actually I agree with Random_Dragon, but I try to be optimistic and to convince myself :)

Anyway, I can't wait with the sending squad option, this is the beginning of something much bigger I always dreamt to have in DF.
Title: Re: Future of the Fortress
Post by: wierd on February 03, 2017, 05:16:39 am
in B4 massive tales of "sent 200 dwarves to slaughter elves, FPS skyrocketed! Game crashed when they returned!"
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 03, 2017, 05:32:27 am
(http://68.media.tumblr.com/tumblr_lzh3krqs5f1r520zvo1_400.gif)

That moment when your legendary skilled & adamantium outfitted artifact reclaimer ends up fighting and defeating the whole site, and because its incompatible torches the entire place. Adios thieving treehuggers.

Title: Re: Future of the Fortress
Post by: GoblinCookie on February 03, 2017, 08:14:59 am
Thanks Toady

So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

Dwarves as they presently exist are not based upon magic at all.  Elves rely on magic extensively to make items and homes, goblins need magic because they do not need to eat or drink and have the whole relationship with demons thingy at the core of their society formation.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 03, 2017, 08:48:55 am
Thanks Toady

So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

Dwarves as they presently exist are not based upon magic at all.  Elves rely on magic extensively to make items and homes, goblins need magic because they do not need to eat or drink and have the whole relationship with demons thingy at the core of their society formation.
The 'sliders' mentioned so far are "fantasy" and "danger". Lack of 'fantasy' will result in human only worlds with no magic or existing Gods. Fantasy at max will result in a crazy mess of random beasties. Neither will feature dwarves.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 03, 2017, 08:54:08 am
Thanks Toady

So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

Dwarves as they presently exist are not based upon magic at all.  Elves rely on magic extensively to make items and homes, goblins need magic because they do not need to eat or drink and have the whole relationship with demons thingy at the core of their society formation.

If you remove the eating restriction, it doesn't break goblins at all i find, in fortress play keep farming beak dogs / making prepared meals and it all balances out because goblins will consume alcohol they dont need to survive passively at the tavern for pleasure, they still need to sleep, get tired and emotionally distressed etc like any other being. So goblins can be made interchangably mortal very easily, its the elves who are really magic bigwigs with the whole grown stuff deal with the most to gain from magic or lose from a lack of it (though not to say the goblins high amount of negative spheres won't lend kinds of magic)


Remove the sphere alignment of war (set to 512) from civs and just put in some either custom pantheon religion spheres (Thralldom, Torture, War, Fortresses, Disease) from the negative categories and as implied by what toady's saying the civ's magic (and relevant demon lord) will be influenced by that.


Levers are a little bit magic (no strings just a mechanism), as are strange moods like possessions. Just not directly magic. Humans can be spiced up with custom spheres but are mostly just generic war alignment tall goblins. (I like to use [AGRICULTURE] to imply that humans magicians might want to use their powers to water crops with related sphere of rain)

The 'sliders' mentioned so far are "fantasy" and "danger". Lack of 'fantasy' will result in human only worlds with no magic or existing Gods. Fantasy at max will result in a crazy mess of random beasties. Neither will feature dwarves.

Implying dwarves will be moved into the [SUPERNATRAL] category or whatever applicable tags / they'll be forcibly pushed into a non-supernatural scenario as slightly supernatural creatures or we'll have to play as another race (or observe glumly from legends)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 03, 2017, 08:59:15 am
In the mythgen test everything had a 'fantasy' tag which indicated what levels of fantasy they would exist at. Don't see any reason it would change too much. Also makes it easy to tweak so that dwarves appear even in the most mundane worlds.
Title: Re: Future of the Fortress
Post by: Maelum on February 03, 2017, 09:31:43 am
Will the myth generated only be 1 version of events like in legends mode? or will other civs and/or races have their own version on how everything was created, with maybe a chance for some of the myths to be somewhat connected, showing that some of those events happened? (like 2 dwarf civs talking about dwarves or other creatures being created by the same thing, showing a connection between those 2 civs)
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 03, 2017, 09:52:20 am
Will the myth generated only be 1 version of events like in legends mode? or will other civs and/or races have their own version on how everything was created, with maybe a chance for some of the myths to be somewhat connected, showing that some of those events happened? (like 2 dwarf civs talking about dwarves or other creatures being created by the same thing, showing a connection between those 2 civs)

If thats a question for toady, please highlight it in lime green please :)

(next to the right hand side of font size)

Title: Re: Future of the Fortress
Post by: Maelum on February 03, 2017, 10:02:57 am
Will the myth generated only be 1 version of events like in legends mode? or will other civs and/or races have their own version on how everything was created, with maybe a chance for some of the myths to be somewhat connected, showing that some of those events happened? (like 2 dwarf civs talking about dwarves or other creatures being created by the same thing, showing a connection between those 2 civs)

If thats a question for toady, please highlight it in lime green please :)

(next to the right hand side of font size)

ah, thank you!
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 03, 2017, 11:38:00 am
Question hot off the press for Toady.

If we are going off bucket depth, 10 containment splashes (the kind carried in water buckets) of water is not even knee height but is enough to sustain vermin fish inside aquariums. Is collecting 10 water with one bucket's worth of water to fill up a aquarium the intentional target or was there originally going to be more/multiple buckets of water to perhaps support a creature that needs 40 contaminent water (a large aquatic animal for instance) representing 4/7th's or to fill it up to a certain/specified capacity

Just as a side note i sort of shill a suggestion change about this broadly in the last part on my suggestion thread -  Water liquid misc stockpile - Salinity, bags of salt & aquariums (http://www.bay12forums.com/smf/index.php?topic=162588.0)

Its funny, poke holes in full 50 unit dwarven booze barrels and you can flood a entire fortress off the product amount alone if its equivalent to water.
Title: Re: Future of the Fortress
Post by: LordBaal on February 03, 2017, 02:07:32 pm
So we are starting the Release Pool already?

Dibs on the Captain Releasepool name if we ever get super powers.
Title: Re: Future of the Fortress
Post by: Max™ on February 03, 2017, 07:54:44 pm
As I recall with my handle question, buckets are old and weird, I think minecarts were meant to be more realistic there, and a full minecart is 5416 units of liquid, 2900+ or so is enough to get 7/7 water (or magma wee!!) in a tile when emptied.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 03, 2017, 08:09:59 pm
As I recall with my handle question, buckets are old and weird, I think minecarts were meant to be more realistic there, and a full minecart is 5416 units of liquid, 2900+ or so is enough to get 7/7 water (or magma wee!!) in a tile when emptied.

When the job to fill the aquarium is repeated (dfhack job repeats) the aquarium's water does not stack so no it doesn't seem intentional but its interesting to ask toady non-theless if they ever intended such a function or if 10 was a satisfactory amount. (sort of answered my own question i guess in a immediate practical manner)

However the item stack of water can be increased with dfhack, but getting my hands on a live fish is harder (GM uncooperative unless i import some [PET] fish from humans) and transporting them to be alive long enough to test my hypothesis that more water contaminents in the aquarium might just save them is tricky. Buckets are based off product amount not actual water data, thats just 7/7's or seventy containment powder using the same kind of code as reagents for product amount (because contaminent water is a powder splatter, wierd)

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Putnam on February 03, 2017, 08:31:24 pm
So we are starting the Release Pool already?

Dibs on the Captain Releasepool name if we ever get super powers.

0.45.01 for now.
Title: Re: Future of the Fortress
Post by: Asin on February 03, 2017, 10:39:53 pm
Is that what it'll be called or?
Title: Re: Future of the Fortress
Post by: Putnam on February 03, 2017, 11:19:20 pm
That is my bet on the next version's number.
Title: Re: Future of the Fortress
Post by: Asin on February 03, 2017, 11:33:16 pm
Ah.
Title: Re: Future of the Fortress
Post by: Rose on February 04, 2017, 12:05:24 am
So we are starting the Release Pool already?

Dibs on the Captain Releasepool name if we ever get super powers.

0.45.01 for now.
0.46.286.70q12
Title: Re: Future of the Fortress
Post by: Bumber on February 04, 2017, 12:22:19 am
...I think minecarts were meant to be more realistic there, and a full minecart is 5416 units of liquid, 2900+ or so is enough to get 7/7 water (or magma wee!!) in a tile when emptied.
Really? I thought the capacity was around 833 units or so.
Title: Re: Future of the Fortress
Post by: Max™ on February 04, 2017, 06:33:22 am
...I think minecarts were meant to be more realistic there, and a full minecart is 5416 units of liquid, 2900+ or so is enough to get 7/7 water (or magma wee!!) in a tile when emptied.
Really? I thought the capacity was around 833 units or so.
When ran through water it fills with enough to make 2/7, when filled by interacting with liquid or using a reaction it'll go up to 5416.

Also guessing 0.48 because it'll be 4 headings with several bits of various important under each.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 04, 2017, 07:22:05 am
...I think minecarts were meant to be more realistic there, and a full minecart is 5416 units of liquid, 2900+ or so is enough to get 7/7 water (or magma wee!!) in a tile when emptied.
Really? I thought the capacity was around 833 units or so.
When ran through water it fills with enough to make 2/7, when filled by interacting with liquid or using a reaction it'll go up to 5416.

Also guessing 0.48 because it'll be 4 headings with several bits of various important under each.
Surely more than four? There's four pieces left to go, having already completed the other stuff (spies, artifacts moving, artifact wars...).

However I don't agree with your math and will opt for 0.47.01
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 04, 2017, 08:44:41 am
Im calling that since reclaimation is open ended for later arcs it'll probably swing onto 46.01 with the bug fix polishes after that, the myth arc in full might push it onto 50.XX
Title: Re: Future of the Fortress
Post by: Inarius on February 04, 2017, 12:00:17 pm
I think myth & magic will push further, perhaps 0.52. It's a really big thing, after all.
Title: Re: Future of the Fortress
Post by: Putnam on February 04, 2017, 07:45:08 pm
I feel like the end of the myth&magic stuff might bring it past 0.50, yeah, but the artifact stuff specifically looks like a 0.45 to me.
Title: Re: Future of the Fortress
Post by: vjmdhzgr on February 05, 2017, 12:11:20 pm
Will the myth generated only be 1 version of events like in legends mode? or will other civs and/or races have their own version on how everything was created, with maybe a chance for some of the myths to be somewhat connected, showing that some of those events happened? (like 2 dwarf civs talking about dwarves or other creatures being created by the same thing, showing a connection between those 2 civs)
I believe Toady has expressed a desire to do so, but also that it might be difficult and weird to do so.
Title: Re: Future of the Fortress
Post by: Scoops Novel on February 05, 2017, 01:10:30 pm
Do you plan for conversation to use a similar system to books? I.e, "Golgar featherlumps give a scathing comeback to your criticism of dynastic bellydancing, with a hint of self-actualization. The crowd erupts in laughter"
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 05, 2017, 01:37:40 pm
Do you plan for conversation to use a similar system to books? I.e, "Golgar featherlumps give a scathing comeback to your criticism of dynastic bellydancing, with a hint of self-actualization. The crowd erupts in laughter"

On that note - Was it intentional for dwarves to only talk (at all) when you were creating the relevant needs (friendship) in the needs system? dwarves pursue needs very highly, and 'cliques' of dwarves usually the starting seven will remain friends, stay at high green friendship forever and never expand their friend circle or talk to strangers. Migrants don't seem motivated to make friends either unless they migrated from the same site roughly (might be generated migrants being alienated), though left to their own devices everyone on site long enough will be freindly but not friends with each other. Just no talking.
Title: Re: Future of the Fortress
Post by: Mr S on February 05, 2017, 03:31:06 pm
Snip.

That seems not so much as either a bug, or an outright intended feature, but more of an emergent behavior based on existing needs, origins, etc. as you've suggested. That said, there may be room for balancing that out, or including making new friends as a weighted priority to satisfy friendship needs.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 05, 2017, 04:19:32 pm
Snip.

That seems not so much as either a bug, or an outright intended feature, but more of an emergent behavior based on existing needs, origins, etc. as you've suggested. That said, there may be room for balancing that out, or including making new friends as a weighted priority to satisfy friendship needs.

I definitely think it needs a careful reshuffle, given that needs directly influence what a dwarf does now rather than what it could do and how their personal beliefs reflect onto it. Militia members will leave training or mid fight/station to go drink or listen to a poet in the tavern because the needs system has such a high priority and standing.
Title: Re: Future of the Fortress
Post by: GoblinCookie on February 06, 2017, 07:32:13 am
How many 'layers' are there going to be to whole fantasy/violence slider thing? How do things work at the low end of both, for instance in a world with no death what happens if we drop sentient creatures into lava since they there is also no magic to save them from being incinerated. Also would the lowest fantasy setting actually have a world that only has no active gods and magic but no concept of such things either?
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 06, 2017, 08:27:36 am
How many 'layers' are there going to be to whole fantasy/violence slider thing? How do things work at the low end of both, for instance in a world with no death what happens if we drop sentient creatures into lava since they there is also no magic to save them from being incinerated. Also would the lowest fantasy setting actually have a world that only has no active gods and magic but no concept of such things either?

No death might more inurr that the transferral to another plane of reality (hell/heaven etc.) would be instant on death rather than the ambigious alternative to the living world whether the afterlife even exists because things 'just die and thats it' (unless you did something explicit in life to earn a place at Armok's halls of blood & wine you are just a culled historical soul removed from the entry-base etc rather than everyone going there or a place when they die.)

The planar dimensions might yet not have any souls contributed from our world there but there will surely be the odd demon or twisted monster/angel around those parts to have a 'no death & high magic' world simultaneously. I think we've read too far into what toady meant by 'no death' as a literal statement.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 06, 2017, 09:17:47 am
Yeah, I don't think "minimum danger" infers no death. Just a nice safe space with no invasions or beasts to mess up your megaproject plans.
Title: Re: Future of the Fortress
Post by: Jimmius on February 06, 2017, 10:11:57 am
The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

Will the current Seige weapons (Ballista, Catapult) need retooling? Will the long awaited Boats play a part?

sorry for the multiple questions, heh.
Title: Re: Future of the Fortress
Post by: Valtam on February 06, 2017, 12:45:37 pm
The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

Will the current Seige weapons (Ballista, Catapult) need retooling? Will the long awaited Boats play a part?

sorry for the multiple questions, heh.

1. & 2. Thoughts have been given about large-scale conflicts, for sure, but they're far and between from the lower-hanging fruit we have right now, so you already know your answer for this: yes, but no details yet. We'll see when we get there.

3. Yes, current siege weapons certainly need retooling, and would probably benefit from arcs-of-fire, readily available ammunition and destructible buildings, all things that don't exist yet. It seems that the AI can't handle siege weapons yet (probably because of those reasons) so it might be something that appears whenever other multitile vehicles, such as moving embark caravans and boats, make their debut, and that could probably add more options (for example, laying siege to a coastal town or fortress through a beachhead or something). Who knows, probably other appropiate siege weapons, such as rams or moving towers, could make an appearance as well.

For now, we'll have to hold our breath for a while. Besides, starting small-scale skirmishes sounds exciting enough, can't barely wait for that.
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 06, 2017, 01:18:22 pm
Multi tile machinery (such as boats, [proper] wagons, "elevators", multi Z rising/sliding/opening doors, etc.) also ties in with larger, more complicated traps. Catapults, ballistae, battering rams, and siege towers are really military parts of the same framework, but it remains to be seen when they will make it in, as the first machines are probably more geared towards boats and trade/transport than war.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 06, 2017, 03:21:17 pm
3. Yes, current siege weapons certainly need retooling, and would probably benefit from arcs-of-fire, readily available ammunition and destructible buildings, all things that don't exist yet. It seems that the AI can't handle siege weapons yet (probably because of those reasons)

For one, since siege weapons are technically fortress mode buildings and require ammo that would be a long loooooong way off without multiple nessecary changes.

> Invaders bring ammo for siege weapons, they run out (what then? do they just abandon the static building, and rebuild a new one when you come back?)
> Have to know where to 'build' it on the site unless they bring it as a portable vehicle (which could be buggy with pathing & shooting indoors, ammo bouncing off low ceilings) and the small matter of having to define a vehicle because wagons are animals.

> Destructible buildings/tunnelers or anything like that which irreversibly destroys tiles would require a building re-write, since surfaces at the moment can be deconstructed and dug through but are entirely static. The limited nature of resources would also mean it could ruin long-term games to lose a lot of resources via a section of your fortress collapsing or having miners dig out cruicial areas.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 06, 2017, 04:40:28 pm
And check out the 10th anniversary video for details and current thinking on timing for boats and moving fortress parts.
Title: Re: Future of the Fortress
Post by: Beag on February 06, 2017, 09:24:27 pm
1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?
Title: Re: Future of the Fortress
Post by: Scoops Novel on February 06, 2017, 09:54:23 pm
1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?

You want that in lime-green. Yes to all of the above, just a matter of when.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 06, 2017, 11:54:20 pm
Quote from: Beag nulink=topic=159164.msg7353098#msg7353098 date=1486434267
1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?
And as I think I just said. Toady explains, in great detail, exactly what he's thinking about boats (and moving fortress parts) in the 10th anniversary video.

Since he's not working on it right now, and won't be for quite a while, I doubt you'll get much more information in this thread at the end of this month.

Edit --Just Google "Dwarfmoot 2016". Boats bit is actually covered in two parts. But the whole interview is interesting.
Title: Re: Future of the Fortress
Post by: Sizik on February 07, 2017, 03:09:50 pm
IIRC, boats have to wait until he's implemented planes/alternate dimensions, for obvious* reasons.

*Specifically, proper boats would require a way to have sections of the map physically disconnected from the rest of the world (so they can move around), and alternate dimensions are a simple starting case for implementing that.
Title: Re: Future of the Fortress
Post by: Beag on February 07, 2017, 11:25:20 pm
1. Will players using the magic of the gods also have to deal with corruption? For example a priest of an ocean god's corruption might be that they constantly drip salt water from their body leaving a trail of saltwater wherever they go.

2. When the myth and magic update is released will gods be able to inflict sphere specific curses besides the werecurse and vampcurse? For example someone who profanes a god of fish could be cursed to become a scaly fish monster doomed to breath salt water instead of air for the rest of their life.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 07, 2017, 11:49:47 pm
1. Will players using the magic of the gods also have to deal with corruption? For example a priest of an ocean god's corruption might be that they constantly drip salt water from their body leaving a trail of saltwater wherever they go.

2. When the myth and magic update is released will gods be able to inflict sphere specific curses besides the werecurse and vampcurse? For example someone who profanes a god of fish could be cursed to become a scaly fish monster doomed to breath salt water instead of air for the rest of their life.
1)The Mythgen introduction indicated various side effects (such 'fading' and 'losing yourself') to using certain magic. And magic effects seem to be related to whichever God or force spewed out your race, so yeah.
Title: Re: Future of the Fortress
Post by: Mr S on February 08, 2017, 11:54:29 am
1. Will players using the magic of the gods also have to deal with corruption? For example a priest of an ocean god's corruption might be that they constantly drip salt water from their body leaving a trail of saltwater wherever they go.

2. When the myth and magic update is released will gods be able to inflict sphere specific curses besides the werecurse and vampcurse? For example someone who profanes a god of fish could be cursed to become a scaly fish monster doomed to breath salt water instead of air for the rest of their life.

2) And Toady has said that more diverse curses would come eventuality, as the understanding of the gods and their interactions with the world progress. As usual, sounds good, no timeline.
Title: Re: Future of the Fortress
Post by: Beag on February 08, 2017, 08:29:36 pm
Ok, I know that certain races might get racial magic from the god or force that created them but I have 2 questions about more available magic.
1. Will there be gods that any race can worship and receive divine magic from?
2. Will there be forces that any race can tap into with the proper training to cast magic?
Title: Re: Future of the Fortress
Post by: King Mir on February 08, 2017, 09:16:03 pm
Why is DF slow? That is, how aware are you of the performance bottlenecks of the game? Do you as the developer have any special insights into what bottlenecks or weak links exist?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 08, 2017, 10:35:51 pm
Why is DF slow? That is, how aware are you of the performance bottlenecks of the game? Do you as the developer have any special insights into what bottlenecks or weak links exist?
It's a combination of many things. Some of which is as simple as poor code which can be improved (certain bugs in pathing of flyers, pets, etc), some of it could be improved through experimentation in multi-threading (but not as easily as some people seem to think and not the big complex parts like pathing). Toady's talked about this a few times (and still people seem to believe he doesn't care, doesn't know what to do about it, is oblivious, etc).
Title: Re: Future of the Fortress
Post by: Slozgo Luzma on February 09, 2017, 07:33:23 pm
This may have been asked before, but I since dwarven squads will soon be sent off the map to recover artifacts, could we possibly see caravans sent from our forts to other destinations to expand trade, and bring back exotic goods (or get ambushed) and also spread and collect news and reputation information? I ask since plans were mentioned for adv mode characters to lead caravans.
Title: Re: Future of the Fortress
Post by: MrWiggles on February 09, 2017, 10:20:11 pm
This may have been asked before, but I since dwarven squads will soon be sent off the map to recover artifacts, could we possibly see caravans sent from our forts to other destinations to expand trade, and bring back exotic goods (or get ambushed) and also spread and collect news and reputation information? I ask since plans were mentioned for adv mode characters to lead caravans.
Hello New Person.
First thing thing first. "soon" or time frames in general arent a thing. ToadyOne admits he terrible at it. He has said thats a goal.  So it'll eventually happen. As is sending off 7 dorfs to start nother fort.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 10, 2017, 01:20:16 am
According to dfhack, adventurers are all asexual. Is there any reason for this to be the case? It just seems sad that our retired adventurers will never marry and settle down. Especially now that some of them have dreams of raising a family and strong needs to make romance that us players just can't help them out with.

Far to the West is the Hairy Plain. Herds of frustrated elephant-man adventurers roam freely there...
Title: Re: Future of the Fortress
Post by: Putnam on February 10, 2017, 01:27:07 am
Adventurers aren't asexual, they're indeterminate, a special case specifically for adventurers. I'm pretty sure I actually wrote into gaydar (the script that you're likely using with DFHack that I wrote) something indicating that their sexuality is indeterminate at some point, hmm.

I'm guessing that it's not so much "asexual" as "the player will determine this at some point somehow".
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 10, 2017, 02:15:46 am
Adventurers aren't asexual, they're indeterminate, a special case specifically for adventurers. I'm pretty sure I actually wrote into gaydar (the script that you're likely using with DFHack that I wrote) something indicating that their sexuality is indeterminate at some point, hmm.

I'm guessing that it's not so much "asexual" as "the player will determine this at some point somehow".
So, what are they when they're retired? Do they gain an orientation, or are they stuck with "adventurer"?
Title: Re: Future of the Fortress
Post by: Putnam on February 10, 2017, 03:42:14 am
They stay as indeterminate afaik.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 10, 2017, 07:55:50 am
They stay as indeterminate afaik.
And does 'undeterminate' prevent retired adventurers from forming relationships and marrying?
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 10, 2017, 11:04:30 am
As far as I understand indeterminate means they behave as if asexual, and if that is correct, it will prevent them from forming lover relations and marriages (but should not prevent friendship or grudges).
A pure speculation on my part is that indeterminate is intended as a blank slate for the player to fill in, but the means to do so haven't been produced (or at least been provided).
Title: Re: Future of the Fortress
Post by: Max™ on February 10, 2017, 03:54:24 pm
Yeah, there's 0 indeterminate, 1 romance male, 2 marry male, 3 romance female, 4 marry female, they can be flipped in any combination with dfhack though I suspect having the first one active will disable the others from working, and generally units only have two of the romance/marry flipped in some combination. I remain both amused and terrified at the idea of df style combat system/reports ending up involved in romance, but having the option to start up romances and even attempt to insinuate yourself into the good graces of some site or civ ruler via marrying in, romancing the ruler, or whatnot with something like the values/emotions interfaces would be fitting with the new angle of spying and such coming in.
Title: Re: Future of the Fortress
Post by: Putnam on February 10, 2017, 06:51:22 pm
Yeah, there's 0 indeterminate, 1 romance male, 2 marry male, 3 romance female, 4 marry female, they can be flipped in any combination with dfhack though I suspect having the first one active will disable the others from working, and generally units only have two of the romance/marry flipped in some combination. I remain both amused and terrified at the idea of df style combat system/reports ending up involved in romance, but having the option to start up romances and even attempt to insinuate yourself into the good graces of some site or civ ruler via marrying in, romancing the ruler, or whatnot with something like the values/emotions interfaces would be fitting with the new angle of spying and such coming in.

Rather, it's 1 indeterminate, 2 romance male, 4 marry male, 8 romance female and 16 marry female. It's all one number.
Title: Re: Future of the Fortress
Post by: Max™ on February 10, 2017, 07:56:47 pm
Lua flags or address bits, whichever, either way it's something he's kinda got in place but not directly intended, same with the campsites/adventurer groups losing the links to their default civ, trying to leave options open for later but it kinda ended up in a funky spot since those options aren't fleshed out enough now to be interesting. I suppose we'll end up with it being tossed into the sliders like the personality stuff is now, or maybe with the physical features stuff or something if he ends up moving that from a random buttonspam-til-you-get-close-enough to a customize features screen.
Title: Re: Future of the Fortress
Post by: Hinaichigo on February 10, 2017, 10:08:02 pm
In the myth/magic releases it will be possible to generate worlds without dwarves, by setting the fantasy rating high enough to preclude dwarves from spawning. So I guess this means that those worlds will either be adventure mode only, or we will be able to play as generated races in fortress mode. Once this is worked out, would any generated civilization be playable or only certain ones? If the latter, what would the criteria be for a race being playable or not? And would that make the raw-defined races like goblins and humans and elves, etc. playable in fortress mode too?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 10, 2017, 10:41:53 pm
In the myth/magic releases it will be possible to generate worlds without dwarves, by setting the fantasy rating high enough to preclude dwarves from spawning. So I guess this means that those worlds will either be adventure mode only, or we will be able to play as generated races in fortress mode. Once this is worked out, would any generated civilization be playable or only certain ones? If the latter, what would the criteria be for a race being playable or not? And would that make the raw-defined races like goblins and humans and elves, etc. playable in fortress mode too?
The future is decades away, but yeah the aim eventually is to play 'sites' and 'adventurers' (and perhaps 'whole civ' eventually) without restriction to site type or race. This would require a lot more work though and probably won't happen in the first mythgen release.

Toady mentioned (somewhere, fotf probably) previously that on max fantasy where there'll be no regular "tolkien" races, it might arrange itself to ensure at least one underground fortress building race so you could enjoy site mode with your random weirdos right from the start.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 11, 2017, 01:52:18 am
I know it's not directly related to artifacts, but now that we've been playing fairly successfully with non-dwarf visitors for a while, are you going to allow non-dwarf citizens to arrive with migrants in the next release (or even the starting 7)? Or is that more complex than it seems and something that'll need to wait until Scenarios or whenever a major migrant revamp is due?

Seems a shame to have these great civs filled with goblins, gorlaks and elephant-men if they'll never come to play (Except their bards and mercenaries).
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 11, 2017, 05:08:42 am
Non dwarven migrants will cause trouble for those who want to play small fortresses where they build their populations themselves, as match making doesn't work over race boundaries (at least not currently). Having said that, I'm completely in favor of multi race migration being allowed, either as an option (for the world, or even better: the fortress), or "hard coded" as a function of selecting a given starting scenario.
I don't get many visitors who are not of the major races (I think the total is 2), but that's to be expected given that the minor races typically make up such a small percentage of the population of their civs.
It might be a better (or parallel) option to introduce non home civ migrants/refugees (including "wild" animal people) who come to the fortress to apply for residence/citizenship. While residents, they'd probably be restricted to hauling jobs, to make them behave in a fashion analogous to that of scholars/performers.
Title: Re: Future of the Fortress
Post by: LordBaal on February 11, 2017, 05:52:25 am
I know it's kind of a suggestion but I think it's also relevant as a question for scenarios as the post above discuss.
Toady, does a ingame mechanic about inmigrants control is planned? Like the orders from the menu, manager or nobles, where you can select:
Inmigrans:
-Allow everyone.
-Allow only dwarves.
-Allow only dwarves from own civilization.
-Allow selected races and/or civilizations. (With a sub menu where you select which races and civilizationa are allowed from a list of known ones).
-Allow none.
-Build a wall and make the goblins pay.

Or perhaps it could function as mandates too, where the ruling noble forbid Bullmen to enter the fortress because a bullmen or minotaurs killed his/her parents, or anything along those lines?
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 11, 2017, 06:39:53 am
~Snip question~

Seems a shame to have these great civs filled with goblins, gorlaks and elephant-men if they'll never come to play (Except their bards and mercenaries).

But you already can get other races migrating to your fortress within your civ.

If you were playing a race that takes slaves directly from attacked sites (citizens, not adventurers who need to qualify for citizenship) then they will act as the civilization does and migrate with other normal citizens based on a population ratio basis (70% goblins compared to 30% humans gives small odds to a human emigrating but it happens sometimes)

The issue you could say is that without any REALLY active living spaces or abodes for settled down adventurers to retire & join population statistics though the non-simulated citizenship system they don't join civs as regular members and therefore part of the living dwarf civ, just travelling around until they die occasionally breeding with another of their kind/spouse when they meet up.

As to the above point will at any point in the future AI adventurers may be able to retire from a life of adventuring *ideally for good* (after a crippling injury, success/failure, marriage etc.) so they can just join the normal civilian life?

Goblins are very tolerant (generally) so no wonder they accept anybody different to themselves (even after they snatch them from birth or take them as prisoners of war), while it might be said that most races can have individuals with very xenophobic views and that might create innate societal problems probably affecting the ratio of entity civs/animalmen there are.
Title: Re: Future of the Fortress
Post by: Max™ on February 11, 2017, 06:54:58 am
Don't need a slave taking civ actually, you can have multiple [CREATURE:blah] entries in an entity, it'll plunk them down one after the other as it cycles through, and then history can wind up with the critters that weren't your main race (i.e. dwarf first, human second, goblin third, and you pick one of the dwarf groups to play) migrating to your civ sites if you fiddle with the likes/tolerates options and end up with a much higher proportion of different races living together in what was initially a dwarven sub-unit of a multi-species civ.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 11, 2017, 07:19:08 am
~snip~

For multiple races living on the same site you do, your explicit method creates separate settlements only populated by one kind of creature. For all the creatures to live on one site slavery is the easiest option because it folds them immediately into the civilization population count and pushes them directly to become farmers/soldiers. If goblins raid elves, there will be 1 or 10 pointy eared recruits on the next skirmish depending on how fast the new slaves breed or more citizens are captured for the same civilization.

Goblins snowball the more people they enslave & settlements they pillage (which seems to increase the count of goblins each time curiously, if they are 'stealing' food to turn into population, i don't know.) because they get direct supplements to population.

Very easily you can make a 'Dark Elf' race within the same evil entity (flipping a coin on which race will generate in worldgen civ generation), but if the creature values are different they'll see the world differently and at the end of the day they aren't the same civilization as you are and you could have defined a completely separate civ for them to much the same effect.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 11, 2017, 09:05:59 am
So, you're saying that in vanilla dwarf fortress, right now, my migrant waves will automatically include the animal men, humans and others who are part of my civilization and I just haven't noticed yet because there aren't many?

My current civ has 44 humans and 3 plump helmet men compared to my 4227 dwarves. While chances are low, they can turn up in my migrant waves?

(Oh, and we have a erm...'Lemur Brute Visitor' too - will have to keep an eye out for him...).
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 11, 2017, 11:14:32 am
Yes but those are heroes (bards/monsterhunters/scholars etc.), not actual citizens. Actual citizens which take up local professions/join the military like a normal entity member can migrate but its made more unlikely by the amount of other citizens, i guess you could say they are taking up residencies but never actually make the leap for citizenship & putting down their adventurer gear.

(if their children don't immediately become adventurers/die then im not sure but then you'd have odds of 4000 dwarves to about 12 humans once they grew up, my own data was collected from goblin non-vanilla slaves which are citizens against their will and therefore adult *ontop of snatched babies*)

> Occasionally its known if a lot of dwarven babies get snatched and never rescued, then dwarves might turn up as babystealers in future (taking a civilian job) which is a example of this in action. Toady has already sort of pseudo-confirmed that racially the same secret agents will be used to infiltrate other civilisations which would be a use of civilian population.

I wish you luck with your brute visitor.
Title: Re: Future of the Fortress
Post by: Max™ on February 11, 2017, 09:14:43 pm
Dwarven babystealers is a lot more common than "occasionally" since right now they adopt the goblin ethics/values upon being kidnapped, hence the rescued kid-shanking bug.
Title: Re: Future of the Fortress
Post by: Beag on February 11, 2017, 11:17:45 pm
Ok, I know that certain races might get racial magic from the god or force that created them but I have 2 questions about more available magic.
1. Will there be gods that any race can worship and receive divine magic from?
2. Will there be forces that any race can tap into with the proper training to cast magic?
Anyone have answers for these questions?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 12, 2017, 12:16:22 am
Ok, I know that certain races might get racial magic from the god or force that created them but I have 2 questions about more available magic.
1. Will there be gods that any race can worship and receive divine magic from?
2. Will there be forces that any race can tap into with the proper training to cast magic?
Anyone have answers for these questions?
Toady (if anyone). And he'll answer at the end of the month, like always.

Be prepared for an answer along the lines of 'yeah, maybe, haven't thought that far ahead' though as it's not part of the next release. Only what's in the dev notes is really decided.
Title: Re: Future of the Fortress
Post by: Rubik on February 12, 2017, 06:54:08 am
They stay as indeterminate afaik.
And does 'undeterminate' prevent retired adventurers from forming relationships and marrying?
Would you marry someone if you are not sure what sex are you atracted to? or if you are atracted to nothing at all?

edit: let's say that we ignore arranged marriages for now, btw

Aw poop. I was scrolling through the last page reading what I had left for later, and I didnt know that a new page was made, ignore me
Title: Re: Future of the Fortress
Post by: GoblinCookie on February 12, 2017, 11:01:08 am
For multiple races living on the same site you do, your explicit method creates separate settlements only populated by one kind of creature. For all the creatures to live on one site slavery is the easiest option because it folds them immediately into the civilization population count and pushes them directly to become farmers/soldiers. If goblins raid elves, there will be 1 or 10 pointy eared recruits on the next skirmish depending on how fast the new slaves breed or more citizens are captured for the same civilization.

Goblins snowball the more people they enslave & settlements they pillage (which seems to increase the count of goblins each time curiously, if they are 'stealing' food to turn into population, i don't know.) because they get direct supplements to population.

Very easily you can make a 'Dark Elf' race within the same evil entity (flipping a coin on which race will generate in worldgen civ generation), but if the creature values are different they'll see the world differently and at the end of the day they aren't the same civilization as you are and you could have defined a completely separate civ for them to much the same effect.

Goblins do not eat food, so it is not food they are stealing.  It is more likely that you are seeing simply less goblins are dying in a scenerio where goblins successfully overrun everyone than in a scenario where they are checked. Goblin site populations always increase to hit the hardcoded maximum with no regard for food supplies, that I know. 
Title: Re: Future of the Fortress
Post by: RedKing on February 12, 2017, 03:13:12 pm
1. Does the abstracted passage of time outside Fortress and Adventure mode take into consideration pathing structures built by the player?

For a better explanation of what I'm getting at -- I have a map where there are two main continents, both populated with a variety of civilizations. At one point, the two coastlines come within a single map tile of each other. If I build a bridge linking the two continents, will the civilizations utilize it and begin establishing trade and diplomatic contacts with each other across the bridge? Either in Fortress Mode, or if I retire the fortress and go do other stuff for a few years?
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 12, 2017, 05:47:11 pm
If you build a fortress on the "water" tile, that tile suddenly becomes possible to traverse. You build the fortress on a biome that juts out into the ocean one. I use that trick to keep the goblins from taking over the world and then let them out by building a bridging fortress. Note that the fortress does not have to provide a physical passage across the water: it's sufficient for it to be present in the world tile to change if from impassable to passable. I then retire the bridging fortress and build my "real" one on the goblin side (for goblinite mining), and the "real" fortress gets access to human and elven caravans, which wouldn't be available without the bridge. Obviously, my worlds are PSV defined, so I can place the bridge and the races where I want them. I also tend to have to regenerate the world until the bridge tile actually gets some land to build on.

Thus, currently a physical structure doesn't add anything, but a fortress does (I don't know about adventure sites). I think the same kind of bridge can be created to provide access between two sides of a mountain range as well, although I haven't tried it.

There are some cases where building a bridge fortress does not provide access (visible in a failure to get access to the races at the other side pre embark) which somehow seems to be dependent on which direction the land biome enters the bridge tile, but I haven't understood the rules for that.
Title: Re: Future of the Fortress
Post by: RedKing on February 13, 2017, 07:52:43 pm
Fascinating. I'll have to play around with this.
Title: Re: Future of the Fortress
Post by: Beag on February 13, 2017, 10:06:31 pm
Here's some more questions regarding the afterlife and architecture:
1. If a person is really devoted to a god could that god reincarnate their soul as one of their angels so they could serve them for eternity?
2. Would being killed and resurrected eternally be a possible punishment for a hell like after life plane?
3. Would it be possible that on some hell like planes the souls of the wicked are reformed into demons to wreck chaos and destruction?
4. I know in the myth and magic update there will be an option to create really weird races, my question is would they also get random architecture for their sites? Especially if there are no humans, dwarves, elves, goblins etc.?
5. Also would such randomly generated races also have randomly generated laws, cultural values, government hierarchies etc.?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 13, 2017, 10:18:41 pm
Here's some more questions regarding the afterlife and architecture:
1. If a person is really devoted to a god could that god reincarnate their soul as one of their angels so they could serve them for eternity?
2. Would being killed and resurrected eternally be a possible punishment for a hell like after life plane?
3. Would it be possible that on some hell like planes the souls of the wicked are reformed into demons to wreck chaos and destruction?
4. I know in the myth and magic update there will be an option to create really weird races, my question is would they also get random architecture for their sites? Especially if there are no humans, dwarves, elves, goblins etc.?
5. Also would such randomly generated races also have randomly generated laws, cultural values, government hierarchies etc.?
I guess Toady will have more to say later (or not as is usually the case with questions about the future which belong in the suggestions forum, not here). But:
4) We don't have varying architecture for different civs right now, but it's been mentioned as something which may be implemented. At that point, probably. But unless a major reworking of sites happens beforehand (which it might) the initial version of mythgen will probably be limited to Town, Underground Fortress, Tree village, Dark Pits as they are now.

6) Cultural values for human civs are random right now, so almost certainly will be for random beast civs (or, more likely procedurally generated to link to their creation myth). Laws and government heirarchies don't really exist at the moment, but again, customizable, procedurally generated laws and heirarchies have been mentioned (for the Scenarios release) so, at that point, yeah they'll be random probably.
Title: Re: Future of the Fortress
Post by: Max™ on February 14, 2017, 02:09:18 am
Do things like regional resurrection interactions work during world-gen? Does it need something like the IS_HIST_STRING1/2 lines? It works fine in play (to my amusement, as I forgot I had experimented with them) but I was hoping to use it to avoid the situations where "gigantic and absurdly tough megabeast was struck down by a camel in the middle of nowhere in 62" type events were permanent.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 14, 2017, 11:33:39 am
Do things like regional resurrection interactions work during world-gen? Does it need something like the IS_HIST_STRING1/2 lines? It works fine in play (to my amusement, as I forgot I had experimented with them) but I was hoping to use it to avoid the situations where "gigantic and absurdly tough megabeast was struck down by a camel in the middle of nowhere in 62" type events were permanent.

I have seen zombie notable beasts in legends mode before, but it seems to be rare unless you deliberately encourage it through evilness. Easiest way to get a lot is to generate a Monster Island set to include evil regions, as chances are the ENTIRE island will come out evil.
Title: Re: Future of the Fortress
Post by: Max™ on February 14, 2017, 01:19:54 pm
I wanted to make sure I had it working right so I set it to ALL terrains, but it's not an animate interaction, it's a resurrection one which does work after world-gen is over, but not during for some reason.
Title: Re: Future of the Fortress
Post by: Imic on February 16, 2017, 04:47:54 am
In the future, could we be able to make our own object testing arenas?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 16, 2017, 04:58:05 am
In the future, could we be able to make our own object testing arenas?
There's an editor planned so you'll be able to make whatever you like. It's even in the dev notes. Might be quite a long way in the future though.
Title: Re: Future of the Fortress
Post by: Putnam on February 16, 2017, 06:29:47 am
The arena is already fully customizable in data/init/arena.txt
Title: Re: Future of the Fortress
Post by: Imic on February 16, 2017, 07:36:19 am
In the future, could we be able to make our own object testing arenas?
There's an editor planned so you'll be able to make whatever you like. It's even in the dev notes. Might be quite a long way in the future though.
Thenk goodness.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 16, 2017, 11:14:41 am
Quote
Your adventurer can now name any of their legally-nameable objects (so e.g. no arrow stacks, but you can name individual arrows).

Aw yiss. Next time I kill a dragon with a spear I made myself, I'll definitely be naming it Tamunnazweng.

...unless I'm playing kobolds or surfaced cave-natives in my mod, in which case I'm fucked. o3o
Title: Re: Future of the Fortress
Post by: Rose on February 16, 2017, 11:17:23 am
Will you be able to follow offsite dwarfs to where they do battle, or will they simply come back some time later, when you get to see if they were successful or not?
Title: Re: Future of the Fortress
Post by: Knight Otu on February 16, 2017, 12:38:48 pm
The latter

Has Toady mentioned whether in the first iteration you'll be able to see the tact squads in action in some sort of remote window view or will they simply disappear off screen and then update you on what's happened when/if they later return?
From the dev page (http://bay12games.com/dwarves/dev.html), it'll be the latter - the squad(s?) go off the map, and you'll get their tale when they return (or rumors on their fate if they don't).
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 16, 2017, 02:29:48 pm
But the plan is to eventually go multi site, which will provide the framework for following them. That should be a fair number of major releases off, though, so I wouldn't expect it this decade, as myth and magic will take a fair number of releases to cover.
Title: Re: Future of the Fortress
Post by: Max™ on February 16, 2017, 03:40:11 pm
I wonder if the rightmost local fort map could have an option to swap it at least temporarily (assuming there are people who use it and would care if it went away) for something like the zoomed in travel map with your army and nearby armies moving around their current active site?
Title: Re: Future of the Fortress
Post by: kontako on February 16, 2017, 05:45:34 pm
Will (Non-Player) adventurers ever abandon their quests? - Or fail without the ending result be their death?
Title: Re: Future of the Fortress
Post by: Putnam on February 16, 2017, 08:16:48 pm
In the future, could we be able to make our own object testing arenas?
There's an editor planned so you'll be able to make whatever you like. It's even in the dev notes. Might be quite a long way in the future though.
Thenk goodness.

Again, already in the game. data/init/arena.txt
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 16, 2017, 08:32:09 pm
In the future, could we be able to make our own object testing arenas?
There's an editor planned so you'll be able to make whatever you like. It's even in the dev notes. Might be quite a long way in the future though.
Thenk goodness.

Again, already in the game. data/init/arena.txt
I mean, there's an actual editor, for creating worlds and sites to your exact specifications in the works.
Title: Re: Future of the Fortress
Post by: Bumber on February 16, 2017, 09:12:15 pm
What other things besides artifacts will we be able to send our armies after in the first release? Books? Historical items? Beasts and people (i.e., capture/assassinate)?
Title: Re: Future of the Fortress
Post by: Rubik on February 17, 2017, 02:09:59 am
What other things besides artifacts will we be able to send our armies after in the first release? Books? Historical items? Beasts and people (i.e., capture/assassinate)?
Iirc, last one would tie more with the army arc, and there's no fixed time for that
Books are specifically confirmed (I think he said on twitter that you could do quests for scholars and retrieving books) probably because the game handles them as artifacts
Historical items, in the sense of relics? Most probably. In the sense of ''I just named my jug Andrew!'', probably not

On a side note, to capture creatures, I think we eould need tying/handling and/or dragging people and creatures, unless yo let your warriors use cages as pokeballs forever, and that's also far enough in the development (not pokeballs though, that's probably never coming)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 17, 2017, 02:23:31 am
Sending out squads is directly part of the army arc. It's just up to Toady if he considers adding 'slay a monster' squads to the regular artifact recovery squads as low hanging fruit for this release. Interested in this answer myself. I imagine it's more difficult than it seems. Especially as Npcs were specifically not given slay-a-beast quests.
Title: Re: Future of the Fortress
Post by: Rubik on February 17, 2017, 05:47:44 am
Yeah, I still am surprised that we are getting such ammount of npc action so soon
You really have to consider many many things when making them quite autonomous as Toady wants them to be. His dev. logs reflect this, and the bugs that come will surely be hilarious, but I wonder if everything will come out fine for the next release
Title: Re: Future of the Fortress
Post by: Inarius on February 17, 2017, 09:42:39 am
I think that's the reason of his lack of progress of the last month. This is a really big thing.
Title: Re: Future of the Fortress
Post by: Rockphed on February 17, 2017, 10:25:49 am
Sending out squads is directly part of the army arc. It's just up to Toady if he considers adding 'slay a monster' squads to the regular artifact recovery squads as low hanging fruit for this release. Interested in this answer myself. I imagine it's more difficult than it seems. Especially as Npcs were specifically not given slay-a-beast quests.

I expect that we might be able to effectively send squads to kill dragons in their lairs if we know that they have some object of value to send the squad after.  My personal hope is to be able to send squads out to retrieve kidnapped children.
Title: Re: Future of the Fortress
Post by: Colev0 on February 17, 2017, 01:29:03 pm
It's been said that artifacts will only be able to wear down or break under certain conditions, but a what about regular items that an adventurer turns into artifacts after worldgen? Will they follow the same rules as traditional artifacts?
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 17, 2017, 02:53:42 pm
It's been said that artifacts will only be able to wear down or break under certain conditions, but a what about regular items that an adventurer turns into artifacts after worldgen? Will they follow the same rules as traditional artifacts?

Remember that regular items can already be named in fortress mode by dwarves, at least allegedly. So if those remain able to break down (I think they can?), then I'd guess the same applies to adventurer-named ones, unless the logic for "lesser" artifacts is changed.
Title: Re: Future of the Fortress
Post by: Max™ on February 17, 2017, 11:14:39 pm
There are 6 quality levels, artifact being the top, and there are two flags that directly control artifact behavior, one we call just artifact which keeps stuff like an axe from being used for tree cutting/butchering, and one we call artifact_mood which controls if items can be destroyed apparently, flipping it makes things indestructible, and I don't think it has to be flipped for all named items automatically, though books in a necromancer tower can handle having it dropped on them without being destroyed or damaged and sit in fires without falling apart last time I checked.
Title: Re: Future of the Fortress
Post by: Rubik on February 18, 2017, 03:05:07 am
Well, book burning is a common trope in literature, so they'll probably be downgraded to just named artifacts in the future. Books are fairly fragile

I suspect relics (specifically divine ones) will have odd effects if you break one, like producing everlasting fire, or making any tile that sorrounded it become a chasm ( and after some time, the new sorrounding tiles and so and so)
That sounds like the kind of stuff an adventurer should go talk a god to
Title: Re: Future of the Fortress
Post by: Untrustedlife on February 18, 2017, 09:40:05 pm
Yeah, I still am surprised that we are getting such ammount of npc action so soon
You really have to consider many many things when making them quite autonomous as Toady wants them to be. His dev. logs reflect this, and the bugs that come will surely be hilarious, but I wonder if everything will come out fine for the next release

Well i mean over the past couple major releases npcs have been becoming more and more active, even now there are people traveling around the world map finding work, hunting beasts, recaliming sites, building enw ones, and all that stuff while you play, so i imagine it will come out alright.
http://dwarffortresswiki.org/index.php/DF2014:World_activities
Title: Re: Future of the Fortress
Post by: Max™ on February 19, 2017, 03:51:27 am
Huh, I guess I hadn't asked it, so before I do the bug report I figured I'd put up an official check: is the "See Great Beast" need supposed to be fulfilled by talking to any historical figure, or was that a placeholder for a point where a unit can recognize that they are looking at a semi/megabeast type of critter? Similarly is there a specific trigger for the "See Animal" and "Wander" needs? I've never been able to figure out exactly why they end up fulfilled sometimes, being around animals and roaming in the middle of nowhere doesn't do it consistently.
Title: Re: Future of the Fortress
Post by: Untrustedlife on February 19, 2017, 02:35:38 pm
SO toady, when will we be able to join new religions in adventure mode again and why was it taken out?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 19, 2017, 04:29:53 pm
SO toady, when will we be able to join new religions in adventure mode again and why was it taken out?
No idea about why, but as to when, religion is about to get a massive revamp. Take a look at the dev notes. Nothing about the current religion system looks like it's going to survive.

What was the original system like?
Title: Re: Future of the Fortress
Post by: Rubik on February 19, 2017, 04:33:09 pm
SO toady, when will we be able to join new religions in adventure mode again and why was it taken out?
eh, as of now, it doesnt serve any purpose besides roleplaying, so he probably didnt think much of adding that option for now

edit:plus what Shonai said, it'll surely get redone 'soon', as the myth/magic update is close to all religion-related stuff
Title: Re: Future of the Fortress
Post by: ZM5 on February 20, 2017, 08:00:03 am
Non-magic related - will towns and the like have restricted, guarded areas where civilians and outsiders aren't allowed to enter? Treasuries, armories, or other vital structures.

Tying into that - will the guards of a group that controls the site have their own uniforms with specific symbols? Could allow the player to sneak past guards and so on.

I realize this would require a LOT of fine-tuning, i.e guards in a predominantly human town being suspicious if an animal person or goblin wearing a bloodstained uniform would show up demanding to be let in - even humans from another civilization would probably have to raise suspicions, as the game does keep track of different population infos regarding traits like skin, hair and eye colour.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 20, 2017, 01:29:15 pm
I realize this would require a LOT of fine-tuning, i.e guards in a predominantly human town being suspicious if an animal person or goblin wearing a bloodstained uniform would show up demanding to be let in - even humans from another civilization would probably have to raise suspicions, as the game does keep track of different population infos regarding traits like skin, hair and eye colour.

If that last bit ever gets added, literally the first thing that'll happen is a bug report about a hearthperson getting attacked by their comrades because the player hit "randomize appearance without respecting population info" when creating a character. :V
Title: Re: Future of the Fortress
Post by: Kitsune on February 20, 2017, 03:40:47 pm
~snop~

If that last bit ever gets added, literally the first thing that'll happen is a bug report about a hearthperson getting attacked by their comrades because the player hit "randomize appearance without respecting population info" when creating a character. :V

And after the bug gets resolved the players would instead wonder why there adventure always start with only one parent to find out they got a divorce because their dad didn't believe their mom that it was their child because of the random genetics.
Title: Re: Future of the Fortress
Post by: Rubik on February 20, 2017, 05:44:06 pm
~snop~

If that last bit ever gets added, literally the first thing that'll happen is a bug report about a hearthperson getting attacked by their comrades because the player hit "randomize appearance without respecting population info" when creating a character. :V

And after the bug gets resolved the players would instead wonder why there adventure always start with only one parent to find out they got a divorce because their dad didn't believe their mom that it was their child because of the random genetics.

That would actually be pretty hilarious
I was also gonna say that it'd sad if all adventurers got divorced parents, but then I remembered that none of the adventurers we can play now have any family to soeak off, so it's alright
Title: Re: Future of the Fortress
Post by: Kitsune on February 21, 2017, 02:00:25 am
~snop~
~double snop~

And after the bug gets resolved the players would instead wonder why there adventure always start with only one parent to find out they got a divorce because their dad didn't believe their mom that it was their child because of the random genetics.

That would actually be pretty hilarious
I was also gonna say that it'd sad if all adventurers got divorced parents, but then I remembered that none of the adventurers we can play now have any family to speak off, so it's alright

Well maybe we'll get the whole town not recognizing the player because of the artifacts that mess with the players looks, until the town just gets uses to the player's shenanigans.
Title: Re: Future of the Fortress
Post by: ZM5 on February 21, 2017, 05:20:10 am
Lol, I didn't even think of potential early, hilarious bugs that could come from that. These are great.
Title: Re: Future of the Fortress
Post by: Rockphed on February 21, 2017, 03:54:25 pm
Lol, I didn't even think of potential early, hilarious bugs that could come from that. These are great.

Hilarious, and hilariously stupid, bugs are why I play this game some days.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 21, 2017, 03:59:53 pm
Lol, I didn't even think of potential early, hilarious bugs that could come from that. These are great.

It is inevitable. 3:
Title: Re: Future of the Fortress
Post by: Rubik on February 22, 2017, 02:40:00 pm
Lol, I didn't even think of potential early, hilarious bugs that could come from that. These are great.

Hilarious, and hilariously stupid, bugs are why I play this game some days.

Sometimes I feel a bit anxious thinking about how the finished version of this game will (supposedly) have no bugs, and be perfected in most ways, without secret stuff for us to discover
Then I remember that botes, parallel universe travels, law and justice and real theology are things confirmed for this last version and I just feel okay
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 22, 2017, 04:48:15 pm
Lol, I didn't even think of potential early, hilarious bugs that could come from that. These are great.

Hilarious, and hilariously stupid, bugs are why I play this game some days.

Sometimes I feel a bit anxious thinking about how the finished version of this game will (supposedly) have no bugs, and be perfected in most ways, without secret stuff for us to discover
Then I remember that botes, parallel universe travels, law and justice and real theology are things confirmed for this last version and I just feel okay
I can't think of many games that have no bugs despite being in "final" versions and costing actual money. Wouldn't worry too much about it. It's a long, long way away and they said they'll most likely continue working on it after version 1.0.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 22, 2017, 10:40:25 pm
Apologies for the double-post. Guess I'm in a slow time zone or something...

 So, sites will have these 'invisible bulletin boards' of quests for npcs to pick up, right? Will retired player fortresses also get these? It would be nice to see my old dorfs going out artifact hunting by themselves while I'm away.
Title: Re: Future of the Fortress
Post by: Kitsune on February 23, 2017, 02:47:17 am
Apologies for the double-post. Guess I'm in a slow time zone or something...

 So, sites will have these 'invisible bulletin boards' of quests for npcs to pick up, right? Will retired player fortresses also get these? It would be nice to see my old dorfs going out artifact hunting by themselves while I'm away.

I hope there is an option when you retire an adventure, so if you want him to just settle down with his wife, DON'T JUST LEAVE HER WITH THE KIDS, BE THE BEST DAD.

*sobbing*
Title: Re: Future of the Fortress
Post by: Torchwood202 on February 23, 2017, 11:36:14 pm
When I imagine a siege invader demanding an artifact in Dwarf Mode, I see it as the game pauses, you get the prompt (like a forgotten beast announcement) and you must accept or refuse the demand immediately.

Don't know if it's been said already, but if siege invaders demand an artifact, you should...
A) Alongside the demand prompt, be provided a rough status report on number of units, level of gear, and how screwed you may or may not be.
B) Actually be allowed a small amount of time between the demand and the actual player decision, allowing one to survey the invaders manually.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 24, 2017, 12:08:13 am
When I imagine a siege invader demanding an artifact in Dwarf Mode, I see it as the game pauses, you get the prompt (like a forgotten beast announcement) and you must accept or refuse the demand immediately.

Don't know if it's been said already, but if siege invaders demand an artifact, you should...
A) Alongside the demand prompt, be provided a rough status report on number of units, level of gear, and how screwed you may or may not be.
B) Actually be allowed a small amount of time between the demand and the actual player decision, allowing one to survey the invaders manually.
Realistically would you know how many enemy there are?
It would be fun if goblins bluffed. 'Fear me and my 300 trolls', but you can only just make out 6 or 7 coming over the hill in the distance. Do you hand over your artifacts? Stand and fight. 'Oops forgot to mention my hoard of dragons...'.

And, what if they just sent a messenger? "We'll invade you next week unless you hand over that fine chalk earring."

DF could do with being a bit more Fun these days. Being able to skip a siege you can't handle kind of makes it boring.

Now, handing over your artifacts and then being sieged anyway would be tremendously funny.
Title: Re: Future of the Fortress
Post by: Inarius on February 24, 2017, 02:51:26 am
As long as you can just raise the drawbridge to stop any invasion, this kind of message won't be very effective.
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 24, 2017, 02:54:26 am
@Kitsune: Given that adventurers' sexual preferences are undetermined currently, there's no risk/chance of kids being abandoned, and I don't see the upcoming release having any particular reason to address that issue.

Artifact threats: I would guess an artifact threat would be treated more like petitions are currently than how diplomats behave. With petitions you're notified, can bring it up and review it, and back out to do the background checks that are currently completely missing from the screen, before coming back to make a decision (and the current diplomacy stuff could do with a re-implementation, which will probably be done eventually, but I suspect artifact demand isn't touching the issue sufficiently to do it now).

@Shonai_Dweller: Was it a threat of selling a "hoard" of dragons to the fortress or to unleash a "horde" of them at it ;)?
And you're perfectly entitled to decide you won't hand over the chalk earring you've always hated out of spite to get your Fun, while another player can pay the annoyance off to get on with the covering of the surface with a charcoal floor.
However, I wouldn't mind if you refused/didn't respond and they withdrew their demand when they had breached the fortress as they figured they'd be a position to take both the artifact and the fortress at that point. Might be a bit tricky to implement a tactical evaluation of when the tipping point has been reached, though.

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 24, 2017, 03:01:32 am
Hoard. Goblins collect them like pokemon. 8)
Blame posting on phone on train at rush hour...

Well, hopefully there's a big hit to overall fortress morale/sanity for giving up artifacts, and not just for the maker. That would link nicely to the need to send out artifact recovery squads.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 24, 2017, 12:35:58 pm
Quote
That'll have to start next month -- in a few days I'll be leaving for GDC. It was healthy for Bay 12 when I went there for the first time last year, so I figured I give it another go. I'll be back on the 4th, so there will be a delay on the monthly report and the Future of the Fortress reply.

Anyone hyped for DF2018 yet? o3o
Title: Re: Future of the Fortress
Post by: Rubik on February 24, 2017, 01:13:31 pm
Quote
That'll have to start next month -- in a few days I'll be leaving for GDC. It was healthy for Bay 12 when I went there for the first time last year, so I figured I give it another go. I'll be back on the 4th, so there will be a delay on the monthly report and the Future of the Fortress reply.

Anyone hyped for DF2018 yet? o3o
By my crude calculations, we are probably actually getting this update on the first week of august, aprox.
and Im being optimistic but that's probably my need of an update talking for me
hey Toady, if you read this and it somehow, for some reason, the game gets actually updated in august, could you quote this post when the update is posted, it would make me very happy
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 24, 2017, 02:11:56 pm
Maybe. I recall someone's guessed july, another's guessed september, and I've said I'll be happy if we get a 2017 update at all.

Place your bets, I guess.
Title: Re: Future of the Fortress
Post by: Kitsune on February 24, 2017, 06:21:57 pm
@Kitsune: Given that adventurers' sexual preferences are undetermined currently, there's no risk/chance of kids being abandoned, and I don't see the upcoming release having any particular reason to address that issue.

~snap~

~snop~

I was more referring to the point at which it could happen, not saying it's next release or even close.

Maybe. I recall someone's guessed july, another's guessed september, and I've said I'll be happy if we get a 2017 update at all.

Place your bets, I guess.

I bet it will happen, some day, OVER THE RAINBOW!
Title: Re: Future of the Fortress
Post by: Inarius on February 25, 2017, 01:52:28 pm
Quote
Maybe. I recall someone's guessed july, another's guessed september, and I've said I'll be happy if we get a 2017 update at all.

Yeah, it was me. With the GDC thing and the textbook, I think that adds 1 month delay, not more ! So september is still my best guess :)
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 25, 2017, 03:15:42 pm
In before new year and we're still waiting for .43.06. o3o
Title: Re: Future of the Fortress
Post by: Putnam on February 25, 2017, 09:37:46 pm
probably 0.45.01, or at least that's what i'm betting on
Title: Re: Future of the Fortress
Post by: Witty on February 26, 2017, 11:29:34 am
Toady, how will player adventurer named items be treated in a player fortress? Would they just be treated as another unique blue named item in the artifact screen?
Title: Re: Future of the Fortress
Post by: Max™ on February 26, 2017, 04:05:37 pm
That's what I would expect.
Title: Re: Future of the Fortress
Post by: Rubik on February 27, 2017, 11:12:50 am
@Kitsune
Your energetic behaviour fills me with determination!
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 27, 2017, 11:40:40 am
@Kitsune
Your energetic behaviour fills me with determination!

Rubik confirmed for Focused!
Title: Re: Future of the Fortress
Post by: KillzEmAllGod on February 27, 2017, 10:12:53 pm
How far off are forts being able to send requests for monster hunters or groups of mercenaries to show up at the fort?
Will player forts be able to offer quests to visitors?
Seeing as there's been a bit of inaction from invaders since the world came alive will there be actions within a fort that can cause invaders to show up more often?
Has the Loyalty cascade bug been addressed at all given that there was something like that with the guard and the lord or might this issue be dealt with in the future?

Some might have been asked, I'm more looking forward to the Fortress Starting Scenarios then massive magic one. I just want pointless laws and a dysfunctional society.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 27, 2017, 10:26:07 pm
How far off are forts being able to send requests for monster hunters or groups of mercenaries to show up at the fort?
Will player forts be able to offer quests to visitors?
Seeing as there's been a bit of inaction from invaders since the world came alive will there be actions within a fort that can cause invaders to show up more often?
Has the Loyalty cascade bug been addressed at all given that there was something like that with the guard and the lord or might this issue be dealt with in the future?

Some might have been asked, I'm more looking forward to the Fortress Starting Scenarios then massive magic one. I just want pointless laws and a dysfunctional society.
Doesn't seem very important to be able to request mercs right now. Open an inn and hundreds turn up whether you want them or not.

Invaders turn up just fine. They're just set to not show up until you reach population 80. Which takes quite a while so some people think they've gone missing like in the last release. Just change the trigger to something lower if you want sieges sooner.

Artifacts will also be attractors of invaders in the next release. Not quite sure how much impact that will have though. Theoretically it might cause people other than those at the nearest site to come and attack you. Which would be nice as that site running out of troops is a reason sieges might stop coming right now.

Loyalty cascades are very much toned down compared to before. Even a recent report during the last release of visitors suddenly fighting due to a siege was addressed and tweaked more. The devblog confusion was caused by something completely new, so irrelevant (and fixed already before release apparently). "Loyalty cascade bug" is not any one thing, it's a result of having deeply conflicted, complex individuals populating the world.
Title: Re: Future of the Fortress
Post by: Beag on February 28, 2017, 07:32:37 pm
I hope Toady One answers my questions in his upcoming Future of the Fortress reply.
Title: Re: Future of the Fortress
Post by: KillzEmAllGod on February 28, 2017, 08:02:45 pm
Doesn't seem very important to be able to request mercs right now. Open an inn and hundreds turn up whether you want them or not.

Invaders turn up just fine. They're just set to not show up until you reach population 80. Which takes quite a while so some people think they've gone missing like in the last release. Just change the trigger to something lower if you want sieges sooner.

Artifacts will also be attractors of invaders in the next release. Not quite sure how much impact that will have though. Theoretically it might cause people other than those at the nearest site to come and attack you. Which would be nice as that site running out of troops is a reason sieges might stop coming right now.

Loyalty cascades are very much toned down compared to before. Even a recent report during the last release of visitors suddenly fighting due to a siege was addressed and tweaked more. The devblog confusion was caused by something completely new, so irrelevant (and fixed already before release apparently). "Loyalty cascade bug" is not any one thing, it's a result of having deeply conflicted, complex individuals populating the world.
[/quote]
Not seen a monster hunter show up yet.

Invaders have other places in the would to be attacking so the fortress isn't the only target.

Loyalty cascades are strange so might just rephrase that to How does identities impact factions and loyalties?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 28, 2017, 10:07:00 pm
Monster hunters are acknowledged to be broken. Or they're so rare they never show up. Or are actually those crossbow mercs that do show up but their petitions are broken. Something like that.
Title: Re: Future of the Fortress
Post by: Rubik on March 01, 2017, 12:19:46 am
I hope Toady One answers my questions in his upcoming Future of the Fortress reply.
he doesnt usually leave many of them unanswered
Title: Re: Future of the Fortress
Post by: iceball3 on March 03, 2017, 06:05:48 am
With the advent of the new mentioned "sending folks off the map" for artifact fetching situations, will we see more discrete explicit strategic interactions come into play in concerns with nearby sites and their holders, or is that for another release cycle? For instance, making deliberate diplomatic demands/requests to groups associated with nearby sites, as well as receiving them likewise.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on March 05, 2017, 06:34:25 am
In the current version, once you found a fortress near a goblin civ, they declare war on your civilization and usually end up decimating them. Sometimes goblins also declare war on nearby human and elf civs, conquer their sites and make you unable to trade with them.

So, two questions: why do goblins declare war on your civ if you settle near them and what makes goblins so successful in conquest post-world gen?
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 05, 2017, 07:29:41 am
In the current version, once you found a fortress near a goblin civ, they declare war on your civilization and usually end up decimating them. Sometimes goblins also declare war on nearby human and elf civs, conquer their sites and make you unable to trade with them.

So, two questions: why do goblins declare war on your civ if you settle near them and what makes goblins so successful in conquest post-world gen?
Goblins are supposed to be EVIL and are lead by demon masters. Somehow they've also taken on the role of somewhat ordinary civ building creatures, though. On the civ level they're out to enslave everyone else, as directed by their masters, while on the individual level they have somewhat barbaric original customs and inherent nasty traits, but aren't out of place as members of other civs (such as the cannibalistic elves or constantly in-fighting humans). The odd thing is rather that goblins frequently are at peace with the elves and/or humans you are in contact with, while they really ought to be at the --- "not currently at war" stage.
Goblins do not age, do not need to eat, and can thrive in any biome that isn't good or too savage (or too wet: they can't handle oceans...). These characteristics give them advantages that let them dominate the world given enough time in most cases.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 05, 2017, 08:15:59 am
In the current version, once you found a fortress near a goblin civ, they declare war on your civilization and usually end up decimating them. Sometimes goblins also declare war on nearby human and elf civs, conquer their sites and make you unable to trade with them.

So, two questions: why do goblins declare war on your civ if you settle near them and what makes goblins so successful in conquest post-world gen?

I have a impromptu answer to this question, goblins are set to a hostile default (because of babysnatcher prefix) and often the civ (human, elves) are the aggressor because goblins have abhorrent ethical standards (treatment of animals/plants/eating of bodies etc.) as when goblins attack nearby settlement (attacking dwarfs who almost never call aggressive wars) they have their own motives based more in politics rather than ethics.

> In a defensive war, every time a village is sacked by goblins it collectively makes the goblins stronger and the opposing side weaker, i don't know precisely why but the amount of goblins increases (you could say this is population management saying pillaging = more food/wealth increase the pop cap) usually goblins hold out well enough to starve the wars off or remain stifled and don't do anything for the remaining of worldgen.

If post-artifact update we gained more elaborate negotiation as well as player input to diplomatic decisions (formal agreement being to hand over a artifact on threat of war, then denying it by locking it in the room past the deadline), we might understand more about the reasons goblins get triggered to commit to wars themselves without obvious ethical conflicts (goblins inhibit 'evil' spheres, adding more primary spheres doesn't do much for them behaviorally though its a interesting thing to do.)


If you unset the ability to not eat, and instead make them carnivorous (goblins are already bone carnivores and eat food just fine) i find there is no difference to goblin population in relevance to the hardiness of them because they carry food (trolls/beak dogs) which are replenished via common domestic wherever they go. (Plus no biome supp numbers, just a base of 1)

Using the pillaging example, "Stolen Wealth = Food = Population growth -> More animals = Small increment to total Wealth & Population sustainability", when that formula goes wrong you see spirals of population even beyond the defined cap of a site as the civ becomes immensely wealthy via a mix of labor created items (big dark fortresses have great stashes of discarded goblinite because of defined space for weapons piles the civ fills up from invaders & dead soldiers/production) animals increase and obviously each member of the civ must be clothed adding to value.

Besides kobolds or thieves/site being routed and finished there is no natural way to divide up that value or detract from it.

> Question for Toady, if you were to tally up (for ease sake omitting value of the walls and value per discovered floorspace) the cost of a hillock or world-gen fortress based on its founding furniture, how many units of Urist would it cost to 'buy' a prebuilt settlement?

Which is economically important if you were to do math saying that 1500 urists is a generic supply budget for founding a fortress that hasn't already been prefabbed and equipped to buy the tools, and experts and then from there on rely on immigrants, traders and local production.
Title: Re: Future of the Fortress
Post by: Eric Blank on March 05, 2017, 11:53:42 am
can war animals/pets follow their owners when they're sent away? Can we beef up our recovery squad by assigning them a bunch of war dogs?
Title: Re: Future of the Fortress
Post by: Rubik on March 05, 2017, 01:08:24 pm
@FantasicDorf
When I find myself thinking about DF with a proper economy implemented, I also tend to ask what the core value of urists would be
If we apply some rudiments of economy, we get that it's none
Or, more precisely, money has only the value people give it, and it's subject to change over time and circumstances
So, I guess that each time you created a world, the prices for buying stuff, pre-built settlements included, should be different

As it is right ow, all civilization-spawning creatures use coins with the same value, independently from the nation's economy, which is already pretty unrealistic
But to be honest, I would prefer if we had different coins from each civ, and made the rawified or something, than having a single different coin for each civ of a race. It makes merging gold coins absolutely horrible when you loot a burned town
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 05, 2017, 02:13:23 pm
Hmm. What'd also be interesting is if the coins had values more comparable to some historical standards, like the classic Roman "1 aureus = 25 denarii" value for gold and silver coins.
Title: Re: Future of the Fortress
Post by: Rubik on March 05, 2017, 02:53:29 pm
Hmm. What'd also be interesting is if the coins had values more comparable to some historical standards, like the classic Roman "1 aureus = 25 denarii" value for gold and silver coins.

I must recognize that procedurally generated currency exchanges and banks related affairs really make me giggle from pure excitedness
I wonder just how far away does Toady think the economy update is?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 05, 2017, 04:39:19 pm
Hmm. What'd also be interesting is if the coins had values more comparable to some historical standards, like the classic Roman "1 aureus = 25 denarii" value for gold and silver coins.

I must recognize that procedurally generated currency exchanges and banks related affairs really make me giggle from pure excitedness
I wonder just how far away does Toady think the economy update is?
I don't think you'll get a clear answer for this. He doesn't keep a schedule.

Last clear "plan" was 'boats before economy' which will follow 'Scenarios' (massive law, society, politics arc). Before that Myths and magic. Assuming a year plus 6 months bugs/minor updates per release, multiple releases for magic and scenarios, that makes it roughly 10 years from now. That's assuming small releases. Which alternate dimensions won't be...
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 05, 2017, 10:56:31 pm
I don't think you'll get a clear answer for this. He doesn't keep a schedule.

Last clear "plan" was 'boats before economy' which will follow 'Scenarios' (massive law, society, politics arc). Before that Myths and magic. Assuming a year plus 6 months bugs/minor updates per release, multiple releases for magic and scenarios, that makes it roughly 10 years from now. That's assuming small releases. Which alternate dimensions won't be...

DF2100 Economy Update hype.
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 06, 2017, 05:44:52 am
I have a impromptu answer to this question, goblins are set to a hostile default (because of babysnatcher prefix) and often the civ (human, elves) are the aggressor because goblins have abhorrent ethical standards (treatment of animals/plants/eating of bodies etc.) as when goblins attack nearby settlement (attacking dwarfs who almost never call aggressive wars) they have their own motives based more in politics rather than ethics.

[BABYSNATCHER] does not have anything at all to do with goblin hostility (though it should). It is all ethics and relative strength, the goblins are usually stronger than other folks because they do not eat and their ethics clash with everybody.  Vanilla Dwarves do not call aggressive wars because they have no siege_progress values defined in their raws (in vanilla). 

> In a defensive war, every time a village is sacked by goblins it collectively makes the goblins stronger and the opposing side weaker, i don't know precisely why but the amount of goblins increases (you could say this is population management saying pillaging = more food/wealth increase the pop cap) usually goblins hold out well enough to starve the wars off or remain stifled and don't do anything for the remaining of worldgen.
  • I've personally seen goblins swing wars through successive pillages to raise armies and start to slog and overwhelm the opposition when given a numerical advantage, humans do much the same though they are numerous anyway, hence successful at dominating late-game world generation.

If post-artifact update we gained more elaborate negotiation as well as player input to diplomatic decisions (formal agreement being to hand over a artifact on threat of war, then denying it by locking it in the room past the deadline), we might understand more about the reasons goblins get triggered to commit to wars themselves without obvious ethical conflicts (goblins inhibit 'evil' spheres, adding more primary spheres doesn't do much for them behaviorally though its a interesting thing to do.)
  • Just to remember that if a race is hostile, until acted on with a 'casus belli' there is effectively a uneasy truce between them and all other races.


The amount of vanilla goblins is only capped by the total hard maximum for the site, which is 10,000 for a dark fortress.  This means that the only thing that keeps the goblin population below the maximum is being killed off in wars.  If the goblins are winning all their wars then fewer of them are getting killed, so you see your goblin population increase, or rather you see them reach the maximum. Additionally sites with a high population can create new dark pits/fortresses while depopulated sites cannot, giving them more sites overall.

It is certainly not stolen wealth, since they are not capped by available food and other reasons. 

If you unset the ability to not eat, and instead make them carnivorous (goblins are already bone carnivores and eat food just fine) i find there is no difference to goblin population in relevance to the hardiness of them because they carry food (trolls/beak dogs) which are replenished via common domestic wherever they go. (Plus no biome supp numbers, just a base of 1)

Using the pillaging example, "Stolen Wealth = Food = Population growth -> More animals = Small increment to total Wealth & Population sustainability", when that formula goes wrong you see spirals of population even beyond the defined cap of a site as the civ becomes immensely wealthy via a mix of labor created items (big dark fortresses have great stashes of discarded goblinite because of defined space for weapons piles the civ fills up from invaders & dead soldiers/production) animals increase and obviously each member of the civ must be clothed adding to value.

Besides kobolds or thieves/site being routed and finished there is no natural way to divide up that value or detract from it.

Vanilla Goblins are already bone-carnivorous, in spite of the fact they do not need to eat anything.  You are correct in that [BONECARN] and [CARNIVORE] does not cause food problems in modded non-perpetual motion machine goblins, that is however only because they have [USE_CAVE_ANIMALS]. The other pet acquiring tags are broken for that site, a dark fortress that does not farm vegetable food MUST have this tag or they will only reach a population of a few dozen if they have to eat. 

[NO_EAT] does make a big difference to the population. With only cave animals as a food site the population of a dark fortress tends to be capped at between 1000-3000, leading to goblin populations being very much checked by removing of that token.  Larger populations (about 5000) can be obtained by making them farm but vanilla goblins neither farm nor eat.

Stolen wealth does not make sense even if goblins ate.  The reason that everyone already trades with goblin dark fortresses, which is why the vanilla DF is totally overrun with troll meat, the goblins make the stuff but do not eat it, causing it to be exported even though the importers should (they label it beef but we the player know better).  Occupied settlements tend to be near ruined and often become actual ruins after not very long, so from the POV of the goblin dark fortress conquering all their neighbors means less food not more will become available.
Title: Re: Future of the Fortress
Post by: Putnam on March 06, 2017, 12:08:53 pm
Hmm. What'd also be interesting is if the coins had values more comparable to some historical standards, like the classic Roman "1 aureus = 25 denarii" value for gold and silver coins.

Code: [Select]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]

already in the game
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 06, 2017, 06:08:49 pm
Will artifacts at adventurer sites attract actual invaders (besides npc artifact hunters)? How about megabeasts?

'cos I think defending my wooden hut from a swarm of beakdog riding goblins would be awesome. Even cooler if they tried to negotiate with me first.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on March 06, 2017, 08:10:42 pm
The thing about goblins is that during world gen they do decently, but as soon as play begins they tend to go on a rampage and conquer half of the world. I think it might have something to do with the fact that wars in general are more common post-world gen.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 06, 2017, 10:06:18 pm
The thing about goblins is that during world gen they do decently, but as soon as play begins they tend to go on a rampage and conquer half of the world. I think it might have something to do with the fact that wars in general are more common post-world gen.
Good. All the more armies to face my drunken horde as they defend my wooden camp.

--
You know, it may be broken from a simulation point of view (loads of time to fix that later with politics, religion and stuff still umimplemented), but it's kind of fun, isn't it?

(Almost) everyone survives 1050 years due to the slow pace of initial worldgen wars, then when you get to start playing, goblins suddenly get massively aggressive, thus increasing your chances of running into their armies. Seems fine to me.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 07, 2017, 07:26:55 am
Lot of topics so i've put goblin's quoted response cut down in the spoiler.

Spoiler (click to show/hide)

Without meaning to derail too much into 'goblin mechanics', i can agree its not a sole factor but [BABYSNATCHER] does in play automatically single goblins out into a factional group, for example even with amicable ethics the goblins would still be hostile. Other babysnatcher civs can trade & maintain good relationships with goblins even if they agree to disagree on key topics as long as it doesn't slide too far.

Similar case study is seen in the kobold civilisations, which are KOS and can trade with other similarly aligned civilisations infact its a core mechanic of the Masterwork mod.

> Issue is localised to market settlements (fortresses, towns, retreats, dark towers) for exceeding the 10,000 cap and 120 base per site cap 0007526: Dark towers contain thousands of goblins and trolls, causing lag (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526) indeed there may be a lot of off screen goblins but there are a lot presented on the site. From experience, without expedition nobles, goblins are not fond on making new market site towers, lots of 'hamlet' level mini settlements doesn't flesh out the problem well enough.

> If you remember the horsepocalpyse animals had to be toned down because of over-population - Also carnivorous civilisations previously in worldgen used to starve but via use of cavern animals (which is now 1 super-region with thousands of regenerating animals) they have a lot of food to eat. The stolen food arguement comes from natural growth of a population hitting 120 with its animals and stopping vs, artificially getting bloated then not hard-capping to a halt, as the formula has already reached past the cap and continues to grow since they don't exactly become sterile, just have a lot of second cousins and large families.

> Trolls are huge (big as polar bear men thick with tallow fat) & beak dogs give eggs & meat, foodwise there's plenty but they also supplement their diet with eating sentient enemies, so conquering others is a non-issue foodwise. If trolls & beak dogs were non-domestic they'd have more of a issue with a nessecity to eat given that they also can hunt for animals in the surrounding area & caverns but those are finite resources.
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 07, 2017, 01:32:41 pm
The thing about goblins is that during world gen they do decently, but as soon as play begins they tend to go on a rampage and conquer half of the world. I think it might have something to do with the fact that wars in general are more common post-world gen.

They tend to do so well because they are so numerous, because they do not have to eat. 

Without meaning to derail too much into 'goblin mechanics', i can agree its not a sole factor but [BABYSNATCHER] does in play automatically single goblins out into a factional group, for example even with amicable ethics the goblins would still be hostile. Other babysnatcher civs can trade & maintain good relationships with goblins even if they agree to disagree on key topics as long as it doesn't slide too far.

Similar case study is seen in the kobold civilisations, which are KOS and can trade with other similarly aligned civilisations infact its a core mechanic of the Masterwork mod.

By hostile you mean hostile in fortress mode as opposed to fighting wars against your civ.  I do not know much about that, but I do know that wars do not happen because of babysnatching, even though they really should. 

> Issue is localised to market settlements (fortresses, towns, retreats, dark towers) for exceeding the 10,000 cap and 120 base per site cap 0007526: Dark towers contain thousands of goblins and trolls, causing lag (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526) indeed there may be a lot of off screen goblins but there are a lot presented on the site. From experience, without expedition nobles, goblins are not fond on making new market site towers, lots of 'hamlet' level mini settlements doesn't flesh out the problem well enough.

> If you remember the horsepocalpyse animals had to be toned down because of over-population - Also carnivorous civilisations previously in worldgen used to starve but via use of cavern animals (which is now 1 super-region with thousands of regenerating animals) they have a lot of food to eat. The stolen food arguement comes from natural growth of a population hitting 120 with its animals and stopping vs, artificially getting bloated then not hard-capping to a halt, as the formula has already reached past the cap and continues to grow since they don't exactly become sterile, just have a lot of second cousins and large families.

> Trolls are huge (big as polar bear men thick with tallow fat) & beak dogs give eggs & meat, foodwise there's plenty but they also supplement their diet with eating sentient enemies, so conquering others is a non-issue foodwise. If trolls & beak dogs were non-domestic they'd have more of a issue with a nessecity to eat given that they also can hunt for animals in the surrounding area & caverns but those are finite resources.

Dark fortress civs with bonecarn starve, they also starve however if you give them no farming unless you give them cave animals; the reason is not anything to do with how special the underground is but because the dark fortress site type is bugged so as to keep the creature from initially generating a population of domestic animals based upon the local environment on the surface.  Hunting provides a negligible amount of food, but does not 'run out', but a population of a few dozen per site is not viable in the long run given the enemies and beasties that there are around in most worlds.  Other sites do not really have the same problem, it is quite possible to sustain a viable population of a town or a forest retreat with non-cave animals as livestock, though the population is generally relatively small compared with a site with a great number of food sources. 

There are basically two caps, the available food mechanism decides how big the population can get and then there is a hard cap that limits the total population overall regardless of the food supply.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 07, 2017, 03:08:46 pm
Hmm. What'd also be interesting is if the coins had values more comparable to some historical standards, like the classic Roman "1 aureus = 25 denarii" value for gold and silver coins.

Code: [Select]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]

already in the game

I said historical standards. So it'd be more like 1-4-100 if we set the value of copper at 1, because again, denarii and aurerii. :V
Title: Re: Future of the Fortress
Post by: Roses on March 07, 2017, 03:23:02 pm
In response to the most recent report (March '17)

How moddable will the ability to send squads out into the field be?
Will units have a chance to be injured/die? Will the combat be handled like world-gen combat or will there be actual background combats happening?
Title: Re: Future of the Fortress
Post by: Toady One on March 07, 2017, 03:30:58 pm
Thanks to PatrikLundell, Shonai_Dweller, Knight Otu, Max^TM, vjmdhzgr, Mr S, Valtam, Sizik, Putnam, Rubik, Random_Dragon, FantasticDorf and anybody I missed for helping to answer questions this time!  Please check for answers if you don't find your question below!

Quote from: FantasticDorf
Question for toady, in the later stages of the artifact retrieval groups (post implementation when you might have the opportunity to polish them up/bugsquash or add new things for them to do) will we see the 'tactics' skill reserved usually for military commanders become useful? If you could trust someone to lead a siege & troops successfully, a masterful tactician might be able to co-ordinate some hand picked civilians to survive & approach a dangerous reclaimation target more easily.

> One more question related to the above. Are 'creatures' or dwarves with either natural/acquired sneaking skills (along like factors like size profile, time of day to do the deed etc usually in adventure sneaking menu detail) like civilian gremlins or veteran hunters any better than large creatures/soldiers who can just take the object by force quite bluntly, intimidating or fighting anybody that tries to stop them?

I haven't done anything with tactics yet (though it is odd that it is used in w.g. and not the post w.g. fights -- I just have an old note sitting in the code to update it).  I don't think sneaking is used right now in w.g. or other non-local infiltrations, though I might have missed something.

Quote from: Daniel the Finlander
So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

To confirm what somebody else said, we're definitely going to have dwarf-free worlds on both end of the spectrum.  We're going to try to make fortress mode playable since it's the more complete mode of the game, but if that makes the mundane worlds too weird trying to shoehorn that in before we get to proper human village management, we might just leave it out.

Quote from: Inarius
Toady, with the artifact release, have you an idea of the future version number ?

Nope, but the guesses have all been good.  I always add it up near the end, so I'm not sure right now.

Quote from: DG
Has Toady mentioned whether in the first iteration you'll be able to see the tact squads in action in some sort of remote window view or will they simply disappear off screen and then update you on what's happened when/if they later return?

Knight Otu answered this, but just to reiterate, definitely no remote view on the first pass.  It's a hard/tedious problem akin to the addition of the Z coordinate to get that working in the current framework.  However, it's also a problem we'd like to tackle -- magic release is the first place that might happen, with something like planar travel (which is best when you can see both sides of a portal, say).  When we code that, it'll support viewing squads in the same plane at distant locations.

Quote from: Maelum
Will the myth generated only be 1 version of events like in legends mode? or will other civs and/or races have their own version on how everything was created, with maybe a chance for some of the myths to be somewhat connected, showing that some of those events happened? (like 2 dwarf civs talking about dwarves or other creatures being created by the same thing, showing a connection between those 2 civs)

Yeah, it's a difficult problem -- we've talked a bit before about partial myths and people having a different angle on the truth.  Right now, the myth generator lets races center themselves in the myth, ignoring irrelevant "side" stories (like the creation of other races, if they weren't related).  We are also thinking of having different fake myths for the lowest fantasy settings where none of the myths are true.  But we have to be careful with it.  Not sure quite how far we'll get with the first pass.

Quote from: Novel Scoops
Do you plan for conversation to use a similar system to books? I.e, "Golgar featherlumps give a scathing comeback to your criticism of dynastic bellydancing, with a hint of self-actualization. The crowd erupts in laughter"

Not planned.  It has been an idea floating around, but currently I find that even repetitive dialogue pulls me out of character less than omniscient third-party narration (or whatever you'd call it).

Quote from: GoblinCookie
How many 'layers' are there going to be to whole fantasy/violence slider thing? How do things work at the low end of both, for instance in a world with no death what happens if we drop sentient creatures into lava since they there is also no magic to save them from being incinerated. Also would the lowest fantasy setting actually have a world that only has no active gods and magic but no concept of such things either?

I have no idea what it'll end up looking like.  It'd be good to have broad sliders that you can then open up if you like (somewhat like face creation in some games).  We intend the lowest violence settings to have Zero death and violence, so the temperature simply wouldn't affect them, if we never get to something better.  The low setting would have them die (everything would be as "realistic" as the normal setting), and there'd be hunting etc., but no larger-scale warfare.

The lowest fantasy setting would probably still have religious concepts (whether gods or whatever), but they wouldn't be real.  Getting rid of religion entirely is more like a culture setting (we use entities for that now, not sure what it'll end up with).

Quote from: Jimmius
The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

I've messed around with some side projects that take place at the mid-level maps you see during embark and in adventure mode, but we haven't made any final decisions.  It's unclear how much will happen at the local level or if it'll switch between different views regularly.  We'd like to handle as many other aspects as possible, though they often require other things like the items-in-armies or the economy to do correctly.

Quote from: Beag
1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?
1. Will there be gods that any race can worship and receive divine magic from?
2. Will there be forces that any race can tap into with the proper training to cast magic?

1.That's the plan.
2.Yep, we'd like to make them as large as possible -- the issues come with moving them around as 48x48 sections of the map are offloaded piecemeal.  The issues you get with a 20x5x3 boat are about the same as those with a 4x4x2 boat, but if a boat gets up to 48 and then beyond, issues become more serious.  Even with the smaller ones, there'll be weird problems with half-offloaded crews and so on.
3.Yeah, that's the idea.
1. The more true the myths are, the more general the gods end up being, probably, though there might still be strong racial links.  I don't know about receipt of magic specifically -- the, say, dnd style of priest magic is just one way of considering it.  The magic doesn't need to be received at all.  In one system, you might pray for something specific, but you don't have this separation where power is received and then the god kind of forgets and you have a divine power battery (which you might forfeit through bad conduct).  That said, looking at DF as a generic fantasy world generator, the battery system is valid to consider, and works well enough from a game perspective even if the myth generator might have to tie some loose ends off.
2. There were systems like this in the myth generation we have in testing, so I'd expect stuff like this.

Quote from: Slozgo Luzma
This may have been asked before, but I since dwarven squads will soon be sent off the map to recover artifacts, could we possibly see caravans sent from our forts to other destinations to expand trade, and bring back exotic goods (or get ambushed) and also spread and collect news and reputation information? I ask since plans were mentioned for adv mode characters to lead caravans.

Yeah, once we get there -- we don't even have items attached to moving groups properly.

Quote
Quote from: Shonai_Dweller
I know it's not directly related to artifacts, but now that we've been playing fairly successfully with non-dwarf visitors for a while, are you going to allow non-dwarf citizens to arrive with migrants in the next release (or even the starting 7)? Or is that more complex than it seems and something that'll need to wait until Scenarios or whenever a major migrant revamp is due?

Seems a shame to have these great civs filled with goblins, gorlaks and elephant-men if they'll never come to play (Except their bards and mercenaries).
Quote from: LordBaal
Toady, does a ingame mechanic about inmigrants control is planned? Like the orders from the menu, manager or nobles, where you can select:
Inmigrans:
-Allow everyone.
-Allow only dwarves.
-Allow only dwarves from own civilization.
-Allow selected races and/or civilizations. (With a sub menu where you select which races and civilizationa are allowed from a list of known ones).
-Allow none.
-Build a wall and make the goblins pay.

Or perhaps it could function as mandates too, where the ruling noble forbid Bullmen to enter the fortress because a bullmen or minotaurs killed his/her parents, or anything along those lines?

We're getting closer, but I think it'd still be kind of confusing with some more exposition if you suddenly got nothing but humans or jumping spider people for your first migrant wave the first time you play the game.  Hopefully the embark scenario stuff will include some exposition with the information about how you're tied into your civilization, though it's hard to say now what we'll get to and what we won't now that more is riding on it.

Yeah, this sort of thing would be part of the embark scenarios/laws/etc. as we see them, and the player would have an active role in it.

Quote from: FantasticDorf
As to the above point will at any point in the future AI adventurers may be able to retire from a life of adventuring *ideally for good* (after a crippling injury, success/failure, marriage etc.) so they can just join the normal civilian life?

It seems reasonable enough.

Quote from: RedKing
Does the abstracted passage of time outside Fortress and Adventure mode take into consideration pathing structures built by the player?

For a better explanation of what I'm getting at -- I have a map where there are two main continents, both populated with a variety of civilizations. At one point, the two coastlines come within a single map tile of each other. If I build a bridge linking the two continents, will the civilizations utilize it and begin establishing trade and diplomatic contacts with each other across the bridge? Either in Fortress Mode, or if I retire the fortress and go do other stuff for a few years?

PatrikLundell answered this and went into some of the weird situations -- I can just add that there is a pathing map available now at both abstract site levels, but I don't think it tries to calculate it for the fort.  But that's not an impossible problem, at least for the most general situations.  So we should be able to work toward something reasonable here, especially as it starts to matter more in war-ish releases where you plant your fort at a strategic location.

Quote from: Beag
1. If a person is really devoted to a god could that god reincarnate their soul as one of their angels so they could serve them for eternity?
2. Would being killed and resurrected eternally be a possible punishment for a hell like after life plane?
3. Would it be possible that on some hell like planes the souls of the wicked are reformed into demons to wreck chaos and destruction?

1. I'm not sure which options will be including with the first pass of myth generation -- theoretically, we can fairly easily support whatever linkages pop critters between types, but it does have to think of them at some point for it to happen.  Similarly for #3.

2. Like some sort of 7th circle lake of blood thing?  We've had setups like that in other games, though who knows what goes in on the first pass.

Quote from: Max^TM
Do things like regional resurrection interactions work during world-gen? Does it need something like the IS_HIST_STRING1/2 lines? It works fine in play (to my amusement, as I forgot I had experimented with them) but I was hoping to use it to avoid the situations where "gigantic and absurdly tough megabeast was struck down by a camel in the middle of nowhere in 62" type events were permanent.

Hmmmm...  doesn't look like it.  I didn't support a lot of non-vanilla stuff in w.g. where there might be weird complications (or I just didn't think to support it).  We'll have to see if the magic release is more comprehensive about this type of thing -- with systems being generated, the category of "vanilla" expands greatly.

Quote from: kontako
Will (Non-Player) adventurers ever abandon their quests? - Or fail without the ending result be their death?

Yeah, they'll give up after a time of fruitless searching.

Quote from: Bumber
What other things besides artifacts will we be able to send our armies after in the first release? Books? Historical items? Beasts and people (i.e., capture/assassinate)?

Nothing fighty.  It just isn't that good yet.  Just all of the named items, including the books.  But they don't have to be yours.

Quote from: Max^TM
is the "See Great Beast" need supposed to be fulfilled by talking to any historical figure, or was that a placeholder for a point where a unit can recognize that they are looking at a semi/megabeast type of critter? Similarly is there a specific trigger for the "See Animal" and "Wander" needs? I've never been able to figure out exactly why they end up fulfilled sometimes, being around animals and roaming in the middle of nowhere doesn't do it consistently.

Neither -- just a bug!  Since the animal check is similar, I wouldn't count on that working correctly either.  Looks like animal should be triggered by anything without the CAN_LEARN tag, where great beast is a bizarre mess I need to fix at some point.  In dwarf mode, wander should be met by hunt/gather/fish jobs.  In adv mode, it is being set to the wander state, which generally happens when you get placed in a travel-mode "army", but I'm not sure if it is reliable.

Quote from: ZM5
Non-magic related - will towns and the like have restricted, guarded areas where civilians and outsiders aren't allowed to enter? Treasuries, armories, or other vital structures.

Tying into that - will the guards of a group that controls the site have their own uniforms with specific symbols? Could allow the player to sneak past guards and so on.

Eventually -- the new guard encounter is a start, but we don't understand space or property well enough yet (hopefully we will after the embark release that comes after magic).

They used to have uniforms (there's even a line for uniforms in world generation you can see near the end), but that broke down at some point.  We'll get back there in the fullness of time.  Maybe very full.

Quote from: Shonai_Dweller
So, sites will have these 'invisible bulletin boards' of quests for npcs to pick up, right? Will retired player fortresses also get these? It would be nice to see my old dorfs going out artifact hunting by themselves while I'm away.

I believe so, yeah.  It should all work.

Quote from: Witty
Toady, how will player adventurer named items be treated in a player fortress? Would they just be treated as another unique blue named item in the artifact screen?

They are like the equipment items dwarves name after becoming attached to them.

Quote from: KillzEmAllGod
How far off are forts being able to send requests for monster hunters or groups of mercenaries to show up at the fort?
Will player forts be able to offer quests to visitors?
How does identities impact factions and loyalties?

I'm not quite sure.  We've pretty much got everything in place -- we'd just need the dwarves you send out to be able to plant rumors someplace akin to the new invisible site message boards, or for the second one, something similar locally.

I'll have to leave it to the testers to find identity nightmares.  There shouldn't be loyalty cascades, but who knoooooows?  Somebody with an identity that isn't linked to their actual factions should affect only those linked to the identity, but there are so many little code checks around it might not be a clean process.

Quote from: iceball3
With the advent of the new mentioned "sending folks off the map" for artifact fetching situations, will we see more discrete explicit strategic interactions come into play in concerns with nearby sites and their holders, or is that for another release cycle? For instance, making deliberate diplomatic demands/requests to groups associated with nearby sites, as well as receiving them likewise.

We're setting up for that, but I don't anticipate that really coming into play until the embark scenario release (after the myth release, which is after this one).  There will be some repercussions to you, say, swiping a skull from a human temple with a dwarf squad, and the resulting diplomacy/invasions, but it'll take a bit for it to become a cool part of the game.

Quote from: Daniel the Finlander
what makes goblins so successful in conquest post-world gen?

I'm not sure about this.  Food doesn't impact post w.g. yet, aside from end-of-w.g. pops, which might be enough.  There was a related issue of way more wars being started post w.g. in general that I haven't looked at yet.

Quote from: FantasticDorf
Question for Toady, if you were to tally up (for ease sake omitting value of the walls and value per discovered floorspace) the cost of a hillock or world-gen fortress based on its founding furniture, how many units of Urist would it cost to 'buy' a prebuilt settlement?

No idea!

Quote from: Eric Blank
can war animals/pets follow their owners when they're sent away? Can we beef up our recovery squad by assigning them a bunch of war dogs?

I haven't done it yet, but presumably they'll even carry their babies off the map right now.  Hopefully everything will go okay!

Quote from: Shonai_Dweller
Will artifacts at adventurer sites attract actual invaders (besides npc artifact hunters)? How about megabeasts?

They need to figure out that they are there, which is pretty hard right now, maybe.  You'd have to blab about it, or have your companion go back to town or something, after the artifact is in place.  There's a very low chance you could somehow luck into some gob squads coming after your site, but that'd require the artifact to be one that the demon/gob leader is interested in.  So if you steal a gob civ artifact, bring it back to your cabin, and then start telling everybody where it is, and an agent hears it, you might arrange for it.  There's not enough feedback right now to make that a satisfying process though.

Quote from: Roses
How moddable will the ability to send squads out into the field be?
Will units have a chance to be injured/die? Will the combat be handled like world-gen combat or will there be actual background combats happening?

I'm not sure what you mean by moddable -- you'll be able to send out almost every dwarf if you want.  Units will have a chance to be injured and die, but we can't do much more than w.g. combat.  There won't be visible combats until we handle the "two viewports" issue, and having actual background combats is the same as that code-wise so we're just going to wait to do the whole thing when we get there.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on March 07, 2017, 04:06:35 pm
Thanks for the answers!

Quote
Just all of the named items, including the books
So we can finally retrieve all those books visitors steal from the library? That's one way of fixing the bug I guess :P

Also, a question for next time: will there be raws for hunger and thirst, so you can modify the amount of food and water a creature needs?
Title: Re: Future of the Fortress
Post by: Eric Blank on March 07, 2017, 08:46:32 pm
Quote from: Eric Blank
can war animals/pets follow their owners when they're sent away? Can we beef up our recovery squad by assigning them a bunch of war dogs?

I haven't done it yet, but presumably they'll even carry their babies off the map right now.  Hopefully everything will go okay!

Well this sounds like fun, then. I guess if the kid is in a travelling army childsnatchers cant grab him, eh?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 07, 2017, 10:26:24 pm
Quote
They need to figure out that they are there, which is pretty hard right now, maybe.  You'd have to blab about it, or have your companion go back to town or something, after the artifact is in place.  There's a very low chance you could somehow luck into some gob squads coming after your site, but that'd require the artifact to be one that the demon/gob leader is interested in.  So if you steal a gob civ artifact, bring it back to your cabin, and then start telling everybody where it is, and an agent hears it, you might arrange for it.  There's not enough feedback right now to make that a satisfying process though.
Ooh. I know how I'm spending my first few adventurers then. Should be easy enough to ensure rumours reach the gobbo hordes with the new secret identity ability. Just go tell them about it myself.
Title: Re: Future of the Fortress
Post by: Untrustedlife on March 07, 2017, 11:02:51 pm
Missed my question... :(
Title: Re: Future of the Fortress
Post by: Scoops Novel on March 07, 2017, 11:11:16 pm
The guys answered you in the comments immediately below instead. Toady ain't got anything to add.
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 07, 2017, 11:55:51 pm
"I'm not sure what you mean by moddable -- you'll be able to send out almost every dwarf if you want.  Units will have a chance to be injured and die, but we can't do much more than w.g. combat.  There won't be visible combats until we handle the "two viewports" issue, and having actual background combats is the same as that code-wise so we're just going to wait to do the whole thing when we get there."

I'm pretty sure they're asking how much we'll be able to change or determine about why people get sent out. Like, even though you haven't set it so we can send out caravans and the like, would there be a set of tokens we could plant that allows that. I already know from your other answers that, no, there is no other potential goal we can set for a group off-site, but that seems to me to be the question.
Title: Re: Future of the Fortress
Post by: Untrustedlife on March 08, 2017, 12:40:55 am
The guys answered you in the comments immediately below instead. Toady ain't got anything to add.

I suppose so. I wonder if he will get to that religious stuff when he gets to finishing adding all the creatures of the night that him and his brother brainstormed.Or with the magic release.
Title: Re: Future of the Fortress
Post by: Untrustedlife on March 08, 2017, 12:50:37 am
Thanks for the answers!

Quote
Just all of the named items, including the books
So we can finally retrieve all those books visitors steal from the library? That's one way of fixing the bug I guess :P

Also, a question for next time: will there be raws for hunger and thirst, so you can modify the amount of food and water a creature needs?

You technically could retrive it with an adventurer before, but you would have had to track down the thief. ;p
Title: Re: Future of the Fortress
Post by: wooks on March 08, 2017, 03:50:53 am
I noticed that in fortress mode you generally only get invaded by the closest single site of any civilization you are near. I postulate this may be the chief cause of the lackluster sieges. is there any plan to allow multiple sites from the same civ, or multiple same-race civs to interact with the player fort?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 08, 2017, 04:33:53 am
I noticed that in fortress mode you generally only get invaded by the closest single site of any civilization you are near. I postulate this may be the chief cause of the lackluster sieges. is there any plan to allow multiple sites from the same civ, or multiple same-race civs to interact with the player fort?
Visitors from various civs already interact with your fortress. In the next release, entities with claims on your artifacts should also (apparently) send armies to fetch them. (As far as I can tell anyway. I asked about this directly a while ago but have since been told my question was open to interpretation so Toady's positive reply didn't mean anything).

Hopefully find out for sure next month.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 08, 2017, 07:20:32 am
It's unlikely the regular siege draft mechanics are going to be revised any time soon. Unless it's more or less a trivial consequence of the introduction of artifact retrieval sieges, the earliest you can hope for is starting scenarios, and more probably warfare improvements (which is currently beyond the horizon).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 08, 2017, 09:01:44 am
It's unlikely the regular siege draft mechanics are going to be revised any time soon. Unless it's more or less a trivial consequence of the introduction of artifact retrieval sieges, the earliest you can hope for is starting scenarios, and more probably warfare improvements (which is currently beyond the horizon).
Being attracted by artifacts is the point of this arc. Why bother implementing diplomacy if nobody's ever going to come and claim their right to your artifacts? Except in the minuscule chance that the closest site of goblins to you has some kind of claim of course.

Wait and see, I guess. Hopefully a clearer answer comes next month.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 08, 2017, 11:35:27 am
I think you misunderstood what I tried to say: I don't think the ability to draw the members of a single siege from multiple sites to yield a reasonably sized siege will be implemented unless it's either trivial to do or somehow required for artifact sieges to function. I view that as distinct from the introduction of multiple sites being able to each initiate their own sieges drawn from their own populations.
However, rereading wooks' post, I think I, in turn, might have misunderstood that question...
Eagerly awaiting next month's answer...
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 08, 2017, 12:55:36 pm
I think you misunderstood what I tried to say: I don't think the ability to draw the members of a single siege from multiple sites to yield a reasonably sized siege will be implemented unless it's either trivial to do or somehow required for artifact sieges to function. I view that as distinct from the introduction of multiple sites being able to each initiate their own sieges drawn from their own populations.
However, rereading wooks' post, I think I, in turn, might have misunderstood that question...
Eagerly awaiting next month's answer...

Needs to be written in green.
Title: Re: Future of the Fortress
Post by: spudcosmic on March 08, 2017, 03:10:41 pm
What kind of threats on our artifacts will we see in fort mode? It'd be great if this was a challenge. A siege is easy enough to defend and is more of a threat on your dwarfs than your artifacts, and the current kobold thieves aren't really a threat. New methods involving the identity system would be fun. Perhaps a spy could grab an artifact when no one is looking and try to make it out before anyone notices it's gone, or perhaps a small group of ambushers could come to the fortress as visitors, take the artifact, then try to fight their way out.
 
What information will the player have available to them prior to sending out a retrieval party? Information like if it's known to be at a current site, if so what type and who owns it, and if not known possibly how was it lost and what was it's last known whereabouts. That would be crucial to know when sending out a party. I imagine an artifact known to be held at a dark fortress might need an entire siege party, while an artifact with unknown whereabouts might just need a couple of dwarfs to wander around searching for it. 

Will the player be able to send out spies or take advantage of spies already sent out by their civilization? They're important for artifact location, if the goblins use them for that purpose hopefully the player can as well. Perhaps spies could also be used to gain news of the world from sources other than diplomat visits. It'd be a nice touch.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 08, 2017, 04:03:02 pm
I think you misunderstood what I tried to say: I don't think the ability to draw the members of a single siege from multiple sites to yield a reasonably sized siege will be implemented unless it's either trivial to do or somehow required for artifact sieges to function. I view that as distinct from the introduction of multiple sites being able to each initiate their own sieges drawn from their own populations.
However, rereading wooks' post, I think I, in turn, might have misunderstood that question...
Eagerly awaiting next month's answer...

Needs to be written in green.
No it doesn't, as wooks' question is marked in green already, and that's what's under discussion.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 08, 2017, 04:44:29 pm
I think you misunderstood what I tried to say: I don't think the ability to draw the members of a single siege from multiple sites to yield a reasonably sized siege will be implemented unless it's either trivial to do or somehow required for artifact sieges to function. I view that as distinct from the introduction of multiple sites being able to each initiate their own sieges drawn from their own populations.
However, rereading wooks' post, I think I, in turn, might have misunderstood that question...
Eagerly awaiting next month's answer...
Oh, I see what you mean now. One siege made up of goblins from lots of different sites? Yeah, that's pretty advanced. I was actually thinking about putting that up in the suggestions forum. One main goblin army with a claim on your artifacts which recruits/attracts troops from other sites as they pass through them on the way to your site (along with beasts from lairs and such). Varying degrees of success depending on your wealth and general reputation. That'd be awesome. But, as you say, probably beyond the scope of this release.

No, my only expectation was for sieges to be sent (one at a time) from various sites in the world dependent of artifact claims/rumours and not just distance.

--
Afterthought.
Of course, multiple sieges at once is possible right now. You see it in Fortress Defence from time to time and we've all seen the 'armies' of dancers who turn up mid-siege to much hilarity. So it's not too far off happening.
Title: Re: Future of the Fortress
Post by: King Mir on March 08, 2017, 06:03:40 pm
I'm disappointed that my question wasn't answered:
Why is DF slow? That is, how aware are you of the performance bottlenecks of the game? Do you as the developer have any special insights into what bottlenecks or weak links exist?
Shonai_Dweller attempted to give an answer, but his answer was useless to me because it tell me nothing about what Toady thinks.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 08, 2017, 06:10:40 pm
I'm disappointed that my question wasn't answered:
Why is DF slow? That is, how aware are you of the performance bottlenecks of the game? Do you as the developer have any special insights into what bottlenecks or weak links exist?
Shonai_Dweller attempted to give an answer, but his answer was useless to me because it tell me nothing about what Toady thinks.
Go watch the videos and interviews with Tarn where he talks about this. He doesn't go into great technical detail (presumably because he doesn't want to) but he specifically says he is aware of the bottlenecks and has a list of many things that need addressing.

If you need more technical insight into his coding methods you're probably better off using email. This thread is mainly about upcoming developments.
Title: Re: Future of the Fortress
Post by: Chase on March 08, 2017, 09:25:49 pm
Digging enemies?
Title: Re: Future of the Fortress
Post by: Chase on March 08, 2017, 09:28:35 pm
When are digging critters planned on being implemented.?
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 08, 2017, 11:04:33 pm
When are digging critters planned on being implemented.?

I'm gonna hope and pray it'll have entity token so I can inevitably disable it. ;w;
Title: Re: Future of the Fortress
Post by: King Mir on March 08, 2017, 11:13:03 pm
I'm disappointed that my question wasn't answered:
Why is DF slow? That is, how aware are you of the performance bottlenecks of the game? Do you as the developer have any special insights into what bottlenecks or weak links exist?
Shonai_Dweller attempted to give an answer, but his answer was useless to me because it tell me nothing about what Toady thinks.
Go watch the videos and interviews with Tarn where he talks about this. He doesn't go into great technical detail (presumably because he doesn't want to) but he specifically says he is aware of the bottlenecks and has a list of many things that need addressing.

If you need more technical insight into his coding methods you're probably better off using email. This thread is mainly about upcoming developments.
I think I've seen those videos, but I always want to know more

Good point about it not being "Future of the Fortress" stuff. Maybe I can get him to answer it in a DF talk, if that ever happens again...
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 09, 2017, 03:35:38 am
When are digging critters planned on being implemented.?

I'm gonna hope and pray it'll have entity token so I can inevitably disable it. ;w;
Presumably somewhere after multi tile machinery, and probably in conjunction with better sieges (and armies) overall. Digging enemies ought to show up together with working siege machinery (that can be aimed in directions different from the cardinals, as well as at different Z levels), ladders, ladder towers, and battering rams on the attacker side, and working catapults/ballistae, cauldrons of boiling oil, tactics for caving in, burning, and smoking out sappers on the defense side.
And yes, I think it's intended to be possible to turn digging off.
Title: Re: Future of the Fortress
Post by: AceSV on March 10, 2017, 08:06:15 am
Quote
Quote
Quote from: Daniel the Finlander
So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

To confirm what somebody else said, we're definitely going to have dwarf-free worlds on both end of the spectrum.  We're going to try to make fortress mode playable since it's the more complete mode of the game, but if that makes the mundane worlds too weird trying to shoehorn that in before we get to proper human village management, we might just leave it out.

What I would do in this case is have dwarves be "extinct" so if you are starting a fortress in mundane mode, you are always the only dwarf fortress in the world. 

Quote
Quote
About non-dwarf migrant waves
We're getting closer, but I think it'd still be kind of confusing with some more exposition if you suddenly got nothing but humans or jumping spider people for your first migrant wave the first time you play the game. 

Perhaps as a way to deal with this, I've always wished I could get more information about cities on the embark screen.  Maybe cursoring over a city could tell you something like:

Razzlefazzle
Hillocks
Controlled by The Teeth of Nails (Goblin)
Built by The Irons of Milking (Dwarven) (extinct)
Population:
Goblins |||||||---
Dwarves ||--------
Jumping Spider Men |--------

There could be something like that for your own civilization, like
The Sledge of Turbulence
Dwarven
Mountain Homes (Capital) is FlagMerchants in the Dune of Answering
Population:
Dwarves |||||-----
 - (Fair haired |||||||---)
 - (Black eyes ||||------)
 - (Fair skinned |||-------)
 - (Ruddy skinned ||--------)
Jumping Spider Men ||--------
Elves |---------
 - (Mossy haired |||||-----)
 - (Ochre skinned ||||------)

On the embark info for your own fortress, there could be a little bit that says Projected Immigrants: Dwarves 30%, Jumping Spider Men 60%, Other 10%, Projected Visitors: Goblins 60%, Barn Owl Man 10%, Other 30%. 

If you're still worried that non-dwarf migrant waves would be confusing initially, you could always hack it so that the first waves are only dwarves, or at least 50% dwarves.  And you could always have a slider for Cultural Mixing that determines how likely places are to have non-founder populations.  That way, if they've touched the slider, they should at least expect that it's possible for non-dwarves to show up. 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 10, 2017, 08:16:45 am
Quote
Quote
Quote from: Daniel the Finlander
So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?

To confirm what somebody else said, we're definitely going to have dwarf-free worlds on both end of the spectrum.  We're going to try to make fortress mode playable since it's the more complete mode of the game, but if that makes the mundane worlds too weird trying to shoehorn that in before we get to proper human village management, we might just leave it out.

What I would do in this case is have dwarves be "extinct" so if you are starting a fortress in mundane mode, you are always the only dwarf fortress in the world. 

If there's no dwarves in your world, it's not going to randomly generate them out of thin air just for you to play fortress. That kind of defies the point creating a mundane world and would be a massive step backwards in the development of the simulation...

Just going to have to wait until human towns and villages are playable to play sites in mundane worlds.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 10, 2017, 08:54:51 am
I agree with Shonai_Dweller that generating a dwarf free world and then add dwarves to it would defeat the purpose of generating such worlds. It's highly unlikely Toady would waste time on such a temporary feature when that time could be spent towards getting human settlements to be playable (even if it doesn't get as far as reaching that goal in that release).

Migrant control would probably fit fairly well with the stuff done with embark scenarios, so that's where I'd look for those kind of features.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 10, 2017, 09:25:07 am
I agree with Shonai_Dweller that generating a dwarf free world and then add dwarves to it would defeat the purpose of generating such worlds. It's highly unlikely Toady would waste time on such a temporary feature when that time could be spent towards getting human settlements to be playable (even if it doesn't get as far as reaching that goal in that release).

Migrant control would probably fit fairly well with the stuff done with embark scenarios, so that's where I'd look for those kind of features.
Man, that "Scenarios release" is going to be massive, isn't it? Whenever something comes up which isn't economy reliant it's "the scenarios release will deal with it"! I reckon at least 3 releases just to get a first pass through everything. Kind of the way "Npc Artifacts" seemed to just explode into 'creation of the universe, world editors and magic (and npc artifacts)'. All very exciting stuff. 
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 10, 2017, 11:59:19 am
I can easily see starting scenarios arc being quite large. However, there ARE a few additional bucket things tend to be tossed into:
- Machinery (which is a prelude to economy currently, although the order can switch)
- Multi site action (which is sort of a prerequisite for warfare)
- Warfare
- Economy (as mentioned)

But yes, I agree starting scenarios may very well be split up both into several significant releases and several arcs (as I think the current arc will be as well).
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 10, 2017, 02:20:41 pm
Just going to have to wait until human towns and villages are playable to play sites in mundane worlds.

Thing is, that is unbelievably trivial to mod in, so imagining what it'd look like in hardcoded format isn't that much of a brain-melter. Lemme give some examples I've observed in the process of making a (currently unreleased) human mod, in increasing order of effort:

1. Just make the dwarven civ use humans instead of dwarves. Only makes sense if you're absurdly lazy or want a low-fantasy world that still has a cave-dwelling entity as the playable civ.

2. Move the playable token from dwarves to humans. Like all non-playable civs they lack positions, so you're fucked if an invasion arrives, or you need to trade, or you want to commit justice, etc. But they're by far the most playable out of the box, especially compared to elves (no way to produce wood without more modding) or worse, KOBOLDS (your citizens get classified as pets and can't have their labors changed).

3. Give a playable version of the human civ direct equivalents to dwarven positions. Assuming you go the whole hog and replace generated non-site positions like the law-giver, the only thing you lose is flavor.

4. Mock up flavor-accurate equivalents to generated human positions. This is hard without string dumps to get an idea of what the generated positions do, and you may still have to take some guesswork for gameplay reasons or for flavor. For example, when I mocked up lords I didn't give them a dining room requirement, because lords reside in mead halls, so it'd be logical to assume the human norm is to dine with ones hearthpeople and honored guests.

5. Commit sorcery and get generated positions to behave properly in fortress mode, and actually show up as valid positions. This is basically what Toady would have to do to make option 4 occur automatically in low-fantasy worlds.
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 10, 2017, 02:54:13 pm
4. Mock up flavor-accurate equivalents to generated human positions. This is hard without string dumps to get an idea of what the generated positions do, and you may still have to take some guesswork for gameplay reasons or for flavor. For example, when I mocked up lords I didn't give them a dining room requirement, because lords reside in mead halls, so it'd be logical to assume the human norm is to dine with ones hearthpeople and honored guests.

Meeting a dining room requirement actually does not prohibit the lord from sharing his dining room with the whole village. 
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 10, 2017, 03:08:44 pm
Meeting a dining room requirement actually does not prohibit the lord from sharing his dining room with the whole village.

Incorrect in game terms, sadly. Mechanically, far as I can tell citizens will never use a dining room assigned to someone else, and people with an assigned dining room will favor it over an unassigned one. And assigning a dining room is how you meet the room requirement.

Thus, dwarven nobles always dine alone. :V
Title: Re: Future of the Fortress
Post by: AceSV on March 10, 2017, 03:21:52 pm
Wanting to play as a human fortress in a human world in Dwarf Fortress doesn't make sense to me.  Opening some kind of cosmic rift from the dwarf realm into the human realm and preaching the way of booze, minecarts and magma does sound like a cool premise for a fortress. 
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 10, 2017, 04:17:06 pm
I believe I've seen dorfs occasionally hog a noble's dining room or office, but it's rare. I guess it might happen if all regular dining room tables are taken (I think my observations were before the introduction of libraries), for instance.

I don't think AceSV's desires are going to be fulfilled by vanilla DF, as Toady strives to make the worlds consistent. However, I guess it might be possible to hack/mod it to enable playing as dorfs, blorgs (or whatever the bizarre end races may end up being called), etc. in a world where they can't be generated. One potential attempt could be to generate a world with a dead civ and hack that civ post world generation but before embark. It will be some time before any such attempts can be tried, however.. Don't be surprised if a mundane world ends up not having caverns or a magma sea, though, in which case the only way to get magma would be via volcano access.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 10, 2017, 07:17:37 pm
Just going to have to wait until human towns and villages are playable to play sites in mundane worlds.

Thing is, that is unbelievably trivial to mod in, so imagining what it'd look like in hardcoded format isn't that much of a brain-melter. Lemme give some examples I've observed in the process of making a (currently unreleased) human mod, in increasing order of effort:

1. Just make the dwarven civ use humans instead of dwarves. Only makes sense if you're absurdly lazy or want a low-fantasy world that still has a cave-dwelling entity as the playable civ.

2. Move the playable token from dwarves to humans. Like all non-playable civs they lack positions, so you're fucked if an invasion arrives, or you need to trade, or you want to commit justice, etc. But they're by far the most playable out of the box, especially compared to elves (no way to produce wood without more modding) or worse, KOBOLDS (your citizens get classified as pets and can't have their labors changed).

3. Give a playable version of the human civ direct equivalents to dwarven positions. Assuming you go the whole hog and replace generated non-site positions like the law-giver, the only thing you lose is flavor.

4. Mock up flavor-accurate equivalents to generated human positions. This is hard without string dumps to get an idea of what the generated positions do, and you may still have to take some guesswork for gameplay reasons or for flavor. For example, when I mocked up lords I didn't give them a dining room requirement, because lords reside in mead halls, so it'd be logical to assume the human norm is to dine with ones hearthpeople and honored guests.

5. Commit sorcery and get generated positions to behave properly in fortress mode, and actually show up as valid positions. This is basically what Toady would have to do to make option 4 occur automatically in low-fantasy worlds.
The big part is adding the tools so that the game actually makes sense. Humans live in houses, not carved out spaces.

Yes, you can use dwarf wall and roof constructions to actually put together a house, but it makes no sense as a game. In a real human settlement game you choose "carpenter's workshop" and your workers put together an actual building in which a carpenter would work. No human based game would leave the default as 'workbench left out in the rain'.

The other bit is working out how to interact with sewers and dungeons. Do you build dungeons? Are they built below you without your knowledge?

That starts to look like a human settlement game.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 10, 2017, 11:01:28 pm
Wanting to play as a human fortress in a human world in Dwarf Fortress doesn't make sense to me.  Opening some kind of cosmic rift from the dwarf realm into the human realm and preaching the way of booze, minecarts and magma does sound like a cool premise for a fortress.
Dwarf Fortress is an unfortunate name (kind of like Crusader Kings - those forums are full of "what does China have to do with crusaders?" fights too.).

I don't know if you've looked at the goals or the development notes of this game, but "play a dwarf fortress" is one tiny part of the plan.

The goal is the simulation of a fantasy world (one which is unique for every single player) in which you can play multiple roles (sites, single characters, whole civs maybe).

I'm sorry this doesn't make sense to you, but don't worry the aim is for maximum customization too so you'll always be able to play as dwarves in a fortress.

Opening up a rift into the dwarf world might happen, yes but only if specific procedurally generated variables happen across that particular scenario. Nothing's scripted (the last remnants of scripted events from the old days of the game will be gone one day).
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 11, 2017, 01:10:08 am
The big part is adding the tools so that the game actually makes sense. Humans live in houses, not carved out spaces.

Yes, you can use dwarf wall and roof constructions to actually put together a house, but it makes no sense as a game. In a real human settlement game you choose "carpenter's workshop" and your workers put together an actual building in which a carpenter would work. No human based game would leave the default as 'workbench left out in the rain'.

People can make outdoor workshops. In theory it should be up to the player whether they want to make a roof over their workshops, unless there is some logical reason to FORCE that on the player. And honestly, the current system of indoor-only furniture is annoying, because you still have to add the roof separately.

If you want to handle that all you really need is to have workshops imply a basic roof or even just a cloth tarp over the working area, by having it automatically count as indoors tiles even without a roof built overhead. Which would be far saner so long as it behaves itself should you build a real roof afterwards.

Thing is, you can indeed play Dwarf Fortress above-ground, the only major problem is how tedious walls are to build. If they could be built like bridges and roads, allowing a single job to construct multiple tiles of structure (and additionally used the same improved material efficiency) then building aboveground would be less hassle.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 11, 2017, 01:47:44 am
Who would design a village building game where shops and forges were dumped outside as default? Full of humans who never once think that a roof might be a good idea without being explicitly told first. Sounds like a pretty daft game. Nobody's forcing you to build anything, of course, but the basic tools are pretty much expected to be available. And DF Constructions just aren't up to the job yet.

Yes, you can do it if you want. Sure you can mod the existing df tools to make and play in a human village, but that's not a human village building game. It's a fun mod.

What goals can your village work towards? Where's the scaling risk vs reward that dwarves get in their hunt for candy? Where's my siege protection? Cage traps? Rock-fall traps? Completely inappropriate.

Sorry, but it's not "Unbelievably trivial" to just switch over to a human site building game. Unless you want a half-assed game. But I'd rather DF be more than that.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 11, 2017, 02:58:30 am
I said it was unbelievably trivial to MOD it in, for fucks sake. I then said that existing ability to mod humans to be playable would give you a rough idea of what an actual "play as humans" mode might look like, and recounted some of the hurdles I encountered along the way.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 11, 2017, 03:14:17 pm
People have also forgotten that a human mode disfavours the underground because of sight meaning we will require some precautions to allow humans to see (especially if rules are tightened in that which humans CANNOT work or fight in complete darkness) without light sources present, glass panels don't really count as windows and fortifications are sort of ugly alternatives.

Much of the content happens underground so realistically humans would need to have a open top pit in order to work at a fast pace, or a partially constructed lit path, then of course fighting 'monsters & invasions from below the surface which in technological terms of not having steel making ablities or artifacts is much more difficult.

> As random-dragon points out, its trivially easy to make whatever changes of nobles/race/entity setup yourself using existing tools.

> Then there's the quirks to the existing human civ, they live in towns which is a different format (workshop types localised to towns?) the custom and exotic variations of armor (cross like shields) and the populous nature of animal-men due to your pseudo biome beside those who are just placed inside your civ.

> Humans declare war on other humans of the same civilisation due to variational values, so diplomacy for town rivalries is required, they also have temples etc.

So there's a checklist of features that are part or not in the game at all required.
Title: Re: Future of the Fortress
Post by: TheFlame52 on March 11, 2017, 05:17:13 pm
Right now, we find current year money in lairs. This is a bit silly. When will we be able to find historical currency?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 11, 2017, 07:21:30 pm
Quote
I said it was unbelievably trivial to MOD it in, for fucks sake. I then said that existing ability to mod humans to be playable would give you a rough idea of what an actual "play as humans" mode might look like, and recounted some of the hurdles I encountered along the way.

Ok. Sorry about that. Result of reading text in the wrong tone of voice I guess.

This exchange seemed to me that you were dismissing my assumption that we'd have to wait a while for playable human villages as most of what it involves is unbelievably simple to mod (which I disagreed with, as there's a lot more needed beyond what we're able to mod right now).


Quote
Quote from: Shonai_Dweller on March 10, 2017, 08:16:45 am
Just going to have to wait until human towns and villages are playable to play sites in mundane worlds.

Quote
Thing is, that is unbelievably trivial to mod in, so imagining what it'd look like in hardcoded format isn't that much of a brain-melter. Lemme give some examples I've observed in the process of making a (currently unreleased) human mod, in increasing order of effort:
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 12, 2017, 12:33:28 am
Ok. Sorry about that. Result of reading text in the wrong tone of voice I guess.

This exchange seemed to me that you were dismissing my assumption that we'd have to wait a while for playable human villages as most of what it involves is unbelievably simple to mod (which I disagreed with, as there's a lot more needed beyond what we're able to mod right now).

No worries. Main point is that the foundation is in reach at least to modders, so it mainly needs whatever other additional support Toady needs to add to "encourage" a human race to actually behave like an aboveground species, whether it be lighting reworks or improvements to construction efficiency.

Plus again, it gives us a way to guess what such a result might look like, depending on how many ideas Toady uses in any future implementation. Though who knows, by the time hardcoded human fortresses become a thing, the human civ might be wildly different in flavor again.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 12, 2017, 08:27:54 am
New dev-page is exciting (C) civilisation screen has been thrown out of the window for a scrollable map mode and the podcast reveals that since there aren't really any multiple/simultaneous maps there will be a notification that a group has done the deed. Which in itself is still very impressive.

> You can see armies travelling around, data about settlements

With the new scrollable map type, would a [SCOUT] entity unit breifly fufill the function (in such a case that you send out dwarves out to nowhere to scout out caves/shrines in fortress mode) of a fortress mode expedition group being sent out?

The whole Jason & the Argonaughts quip about sendiing out a group of somewhat heroic dwarves to kill monsters on mysterious isles was very entertaining during the podcast. Finally a use for layabout monster hunters and mercenaries to go out on a oddessey for loot & glory.

> Arrange expedition - switch to expedition leader with your companions already set for adventure mode. woot.

Title: Re: Future of the Fortress
Post by: CLA on March 12, 2017, 09:21:09 am
Does the new map screen include access to information from legends mode in some way? Specifically, will we be able to search for location/event names?

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 12, 2017, 05:03:34 pm
I love that even though they're not in the fortress, Dorfs can still annoy us by suddenly going Socialize! when they're supposed to be doing something important.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 12, 2017, 07:16:06 pm
I love that even though they're not in the fortress, Dorfs can still annoy us by suddenly going Socialize! when they're supposed to be doing something important.

Urist McArtifactHunter cancels Purge the fucking goblins: hosting party.
Title: Re: Future of the Fortress
Post by: Max™ on March 13, 2017, 02:04:42 am
Hmmm, could a squad sent off map lose members and wind up with a single survivor, and if so, could that survivor get beat up by bogeymen?
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 13, 2017, 03:30:27 am
> If they are trimmed in consistency because of regular event spam in legends, could you send out fortress members to participate in events like the dwarflympics and poetry readings with forewarning a event is going to happen in order to earn some social skills & personal notoriety for the dwarf? With the little readout whether they 'won' or not

Let your famous bard with his original composition get his word out etc. It could be reformatted that its held locally but like rival football teams travelling to your pitch, a bunch of rival teams arrive from all over the realm to visit the official mountainhome games.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 13, 2017, 04:11:18 am
Hmmm, could a squad sent off map lose members and wind up with a single survivor, and if so, could that survivor get beat up by bogeymen?
Do visitors get attacked by bogeymen on the way to your fortress right now?
Seems to be just an adventurer thing.
Title: Re: Future of the Fortress
Post by: Chase on March 13, 2017, 11:22:08 am
What in Dwarf Fortress is still scripted that you hope to simulate in the future?
Title: Re: Future of the Fortress
Post by: Eric Blank on March 14, 2017, 02:26:02 am
The economy, prices of goods and trade is an obvious answer. Right now its all pretty much scripted. The variation in price is scripted, not a function of actual supply and demand. And its on the dev page for future updates already.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 14, 2017, 09:01:37 am
The economy, prices of goods and trade is an obvious answer. Right now its all pretty much scripted. The variation in price is scripted, not a function of actual supply and demand. And its on the dev page for future updates already.

Adding onto that, many of the sites don't actually have space to store stuff that is currently scripted to be demanded so a map rework might be needed too.

Title: Re: Future of the Fortress
Post by: Chase on March 14, 2017, 09:10:54 am
Couple questions

1. Are epidemics something you want to simulate? Could a world have their very own version of a bubonic plague that could completely wipe out races and also cause a higher demand for soap and disease resistance clothing and medical professions? (i.e. Plague Doctors outfit/usage)

2. Do you plan on adding/simulating hurricanes, tornados, earthquakes, or blizzards?
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 14, 2017, 11:30:33 am
Incorrect in game terms, sadly. Mechanically, far as I can tell citizens will never use a dining room assigned to someone else, and people with an assigned dining room will favor it over an unassigned one. And assigning a dining room is how you meet the room requirement.

Thus, dwarven nobles always dine alone. :V

They will never use a chair or a bed assigned to somebody else, but they are fine with sharing the room with infinity+1 other folks.  That is because the dining/bedroom/tomb areas are attached to the furniture but can overlap with any number of other such room designations of any time. Talking from experience I have never, ever given my nobles separate dining rooms but have simply given them their own chair in the dining hall that everybody else uses.  That way everybody else has more a more valuable dining room at the same time and I do not have to recreate everything over again.  Nobles eating in their office is however a social problem sometimes though, which is why it is best to have all nobles share the same office as well.

Hmmm, could a squad sent off map lose members and wind up with a single survivor, and if so, could that survivor get beat up by bogeymen?
Do visitors get attacked by bogeymen on the way to your fortress right now?
Seems to be just an adventurer thing.

Yes they do get killed off by 'night creatures', just not very often. 
***************************************************************************************************************************************************

With the introduction of the ability to send squads of your own dwarves it seems to me that the Fortress Mode and Adventure mode are beginning to compete with eachother economically speaking (not that this matters at present). If the sites can just send their own folks off to kill any beasties they fancy, retrieve any artifacts they fancy, hunt down any bandits that annoy them, rescue any lost children and so on what need to have to wait around to reward random adventurers for doing those jobs for them.  This creates a problem since the adventurers reliable depend upon the sites for stuff they need but since the sites no longer reliably benefit from having adventurers around they will not provide them with a reliable income.  I can think of a number of possible extreme solutions to this problem.

1. Deliberately restrict what the sites are able to do using their own members by some means or other however realistic or otherwise so that there are a whole raft of things that need doing that can only be done by said special characters.  For instance all dwarves that have the skills to hunt down dragons and lost children in the wilderness know they have the skills, opting to become adventurers resulting in the sites being forced to get adventurers to do those jobs.

2. Make the economies of fortress mode and adventure mode mostly self-sufficient to each-other, perhaps by using the same system of production and exchange for adventurers as is used by nomadic groups of creatures in the wilderness. In this system the lack of a consistent value of adventurers is not a problem at all since all the adventurers produce all the goods and services they collectively need, with any economic contact with sites being basically sporadic and opportunistic.

3. Merge Fortress Mode and Adventure Mode economies together completely.  This means that the adventurer plays simply an ordinary guy in exactly the same position and function towards the site he is in as a regular dwarf in fortress mode, whatever that is.  Since we still need the player to be able to reliably get stuff done in fortress mode, that means that we are going to have to make adventure mode far more mission based, with adventurers being regular folks given explicit tasks to perform by site governments rather than being independent entities 'following their own destiny'.

What are your thoughts on this?
Title: Re: Future of the Fortress
Post by: Knight Otu on March 14, 2017, 12:08:39 pm
Couple questions

1. Are epidemics something you want to simulate? Could a world have their very own version of a bubonic plague that could completely wipe out races and also cause a higher demand for soap and disease resistance clothing and medical professions? (i.e. Plague Doctors outfit/usage)
Yes, diseases and plagues are planned (Bloat144 on here (http://www.bay12games.com/dwarves/dev_single.html), among others), and were almost in 0.31.01, but were among the features to get cut in favor of a release. The deadly diseases would certainly be able to wipe out cities and civs (this may be more common at higher deadliness world settings), though the economic and cultural consequences may not be part of the same (set of) release(s).

2. Do you plan on adding/simulating hurricanes, tornados, earthquakes, or blizzards?
Weather improvements like hurricanes are on the page I linked above in the long-term arcs (though that may or may not be accurate anymore), and Toady has mentioned other catastrophes as well such as here (http://www.bay12forums.com/smf/index.php?topic=140544.msg7073587#msg7073587) as a "Sure, but no timeline" (I think he also mentioned that they should be "fun" in some way rather than a game-over button).
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 14, 2017, 12:54:09 pm
They will never use a chair or a bed assigned to somebody else, but they are fine with sharing the room with infinity+1 other folks.  That is because the dining/bedroom/tomb areas are attached to the furniture but can overlap with any number of other such room designations of any time. Talking from experience I have never, ever given my nobles separate dining rooms but have simply given them their own chair in the dining hall that everybody else uses.  That way everybody else has more a more valuable dining room at the same time and I do not have to recreate everything over again.  Nobles eating in their office is however a social problem sometimes though, which is why it is best to have all nobles share the same office as well.

Don't rooms lose value if they overlap though? Or is that only if the rooms are both assigned?
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 14, 2017, 02:02:10 pm
Shared rooms result in each user getting a share of the rooms value (up to some maximum divisor) which can be compensated for by making the room larger and equipped with more stuff. Beyond the maximum divisor, adding dorfs to a room does not reduce the value for others, so you essentially get it for "free". Not that wealth is any problem currently, and expect fun if you share bedrooms and add cabinets...
Title: Re: Future of the Fortress
Post by: Max™ on March 14, 2017, 03:56:52 pm
Overlapping rooms works great if they're large enough, except for one crippling bit of bugginess: any shared storage items, boxes, cabinets, etc, will be owned by all, and everyone spends all their time shuffling items in and out of each one. Hilarious but it's why I like to have my overlapping rooms with little private closets (http://i.imgur.com/2w3lBBJ.png) for storage/eating and a toggled interior/exterior door when expanding it into the room.
Title: Re: Future of the Fortress
Post by: kingofthehour on March 14, 2017, 04:31:39 pm
1. Will offsite squads be able to destroy, pillage, or conquer sites or just take artifacts.   
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 14, 2017, 04:35:07 pm
1. Will offsite squads be able to destroy, pillage, or conquer sites or just take artifacts.   
As Toady said last month. Not at first. Attacking stuff is hard. This release is about artifact hunting.
Title: Re: Future of the Fortress
Post by: Inarius on March 15, 2017, 02:51:58 am
During world time, (or after) does older dragons have better chance to survive an encounter than younger ones ?
Title: Re: Future of the Fortress
Post by: iceball3 on March 15, 2017, 03:24:51 am
During world time, (or after) does older dragons have better chance to survive an encounter than younger ones ?
If I'm not mistaken, seeing as dragons gradually get larger as they age (up to a cap), assuming the dragon didn't start off at full-grown age, it'll gradually get bigger and thusly become a stronger combatant for the combat simulations that take place during worldgen.
Title: Re: Future of the Fortress
Post by: Inarius on March 15, 2017, 04:03:51 am
Yes, but worldgen fights are not exactly calculated as the "normal" fights.
That's why you can see watery-blob titans lasting 1000 years, even if they could be one shot by a single handed kobold.
Hence my question.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 07:50:08 am
If the technology cutoff date is 1400, when are we going to see primitive cannon in the game? They can smash through armour and megabeasts with ease, but are very unreliable and prone to explode, which seems suitably dwarven.
Title: Re: Future of the Fortress
Post by: DG on March 15, 2017, 08:07:22 am
Which seems suitable for DF Suggestions where it has been suggested already.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 08:16:42 am
Did we get any reply in DF Suggestions?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 08:23:37 am
Did we get any reply in DF Suggestions?
Every single suggestion is read and noted by Toady. There are more than 14000 threads there, he's not going to comment on them. Because pretty much every time the answer will be. "Yeah, cool, one day, no schedule." Same as you get here when you ask questions about the far future.

As it happens, Toady has commented on gunpowder in the past. You'd have to Google it yourself but my vague recollection is that once it was 'no way' and now it's 'not out of the question, like anything else'. Possibly. Might be misremembering.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 08:48:19 am
I'd be surprised if it was "no way" given the 1400 cutoff. In order to exclude gunpowder the cutoff would be back in the early middle ages, before the Song dynasty, so no 2 hand swords or plate cuirasses either.
Title: Re: Future of the Fortress
Post by: Inarius on March 15, 2017, 08:57:45 am
I remember he wanted not to ask industrial gunpowder and guns and things like this, but didn't want to exclude completely the use of explosive powder, more or less.
Anyway, the fact that there are plate cuirasses 2 hand swords or the fact that it is historical or not is not the question : remember we are speaking of a game named Dwarf Fortress, with dragons, artifact, magic, vampires and adamantine...
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 08:59:18 am
Gunpowder isn't remotely close to industrial age technology. The first battlefield use of firearms was in 1132.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 08:59:31 am
I'd be surprised if it was "no way" given the 1400 cutoff. In order to exclude gunpowder the cutoff would be back in the early middle ages, before the Tang dynasty, so no 2 hand swords or plate cuirasses either.
Well, like I say, I don't recall the original comments much. They were quite probably just a false rumour mentioned by someone like the many ancient 'Toady hates modders' and 'Toady hates sex' rumours which somehow persist.

Anyhow, 1400 isn't a strict number. This is still a fantasy game. And since the variant of fantasy worlds available is about to expand rapidly beyond what was first imagined 10 years ago, I imagine nothing's completely out of the question any more.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 09:02:06 am
I remember he wanted not to ask industrial gunpowder and guns and things like this, but didn't want to exclude completely the use of explosive powder, more or less.
Anyway, the fact that there are plate cuirasses 2 hand swords or the fact that it is historical or not is not the question : remember we are speaking of a game named Dwarf Fortress, with dragons, artifact, magic, vampires and adamantine...

Toady said that technology past 1400 wouldn't appear in game. This doesn't include cannon, which first appeared in the 12th century. The fantasy elements are added onto that technology level.

Gunpowder weapons predate full plate armour and 2 hand swords, so if the game is going for a pseudo-medieval feel they should be included. I'm obviously not asking for modern rifles to be added.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 09:10:34 am
Ancient interview with Toady in which he says...something about gunpowder (but certainly no Steam Punk):
Quote
   And we’ve even got someone now who volunteered to research ancient medieval medicine.  And he has sent me some great summaries of the different things that came in and that directly influenced my healthcare changes I’ve been making over the past months.  Couple months.  And you know what was practical back then and so on.  Cause we have a general constraint.  It’s not – I mean it’s not something we could adhere to fully, but the basic idea is that anything prior to the 1400s is fair game for technologies and so on.  And that includes more than most people think because there were some advanced civilizations back then.  And you also kind of want to pick a model for things we’re gonna use.  We’re gonna end up using the kind of 800s Arabian chemistry model, cause they did a lot of interesting things that seem very dwarfy. 

   But we’re not gonna use – we might have this as an optional thing because a lot of people want to see, like gunpowder for instance.  But that’s the kind of thing that’s prone to cause arguments.  And that’s something where we don’t care about it so much.  And we’re gonna kind of have a – go with what the undercurrents of the community are on that. 

   But there’s other things like there’s an undercurrent of people that want steam _____ for example.  And are interested in steam engines and Jules Vern type contraptions and stuff.  And we just, I mean that seems kind of like a fad that’s remerged _______ really interested in that.  We weren’t particularly interested in and it’s seen a lot of use in games recently, so we’re just not gonna do that. 

But, as I say, that was 8 years ago. Now we're moving onto "create any kind of fantasy world - Let's go beyond Tolkien!". So all that could have changed now.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 10:05:25 am
Practical steam engines didn't exist until long after 1400, though. That's not remotely comparable.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 15, 2017, 11:04:59 am
Fire lances when? 3:
Title: Re: Future of the Fortress
Post by: Aarzang on March 15, 2017, 11:18:02 am
Dont know if this question have been asked yet, but will there be any changes in vermin movement? Cause right now animals such as lungfishes still fly high in blue skies and get eaten by predator birds or burrow deep underground, occasionally being seen in tunnels under the river. This is kinda strange...
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 15, 2017, 12:05:35 pm
Fire lances when? 3:

If you use divine metal (sun/day sphere) and or coat the weapon in a ever burning/temporarily burning substance there's no reason you couldn't do that already with moderate tools & caution taken to not set yourself on fire (ofc day/sun doesn't do anything at the moment etc)

More specifically you'd need to have it defined that the tip is on fire rather than the whole spear as a object which could come into the hilt-blade-binding/nailing it all together kind of thing.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 15, 2017, 01:10:22 pm
Fire lances when? 3:

If you use divine metal (sun/day sphere) and or coat the weapon in a ever burning/temporarily burning substance there's no reason you couldn't do that already with moderate tools & caution taken to not set yourself on fire (ofc day/sun doesn't do anything at the moment etc)

More specifically you'd need to have it defined that the tip is on fire rather than the whole spear as a object which could come into the hilt-blade-binding/nailing it all together kind of thing.

ಠ_ಠ

I meant this thing ya goof. (https://en.wikipedia.org/wiki/Fire_lance)
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 15, 2017, 04:01:38 pm
Fire lances when? 3:

If you use divine metal (sun/day sphere) and or coat the weapon in a ever burning/temporarily burning substance there's no reason you couldn't do that already with moderate tools & caution taken to not set yourself on fire (ofc day/sun doesn't do anything at the moment etc)

More specifically you'd need to have it defined that the tip is on fire rather than the whole spear as a object which could come into the hilt-blade-binding/nailing it all together kind of thing.

That would be a terrible idea. You could never put the weapon down or away without worrying about setting yourself, or something or someone else, on fire.

A fire lance is a small flamethrower attached to a spear. They were in use during the Song dynasty in China before the development of cannon.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 04:49:34 pm
Dont know if this question have been asked yet, but will there be any changes in vermin movement? Cause right now animals such as lungfishes still fly high in blue skies and get eaten by predator birds or burrow deep underground, occasionally being seen in tunnels under the river. This is kinda strange...
Lime green if that's a question you actually want answered (answer will be, bugs are bugs and of course will be fixed one day, no timetable).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 04:52:46 pm
Practical steam engines didn't exist until long after 1400, though. That's not remotely comparable.
Boy I'm glad you're not Toady's interviewer. 'Dude, shut up about steam and stick to gunpowder. 1400 man, focus.'
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 15, 2017, 06:52:45 pm
Fire lances when? 3:

If you use divine metal (sun/day sphere) and or coat the weapon in a ever burning/temporarily burning substance there's no reason you couldn't do that already with moderate tools & caution taken to not set yourself on fire (ofc day/sun doesn't do anything at the moment etc)

More specifically you'd need to have it defined that the tip is on fire rather than the whole spear as a object which could come into the hilt-blade-binding/nailing it all together kind of thing.

ಠ_ಠ

I meant this thing ya goof. (https://en.wikipedia.org/wiki/Fire_lance)

I know what you mean, but that's a flame thrower, you'd need propellant and gunpowder isn't planned. Coating the spear in chemicals would be the only way to get it to actually light on fire without using magic.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 07:42:32 pm
Fire lances when? 3:

If you use divine metal (sun/day sphere) and or coat the weapon in a ever burning/temporarily burning substance there's no reason you couldn't do that already with moderate tools & caution taken to not set yourself on fire (ofc day/sun doesn't do anything at the moment etc)

More specifically you'd need to have it defined that the tip is on fire rather than the whole spear as a object which could come into the hilt-blade-binding/nailing it all together kind of thing.

ಠ_ಠ

I meant this thing ya goof. (https://en.wikipedia.org/wiki/Fire_lance)

I know what you mean, but that's a flame thrower, you'd need propellant and gunpowder isn't planned. Coating the spear in chemicals would be the only way to get it to actually light on fire without using magic.
Who said gunpowder isn't planned? Even in the old interview I just posted when he was more against including it, Toady suggests putting it in as an option.

And when we start to get sliders for our worlds, making pretty much everything optional there's no reason to think gunpowder won't turn up one day.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 15, 2017, 09:23:21 pm
Hence why I suggested fire lances. If any gunpowder weapon is going to be the first to possibly be included, it'd likely be something that's early in history, simple in construction, and exceedingly dwarven. What is more dwarven than taking the very power of the earth (or at least the nitre and brimstone of the earth) and strapping it to a spear? o3o

Granted, there seems to be more than one style of fire lance, I've seen depictions of the charges attached to an actual spear, and I've seen ones that are just the device on a pole.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 15, 2017, 10:15:00 pm
Will we be able to refer to the map when the liaison turns up with his wall of text about what's going on in the world (while he's actually talking I mean, rather than writing everything down and checking the map later)?

Also, you mentioned just before the taverns release that you didn't get the time to add a map that'd be used to listen to tavern rumours. Will that be added now that there's a map, or has that been put off for now?
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 16, 2017, 12:35:29 am
Any timeline on cannibalism being fixed? It appears that the issue concerning it has at last been categorized as confirmed and assigned, even though you've indicated being aware of the bug as far back as December 2015.

Also, scorpionposts when? :V
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 16, 2017, 01:06:07 am
Any timeline on cannibalism being fixed? It appears that the issue concerning it has at last been categorized as confirmed and assigned, even though you've indicated being aware of the bug as far back as December 2015.

Also, scorpionposts when? :V
There's no indication that Toady's any more aware of why it's gone wrong than the last time you asked. Last we heard was 'no idea what went wrong'.

And even before it stopped working for elves and goblins, dwarf adventurers were able to incorrectly feast on their mates so the ethics are fundamentally messed up somewhere. Indicating a massive bug hunt and clean up of code required, indicating that it won't be done until ethics are looked at again (Scenarios).

GDS is missing because the social experiment to see how attached one crazy fan can get to a big 'S' is ongoing.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 16, 2017, 01:09:43 am
GDS is missing because the social experiment to see how attached one crazy fan can get to a big 'S' is ongoing.

And here I could've sworn I'd yet to scorpionpost in at least a week. ;w;
Title: Re: Future of the Fortress
Post by: LordBaal on March 16, 2017, 04:24:37 am
I asked and suggested the use of firearms before. There's nothing more dwarfy than a metal tube that vomits lead and breath fire, finely ornamented with the images of suffering elves and goblins under its own wrath.
Toady didn't like much the firearms back then. Recently I asked again about cannons in ships once we get there and he was way more open to it, but had reservations about how that would also imply land cannons and so on...
Regardless it might end up being fully modable one day. Currently it is but given there's a lot to be done for ranged weapons (reload time and other stuff...) it's somewhat weird.
So if I could answer you, cannons in ships are a very real possibility, on land maybe and handheld maybe not.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 16, 2017, 06:42:49 am
I think the main thing is, Toady seems to not have much interest in gunpowder (right now). So while it's now within the grand scope of the 'super-everything fantasy world generator' that DF may one day be, it'll probably be quite a while yet (and since "short-term plans" seem to run to about 10 years from now, 'quite a while' could well be interpreted as meaning 'debatably within Toady's lifetime').
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 16, 2017, 08:27:40 am
I asked and suggested the use of firearms before. There's nothing more dwarfy than a metal tube that vomits lead and breath fire, finely ornamented with the images of suffering elves and goblins under its own wrath.
Toady didn't like much the firearms back then. Recently I asked again about cannons in ships once we get there and he was way more open to it, but had reservations about how that would also imply land cannons and so on...
Regardless it might end up being fully modable one day. Currently it is but given there's a lot to be done for ranged weapons (reload time and other stuff...) it's somewhat weird.
So if I could answer you, cannons in ships are a very real possibility, on land maybe and handheld maybe not.

The idea that you could only put a cannon on a ship but not on land is too silly even for this game. Handheld cannons appeared first, since they are smaller and easier to forge. Artillery was later, and deployment on ships later still.

I expect gunpowder hasn't been implemented or talked about much so far because of problems with projectile weapons in general; the reload time of a longbow should be much shorter than that of a crossbow or cannon, which is why longbows remained in use after cannon were invented, and I don't know if this has been implemented at all. If everything has the same reload time, cannon would be absurdly overpowered relative to bows, even considering the possibility of explosions.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 16, 2017, 08:36:48 am
Quote
I expect gunpowder hasn't been implemented or talked about much so far because of problems with projectile weapons in general;
That and the lack of interest stated in the interview I posted not very long ago where he did actually talk about it.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 16, 2017, 08:54:26 am
Quote
I expect gunpowder hasn't been implemented or talked about much so far because of problems with projectile weapons in general;
That and the lack of interest stated in the interview I posted not very long ago where he did actually talk about it.

Wasn't that from about 2009? I imagine if you'd asked him about making a 64 bit version then he'd probably have shown little interest as well.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 16, 2017, 11:06:53 am
And quibbling like this is why I brought up the oldest possible thing (that I'm aware of) that could be considered vaguely gun-like, instead of going straight to mentioning cannons, hand cannons, or arquebuses. :V

EDIT: I'm now annoyed that my browser's spellchecker recognized "quibbling" but not "arquebus." >.>
Title: Re: Future of the Fortress
Post by: Inarius on March 16, 2017, 02:08:32 pm
Well, even if Toady doesn't produce anything like gunpowder, I think that he can invest in "explosive reaction" or even "chemical reactions". After all, there are many ways to create "reactions", and gunpowder is only one of them. Let alone fictive woods who could very well burn and explode easily (like pines) when mixed with another thing...
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 16, 2017, 03:34:48 pm
And quibbling like this is why I brought up the oldest possible thing (that I'm aware of) that could be considered vaguely gun-like, instead of going straight to mentioning cannons, hand cannons, or arquebuses. :V

EDIT: I'm now annoyed that my browser's spellchecker recognized "quibbling" but not "arquebus." >.>

Fire lances are the oldest gunpowder weapons, but they're far from the only ones which would qualify at a late medieval technology level. In order to cut off at fire lances you'd be putting the date at 1100, not 1400, so goodbye full plate armour and 2 hand swords.

I actually wouldn't mind an early medieval mode with maille armour and 1 hand swords and spears. Viking age dwarves.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 16, 2017, 06:22:09 pm
I guess you're still experimenting with edge cases, but:  What will squads do if they're questing when the fortress falls? Will they continue the quest until it's done before disbanding? Will they form a new group? Or continue questing together for other sites?

Also, NPC adventurers are wandering around the world picking up quests posted at sites, so (as an alternative to making squads out of your citizens) will it be possible for the player to also "post" quests that visitors will be able to pick up (possibly in exchange for a bunch of granite crowns or whatever)?

What I'd love to see is a bunch of mercs naturally picking up on rumours at the tavern about the quest you just sent a squad on and have them form their own band to try to grab the artifact quicker than your dorfs.

Bonus points if they hang out in the tavern the whole time then jump your squad the moment they get back. That would be awesome.

Are the various factions hanging out at the tavern going to cause problems when dwarf squads return artifacts? Because actually it would be very cool to see people killing each other over artifacts.
Title: Re: Future of the Fortress
Post by: iceball3 on March 16, 2017, 09:30:10 pm
About all blackpowder related tech, i'm pretty sure that there is near nothing in that vein that'll see implementation before both:
-'Alchemy' actually being implemented at all.
-Research "topics" and their associated skills getting a full first-work, such that they are more than flavorful placeholders, as they are now.
Both of these are rather far down the road, and questions being re-asked for the nigh-thousandth time should probably be saved until that's on the horizon, at least.
This probably isn't an inaccurate perspective, is it?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 16, 2017, 10:06:13 pm
About all blackpowder related tech, i'm pretty sure that there is near nothing in that vein that'll see implementation before both:
-'Alchemy' actually being implemented at all.
-Research "topics" and their associated skills getting a full first-work, such that they are more than flavorful placeholders, as they are now.
Both of these are rather far down the road, and questions being re-asked for the nigh-thousandth time should probably be saved until that's on the horizon, at least.
This probably isn't an inaccurate perspective, is it?
It's mostly discussion with no questions for Toady so far. I think we all know not to bother asking silly stuff about the far future like 'Fire lances when?' in this thread.

Oh wait...
Title: Re: Future of the Fortress
Post by: Harpadarpa. on March 17, 2017, 12:19:27 am
So when artifacts are implemented, maybe once the update just hits, you'll start with an encyclopedic knowledge of every single artifact. But later down the road, are there any plans to have to learn about artifacts before you can do things like ask about them? Will books written about artifacts teach player characters about new artifacts that exist in the world? Will cultures have artifacts important to them? Like if you grow up in The Union of Teaching or whatever, would a player character know all of that nation's important artifacts?

I'm just curious as to how the artifact system will work.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 17, 2017, 01:45:41 am
@Harpadarpa: The convention is that questions to Toady are painted green or lime green so he can find them easier. Thus, if you want him to answer, you ought to update your post.
Title: Re: Future of the Fortress
Post by: Harpadarpa. on March 17, 2017, 02:47:02 am
@PatrikLundell

Wasn't aware of that. Thanks for the heads up!
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 17, 2017, 04:41:49 am
So when artifacts are implemented, maybe once the update just hits, you'll start with an encyclopedic knowledge of every single artifact. But later down the road, are there any plans to have to learn about artifacts before you can do things like ask about them? Will books written about artifacts teach player characters about new artifacts that exist in the world? Will cultures have artifacts important to them? Like if you grow up in The Union of Teaching or whatever, would a player character know all of that nation's important artifacts?

I'm just curious as to how the artifact system will work.
I think Toady said last month or the month before that you'll only be able to quest for artifacts you actually know about. Knowledge spreads through rumours, so you probably wouldn't know about recently made stuff until you get visitors from those places talking about them at the tavern.

Have to wait for Toady's reply to find out how ancient artifacts work though. Maybe everyone knows about them.
Title: Re: Future of the Fortress
Post by: LordBaal on March 17, 2017, 05:04:21 am
The idea that you could only put a cannon on a ship but not on land is too silly even for this game.

Straight the Toad's mouth:

Quote from: LordBaal
Wonder if Toady has ever thought about having cannons at least in naval warfare. If not then I suppose the plan is having them filled with catapults and ballistas? Also, does the plan of adding boats includes making them in fort mode/being captain in adventurer mode? Will boats mean we could have river docks on fortress mode to trade greater quantities of merchandise?
Quote from: Urist McWoodBurner
Will you be implementing some sort of port that can be built in fortress mode? That would make ocean embark more interesting and also being able to build ships/wagons to send to trade with other cities?

I don't have a hard line on ship cannons really.  I'm not sure what we'll end up with.  That would lead to cannons on land, though, and that starts to move away from where I want vanilla to be.  It's hard to say what the first boat release would have, but we're certainly aiming for adventure mode captains.  I think it would be cool to have ships coming in vaguely like the wagons do, yeah, and we were hoping to get to it.  Underground lakes too, once we do the deep dwarf trade stuff -- that might be more dwarfy than a cliff-less ocean fort or one on a navigable river, but we'd try to support as many embarks as we can (and it should happen naturally if boats are on those waters).  Building boats at the fortress is a bit more complex and is the probably the sort of thing that would fall victim to a time shortage on the first pass, but we'll see how it all blends in with moving fortress pieces and all that.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 17, 2017, 08:38:59 am
Straight the Toad's mouth:

Quote from: LordBaal
Wonder if Toady has ever thought about having cannons at least in naval warfare. If not then I suppose the plan is having them filled with catapults and ballistas? Also, does the plan of adding boats includes making them in fort mode/being captain in adventurer mode? Will boats mean we could have river docks on fortress mode to trade greater quantities of merchandise?
Quote from: Urist McWoodBurner
Will you be implementing some sort of port that can be built in fortress mode? That would make ocean embark more interesting and also being able to build ships/wagons to send to trade with other cities?

I don't have a hard line on ship cannons really.  I'm not sure what we'll end up with.  That would lead to cannons on land, though, and that starts to move away from where I want vanilla to be.  It's hard to say what the first boat release would have, but we're certainly aiming for adventure mode captains.  I think it would be cool to have ships coming in vaguely like the wagons do, yeah, and we were hoping to get to it.  Underground lakes too, once we do the deep dwarf trade stuff -- that might be more dwarfy than a cliff-less ocean fort or one on a navigable river, but we'd try to support as many embarks as we can (and it should happen naturally if boats are on those waters).  Building boats at the fortress is a bit more complex and is the probably the sort of thing that would fall victim to a time shortage on the first pass, but we'll see how it all blends in with moving fortress pieces and all that.

Well, he is saying here that the concepts are inseparable.
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 17, 2017, 12:04:31 pm
Fire lances are the oldest gunpowder weapons, but they're far from the only ones which would qualify at a late medieval technology level. In order to cut off at fire lances you'd be putting the date at 1100, not 1400, so goodbye full plate armour and 2 hand swords.

I actually wouldn't mind an early medieval mode with maille armour and 1 hand swords and spears. Viking age dwarves.

Again, I said fire lances instead of later gunpowder weapons because: Toady already messed up by putting the cutoff date well after the advent of gunpowder weapons. Giving an example from the 1100s (that's also a lot easier to balance in a fantasy setting) means I've set my expectations a lot lower. 3:
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on March 17, 2017, 05:16:00 pm
Magical songs were mentioned in the PCgamer interview you did. Does that mean there might be, in addition to magical songs, magical poems, dances and instruments?

If so, I can't wait to make a kantele out of a giant pike's jaw and sing people into swamps.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 17, 2017, 05:45:18 pm
Fire lances are the oldest gunpowder weapons, but they're far from the only ones which would qualify at a late medieval technology level. In order to cut off at fire lances you'd be putting the date at 1100, not 1400, so goodbye full plate armour and 2 hand swords.

I actually wouldn't mind an early medieval mode with maille armour and 1 hand swords and spears. Viking age dwarves.

Again, I said fire lances instead of later gunpowder weapons because: Toady already messed up by putting the cutoff date well after the advent of gunpowder weapons. Giving an example from the 1100s (that's also a lot easier to balance in a fantasy setting) means I've set my expectations a lot lower. 3:
Yep totally messed up. Despite saying that 1400 is completely arbitrary,, gunpowder absolutely existed but he doesn't (didn't?) want to include it and this being a fantasy world simulator means anything goes if he's interested in it.

Apart fom that yeah, messed up, damn that Toad and his historical ignorance.

Or was it fans latching onto something and taking it far, far too literally who messed up? No. Surely not...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 17, 2017, 05:46:46 pm
Magical songs were mentioned in the PCgamer interview you did. Does that mean there might be, in addition to magical songs, magical poems, dances and instruments?

If so, I can't wait to make a kantele out of a giant pike's jaw and sing people into swamps.
I believe there's mention of magical dance buried in one of the mythgen screenshots. Rituals without magical dances would be kind of boring.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 17, 2017, 06:48:46 pm
Fire lances are the oldest gunpowder weapons, but they're far from the only ones which would qualify at a late medieval technology level. In order to cut off at fire lances you'd be putting the date at 1100, not 1400, so goodbye full plate armour and 2 hand swords.

I actually wouldn't mind an early medieval mode with maille armour and 1 hand swords and spears. Viking age dwarves.

Again, I said fire lances instead of later gunpowder weapons because: Toady already messed up by putting the cutoff date well after the advent of gunpowder weapons. Giving an example from the 1100s (that's also a lot easier to balance in a fantasy setting) means I've set my expectations a lot lower. 3:
Yep totally messed up. Despite saying that 1400 is completely arbitrary,, gunpowder absolutely existed but he doesn't (didn't?) want to include it and this being a fantasy world simulator means anything goes if he's interested in it.

Apart fom that yeah, messed up, damn that Toad and his historical ignorance.

Or was it fans latching onto something and taking it far, far too literally who messed up? No. Surely not...

We aren't latching onto gunpowder because we're obsessed with everything being like it was in 1400. We (or at least I) want gunpowder in the game because it would offer different possibilities both in mining and combat, and are taking the 1400 comment to mean that Toady is generally happy with a late medieval level of technology, which includes early gunpowder.

Why is gunpowder hard to balance in a fantasy setting? The kind of cannons we are talking about here are slow to reload, difficult to forge, inaccurate, and potentially explosive. I can't see that they would be game breaking.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 17, 2017, 07:18:52 pm
Not sure who your responding to. I'd love to see gunpowder in the game. 'Any type of fantasy world, who cares about balance' is the current stance so no reason it shouldn't go in. Just have to wait for Toady to become interested in adding it.

Once magical pixies start blowing things up with their breath (at the cost of half a pint of blood each time) gunpowder is just a small step away.

As I said, we're entering a stage where pretty much everything is about to become 'optional' so the concept of 'vanilla' and whether or not it should have cannons is going to be irrelevant.
Title: Re: Future of the Fortress
Post by: kingofthehour on March 17, 2017, 07:51:30 pm
When you send squads out to other sites will they be able to conquer, pillage, or destroy the site the way armies do in legends mode, or will they only be allowed to steal artifacts
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 17, 2017, 07:57:23 pm
When you send squads out to other sites will they be able to conquer, pillage, or destroy the site the way armies do in legends mode, or will they only be allowed to steal artifacts
Artifacts only in this release. Killing is hard. (Last months fotf reply). They will fight if there's things to fight though.
Read this interview about what's planned for the next few releases:

http://www.pcgamer.com/dwarf-fortress-creator-tarn-adams-talks-about-simulating-the-most-complex-magic-system-ever/
Title: Re: Future of the Fortress
Post by: LordBaal on March 17, 2017, 08:13:10 pm
Straight the Toad's mouth:

Quote from: LordBaal
Wonder if Toady has ever thought about having cannons at least in naval warfare. If not then I suppose the plan is having them filled with catapults and ballistas? Also, does the plan of adding boats includes making them in fort mode/being captain in adventurer mode? Will boats mean we could have river docks on fortress mode to trade greater quantities of merchandise?
Quote from: Urist McWoodBurner
Will you be implementing some sort of port that can be built in fortress mode? That would make ocean embark more interesting and also being able to build ships/wagons to send to trade with other cities?

I don't have a hard line on ship cannons really.  I'm not sure what we'll end up with.  That would lead to cannons on land, though, and that starts to move away from where I want vanilla to be.  It's hard to say what the first boat release would have, but we're certainly aiming for adventure mode captains.  I think it would be cool to have ships coming in vaguely like the wagons do, yeah, and we were hoping to get to it.  Underground lakes too, once we do the deep dwarf trade stuff -- that might be more dwarfy than a cliff-less ocean fort or one on a navigable river, but we'd try to support as many embarks as we can (and it should happen naturally if boats are on those waters).  Building boats at the fortress is a bit more complex and is the probably the sort of thing that would fall victim to a time shortage on the first pass, but we'll see how it all blends in with moving fortress pieces and all that.

Well, he is saying here that the concepts are inseparable.
Look, you can bend the words all the way you want, fact is Toady doesn't like the idea of firearms on the vanilla game, period, said by himself. Doesn't matter if they make the 1400 cut off. There's stuff he's simply not into.

What is important is the game to the have the ability of being modable into using firearms with all the details pertinent to it (slow reload time, more complicated logistics behind them), which eventually will be.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 18, 2017, 06:05:36 am
Straight the Toad's mouth:

Quote from: LordBaal
Wonder if Toady has ever thought about having cannons at least in naval warfare. If not then I suppose the plan is having them filled with catapults and ballistas? Also, does the plan of adding boats includes making them in fort mode/being captain in adventurer mode? Will boats mean we could have river docks on fortress mode to trade greater quantities of merchandise?
Quote from: Urist McWoodBurner
Will you be implementing some sort of port that can be built in fortress mode? That would make ocean embark more interesting and also being able to build ships/wagons to send to trade with other cities?

I don't have a hard line on ship cannons really.  I'm not sure what we'll end up with.  That would lead to cannons on land, though, and that starts to move away from where I want vanilla to be.  It's hard to say what the first boat release would have, but we're certainly aiming for adventure mode captains.  I think it would be cool to have ships coming in vaguely like the wagons do, yeah, and we were hoping to get to it.  Underground lakes too, once we do the deep dwarf trade stuff -- that might be more dwarfy than a cliff-less ocean fort or one on a navigable river, but we'd try to support as many embarks as we can (and it should happen naturally if boats are on those waters).  Building boats at the fortress is a bit more complex and is the probably the sort of thing that would fall victim to a time shortage on the first pass, but we'll see how it all blends in with moving fortress pieces and all that.

Well, he is saying here that the concepts are inseparable.
Look, you can bend the words all the way you want, fact is Toady doesn't like the idea of firearms on the vanilla game, period, said by himself. Doesn't matter if they make the 1400 cut off. There's stuff he's simply not into.

What is important is the game to the have the ability of being modable into using firearms with all the details pertinent to it (slow reload time, more complicated logistics behind them), which eventually will be.

Did he like the idea of making the game 64 bit? I doubt that was particularly fun for him to code, but he still did it. That he doesn't have a lot of personal interest in a feature doesn't necessarily preclude adding it.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 18, 2017, 06:14:08 am
64 bit was a problem that needed solving. He solved it.

Gunpowder is developing the kind of excited glee that magic is giving him right now, ordering a bunch of books on the subject, browsing wikipedia to learn all about gunpowder, maybe going out with Zach to blow stuff up, just to see if how it's supposed to look (ok, maybe not that far) then spending a year to put it in, get it just right and be well pleased with what he's managed and enthuse to PC Gamer about dorfs and their new procedurally generated cannons that they develop over hundreds of years through trial and error.

As of last year, he wasn't at that point. Sure, one day he might be, great then we'll have gunpowder.
Title: Re: Future of the Fortress
Post by: Inarius on March 18, 2017, 02:22:24 pm
Just an information : consider reading this interview : here  (http://www.pcgamer.com/dwarf-fortress-creator-tarn-adams-talks-about-simulating-the-most-complex-magic-system-ever/?utm_content=buffer996a7&utm_medium=social&utm_source=twitter&utm_campaign=buffer-pcgamertw) about Magic.

It's really interesting and...hyping.
Title: Re: Future of the Fortress
Post by: Ninteen45 on March 18, 2017, 08:48:07 pm
Just an information : consider reading this interview : here  (http://www.pcgamer.com/dwarf-fortress-creator-tarn-adams-talks-about-simulating-the-most-complex-magic-system-ever/?utm_content=buffer996a7&utm_medium=social&utm_source=twitter&utm_campaign=buffer-pcgamertw) about Magic.

It's really interesting and...hyping.

I really like that standalone Tarn is using to test stuff. I want it more than dwarf fortress, maybe.




Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 18, 2017, 10:21:53 pm
When you send squads out to other sites will they be able to conquer, pillage, or destroy the site the way armies do in legends mode, or will they only be allowed to steal artifacts
Artifacts only in this release. Killing is hard. (Last months fotf reply). They will fight if there's things to fight though.
Oh Ok. Add kidnap rescue missions and general raiding/mischief causing to that then. :)

Can't recall the last time a goblin kidnapper actually managed to kidnap someone except in worldgen.
Title: Re: Future of the Fortress
Post by: AceSV on March 18, 2017, 11:19:36 pm
Sorry if this has been asked,

Someone in the past suggested that the artifacts updates would involve the ability to give powers to items, like a sword of fire or amulet of extravision.  Is that actually something you want to do?  If it were implemented, should expect magic items to be only randomly generated artifacts or would it be possible to mass produce particular items, with or without modding? 

I seem to recall an interview where Toady mentioned that he liked the idea of explosives.  So maybe his plans for gunpowder would be more like the orc's explosive attack at Helm's Deep. 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 18, 2017, 11:43:49 pm
Sorry if this has been asked,

Someone in the past suggested that the artifacts updates would involve the ability to give powers to items, like a sword of fire or amulet of extravision.  Is that actually something you want to do?  If it were implemented, should expect magic items to be only randomly generated artifacts or would it be possible to mass produce particular items, with or without modding? 

I seem to recall an interview where Toady mentioned that he liked the idea of explosives.  So maybe his plans for gunpowder would be more like the orc's explosive attack at Helm's Deep.
Take a read through the dev notes and the interview posted today for info on magic in general.
(Yes. But not in the next release).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 20, 2017, 06:59:38 am
Now that you can send squads out on raids and kidnap rescue missions, are you going to go back and put these kind of missions into worldgen for this release so that npc sites can also send raids and rescue kids?
Turning up in town in the middle of an insurrection is a lot of fun as you work out which side to jump in on. But that's quite rare. Sites raiding each other while you wander about in search of new boots would add to the sense of stuff going on.

Also, edge case question:
I guess most missions will be finished in two weeks judging by the travel times you mentioned, but what happens if you send a player-fortress dwelling retired adventurer out on a mission and then unretire him? If the mission is still going on, will you teleport back to the fortress? Appear in the wilderness mid-quest?
I'm assuming missions carry on without you after you retire your fortress, of course.
Title: Re: Future of the Fortress
Post by: iceball3 on March 20, 2017, 07:04:12 am
As an eventual development, do you consider the approach of using more accurate temperature physics (heat of fusion/vaporization, specifically raw-able exothermic/endothermic qualities of a burning material, etc.) to quell the more disasterous (from a simulation standpoint) effects of hot temperatures,  or is the plan to implement some manner of hardcoded direct limitations to fire to accomplish that?

For elaboration, think like unstoppable wetlands rapid wildfire infernos caused by an errant fire or splash of lava, melting that does not stop when you submerge in water, "melting" being the primary damage when you burn instead of skin-fat incineration, not getting cauterized when you dip your fingers in lava, and being impossible to extinguish when set on fire in most situations.
Title: Re: Future of the Fortress
Post by: Inarius on March 20, 2017, 10:00:45 am
I don't know how will it be done, but the (maximum) two-weeks long missions seems too short...i understand it's necessary and "realistic" but...well...Perhaps there is a a "mission-time" during which the squad will search, wander, question people, etc...which lead me to this question (three, actually)



- How long will it take for squads to "find" artifacts, people or any other thing you asked apart from the journey time ? Can it take days, weeks, or months ? Is there a limit of time after which they will turn around ?
for example, searching for someone in a big goblin city can be really long if you have to visit every lair and avoid patrols

- Does the type of equipments and general stats for the squad will have impact on their strength/resistance outside of the fortress ?
I don't want to send my full adamantine legendary axe fighters if they are about to die in a place I won't be able to have their stuff back...(and especially if they don't do better than a copper dabbler warrior)

- If a squad is destroyed, what will happen in regard to their stuff ? Will you see adamantine items put somewhere in the economy, or taken by our enemy as a war trophy, or in the next caravan ?
 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 20, 2017, 04:50:42 pm
I don't know how will it be done, but the (maximum) two-weeks long missions seems too short...i understand it's necessary and "realistic" but...well...Perhaps there is a a "mission-time" during which the squad will search, wander, question people, etc...which lead me to this question (three, actually)



- How long will it take for squads to "find" artifacts, people or any other thing you asked apart from the journey time ? Can it take days, weeks, or months ? Is there a limit of time after which they will turn around ?
for example, searching for someone in a big goblin city can be really long if you have to visit every lair and avoid patrols

- Does the type of equipments and general stats for the squad will have impact on their strength/resistance outside of the fortress ?
I don't want to send my full adamantine legendary axe fighters if they are about to die in a place I won't be able to have their stuff back...(and especially if they don't do better than a copper dabbler warrior)

- If a squad is destroyed, what will happen in regard to their stuff ? Will you see adamantine items put somewhere in the economy, or taken by our enemy as a war trophy, or in the next caravan ?
 
Two weeks as in, the game skips two weeks when you unretire an adventurer. That's all. No-one suggested missions should be two weeks.

If it takes 18 days to walk the length of the world, I imagine a lot of missions will be finished within a month.
Title: Re: Future of the Fortress
Post by: Inarius on March 20, 2017, 04:55:19 pm
"The odd time differences continue to cause trouble as usual -- on a medium map, going from tip to tip on a world-spanning crescent shaped continent takes ~18 days. So if there aren't weird interruptions (like your dwarf squad stopping for a bender at a human tavern), you can expect even the longest journies to be over in a month or so, which passes relatively quickly in fort mode. We might adjust the times a bit if it's too strange, but we'd like to keep everything as consistent as possible (since there are lots of non-player armies moving around the map at these speeds).  "


Source : http://www.bay12games.com/dwarves/

18 days ~ 2 weeks.
Hence my question. The issue is the SIZE of the world.
Title: Re: Future of the Fortress
Post by: Urist Tilaturist on March 20, 2017, 05:27:32 pm
Sorry if this has been asked,

Someone in the past suggested that the artifacts updates would involve the ability to give powers to items, like a sword of fire or amulet of extravision.  Is that actually something you want to do?  If it were implemented, should expect magic items to be only randomly generated artifacts or would it be possible to mass produce particular items, with or without modding? 

I seem to recall an interview where Toady mentioned that he liked the idea of explosives.  So maybe his plans for gunpowder would be more like the orc's explosive attack at Helm's Deep.

I am hoping that black powder charges have some mining applications if they are implemented.
Title: Re: Future of the Fortress
Post by: Beag on March 20, 2017, 06:15:27 pm
1. Would one cost to making a deal for magical power be that the person involved and all their descendants have to serve the entity the bargain was made with?
2. Would another cost of making such a deal for power be that the entity turns the person into a monster?
Title: Re: Future of the Fortress
Post by: iceball3 on March 20, 2017, 06:20:19 pm
Sorry if this has been asked,

Someone in the past suggested that the artifacts updates would involve the ability to give powers to items, like a sword of fire or amulet of extravision.  Is that actually something you want to do?  If it were implemented, should expect magic items to be only randomly generated artifacts or would it be possible to mass produce particular items, with or without modding? 

I seem to recall an interview where Toady mentioned that he liked the idea of explosives.  So maybe his plans for gunpowder would be more like the orc's explosive attack at Helm's Deep.

I am hoping that black powder charges have some mining applications if they are implemented.
There is the problem that explosive charges, that if it's affected area could compete with dwarven miners, the affected area would be HUGE. Unless dwarves were made to dig much slower through harder rock.
That said, lever operated blackpowder charges would be much more useful for breaching walls and floors remotely without having to finagle with cave-in nonsense, as well as for traps. You'd certainly have to measure it out so you could control just how much structural damage you're planning to do with these things, but I can imagine a fragmentation blackpowder charge would do some serious damage to a squad caught in a kill corridor.
Title: Re: Future of the Fortress
Post by: Bumber on March 20, 2017, 06:34:29 pm
In the last FotF you said there would be "nothing fighty" for the missions yet. What are the "generic raids" spoken of in the 3/18 blog post? Is it just a hostile/negative diplomatic action?
*Anticipates loyalty cascades in foreign sites.*

That said, lever operated blackpowder charges would be much more useful for breaching walls and floors remotely without having to finagle with cave-in nonsense, as well as for traps. You'd certainly have to measure it out so you could control just how much structural damage you're planning to do with these things, but I can imagine a fragmentation blackpowder charge would do some serious damage to a squad caught in a kill corridor.
Also for breaching magma and water.
Title: Re: Future of the Fortress
Post by: Putnam on March 20, 2017, 07:43:07 pm
"The odd time differences continue to cause trouble as usual -- on a medium map, going from tip to tip on a world-spanning crescent shaped continent takes ~18 days. So if there aren't weird interruptions (like your dwarf squad stopping for a bender at a human tavern), you can expect even the longest journies to be over in a month or so, which passes relatively quickly in fort mode. We might adjust the times a bit if it's too strange, but we'd like to keep everything as consistent as possible (since there are lots of non-player armies moving around the map at these speeds).  "


Source : http://www.bay12games.com/dwarves/

18 days ~ 2 weeks.
Hence my question. The issue is the SIZE of the world.

It explicitly says that the mission would take over a month since the 18 days is one way, if you really read what you're posting.

Not only that, but that's a medium world; large worlds will take longer to cross.
Title: Re: Future of the Fortress
Post by: thvaz on March 20, 2017, 08:22:59 pm
"The odd time differences continue to cause trouble as usual -- on a medium map, going from tip to tip on a world-spanning crescent shaped continent takes ~18 days. So if there aren't weird interruptions (like your dwarf squad stopping for a bender at a human tavern), you can expect even the longest journies to be over in a month or so, which passes relatively quickly in fort mode. We might adjust the times a bit if it's too strange, but we'd like to keep everything as consistent as possible (since there are lots of non-player armies moving around the map at these speeds).  "


Source : http://www.bay12games.com/dwarves/

18 days ~ 2 weeks.
Hence my question. The issue is the SIZE of the world.

It explicitly says that the mission would take over a month since the 18 days is one way, if you really read what you're posting.

Not only that, but that's a medium world; large worlds will take longer to cross.

Well, one month if you sent your squad to the other side of the continent; you may need to send them a lot closer. They would blink in and out of the fortress.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 20, 2017, 08:51:18 pm
In the last FotF you said there would be "nothing fighty" for the missions yet. What are the "generic raids" spoken of in the 3/18 blog post? Is it just a hostile/negative diplomatic action?
As mentioned in PC gamer, incidental fights will occur. You're not going to rescue children and artifacts with no-one noticing. I imagine 'not fighty' to mean specific combat missions 'go kill this Titan', 'go attack this bandit camp' and of course the future clash of armies type of 'fighty' which is still a long way off.
Title: Re: Future of the Fortress
Post by: iceball3 on March 20, 2017, 11:08:07 pm
What would be the effective duration that the individual tasks take when attempted in post-worldgen, will the events themselves (not traveling) be near instantaneous and travelling itself be static, or will obstacles such as negotiations, intermittent stops (sleeping, acquiring rations, slowing by weather, travelling offroad, confrontation, injured dwarves and treating injured dwarves) hinder mission time any? Will any of the above affect morale and stress of the dwarves themselves in any manner?
Will squads or individuals pursue personal interests en route to their destination, or change their plans in the event that the conditions of the mission change the situation initially planned for, or in the event that squad members come across a situation or circumstance that inspires their ambition?
As increased interactivity with the outside world increases, the dwarf-mode adventure-mode time discrepancies begin to become more significant. How do you plan to address certain situations where the discrepancies are pretty significant? For instance, on a slightly large embark at a distance of a handful local regional tiles away, if you send out an expedition, it will take significantly longer for your dwarves to get off of your front lawn than it will take for them to cross the geographically longer distance to the site.
I imagine this can be mitigated somewhat by allowing dwarves to leave and re-enter the site via minecart, in particular in the instances of the lack of (and before the implementation of) inter-site minecarts: the only purpose of the minecarts being to move the squad on to an abstract close off-site hub where they can begin their travels, unhindered by fortress time dilation.
Title: Re: Future of the Fortress
Post by: Max™ on March 20, 2017, 11:24:03 pm
Oh heavens I never knew how badly I wanted minecart powered fortress ejection seats.
Title: Re: Future of the Fortress
Post by: iceball3 on March 20, 2017, 11:27:45 pm
Oh heavens I never knew how badly I wanted minecart powered fortress ejection seats.
For my amusement -
The Dwarven Bridge: Minecart ramps with rollers.
The Dwarven Drawbridge: a deluge of minecarts that flow out in a single cardinal direction. It fills up a 1 tile sliver of empty space through a crevasse, down to the bottom, with minecarts stacked one on top of the other. Individuals walk along the topmost minecarts to cross. Individuals caught below it are crushed by the weight of 50+ minecarts. The bridge is retracted by a chute down below opening up and rollers shoving each row of carts into it as they fall upon it.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 20, 2017, 11:48:58 pm
 If there are ways off the edge of the map in the caverns, can squads depart using these?
(Instead of say, wandering through the syndrome inducing blood falling from the sky and around the husks hanging out near the front door)
Title: Re: Future of the Fortress
Post by: DG on March 20, 2017, 11:56:01 pm
Your expedition was eaten by a grue Elkbirds. Mission failed.
Title: Re: Future of the Fortress
Post by: Inarius on March 21, 2017, 05:33:43 am
@Putnam@iceball3@thvaz

That was the sense of my question. Considering that the general travel will be short, 18 days is the maximum travel time, so a fortress not in a pole but around the center of the map will have at max 9 days long travel. This is very short in Fortress mode and if you are going on smaller map it will be just a blink, at most. On the largest world even the farthest destination from on pole to the opposite will take 2 or 3 months to go and come back (large world = twice a medium).
 I understand it can be seen as an issue by Toady.
The first part of iceball3 question is near mine, actually and I support it : will mission lasts more than just the travel and will it "takes" time to do things while on site. That's all !
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 21, 2017, 08:04:26 am
Are aimed missile attacks a future plan?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 21, 2017, 08:14:03 am
Are aimed missile attacks a future plan?
How do you mean?
You aim missile attacks right now, don't you?

Or do you mean, aim for a specific body part, like melee combat?

(In which case the answer will be, yeah, one day, no schedule. The next release is focussed on artifacts, not the combat system).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 21, 2017, 08:18:06 am
Quote
Will squads or individuals pursue personal interests en route to their destination,
Stopping off at taverns was mentioned, so yeah.
Title: Re: Future of the Fortress
Post by: Mr S on March 21, 2017, 09:15:09 am
Are aimed missile attacks a future plan?
How do you mean?
You aim missile attacks right now, don't you?

Or do you mean, aim for a specific body part, like melee combat?

(In which case the answer will be, yeah, one day, no schedule. The next release is focussed on artifacts, not the combat system).

Or, if we are talking about aiming and adjusting the aim of things like ballista, other than at just in cardinal directions, yes. It is planned. It is expected to be along the time line as moving castle parts, drive engines, boats, other complex large things.
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 21, 2017, 10:00:49 am
Aiming personal missile throwers like bows and crossbows at specific body parts. A friend of mine is annoyed that we can aim melee attacks like that but we can't do it with arrows and the like.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 21, 2017, 12:42:13 pm
I just spent a bit of time thinking about this

> Perhaps not specifically in the scope of dwarves, but will there be different reactions for the different circumstances of sending out adventurers between using different races? Such as in "human town" mode you might employ a use of unconventional bandits dictated by your guidance on where to settle & loot.

Though of course there's always the fact that site scenarios might obscure/limit/complicate the actions of what a player might be able to do from a particular site. The little mention of raiding was interesting, since that seems to lean on the fact that not every reaction when you walk into a town is going to be positive, though i might just be reading too much into it.

The new map mode will definitely give the dev goals a lot more basis to work from.

- If a squad is destroyed, what will happen in regard to their stuff ? Will you see adamantine items put somewhere in the economy, or taken by our enemy as a war trophy, or in the next caravan ?

Toady might have a better answer, but from what i know of my current experience of the game it'll probably be determined by who's territory you are passing into (since there is a invisible set of 'borders' of the world you can see in legends mode expanding & interlinking) to being a probability of it being picked up by site population (and returned to the hoard, races keep 'war trophies' in their weapons stockpiles in sites from fallen armies, hence copious amounts of troll meat and troll fur loincloths in reclaimed dwarf sites), passing adventurers or merchants or just left to deteriorate. Least by intelligent civilisation members.

- All those weapons left lying of armies colliding have to settle somewhere, and dropping a valued object in enemy territory to be claimed would be good enough reason in the artifact arc to want it back.

Kobolds for example are largely invisible on the map except for when they are in the border mode but constantly cross into civilised areas and steal objects from cities.
Title: Re: Future of the Fortress
Post by: peasant cretin on March 21, 2017, 01:15:48 pm
Aiming personal missile throwers like bows and crossbows at specific body parts. A friend of mine is annoyed that we can aim melee attacks like that but we can't do it with arrows and the like.

Currently, the closest you can get to targeted damage as an archer (http://www.bay12forums.com/smf/index.php?topic=141724.msg5538441#msg5538441) is controlling "handedness". For example, if your character holds their bow/xbow with their right hand, you'll see a bit more left side damage. That's mostly useful if your character plays more of a suffocation game in trying to target the lungs. Can be used for melee purposes as well when hitting the upper body.

--------------------------------------

Are there plans for other sites (hamlet/retreat) to acquire workshops (in the way world gen fortresses have)?
Title: Re: Future of the Fortress
Post by: iceball3 on March 21, 2017, 01:31:41 pm
Aiming personal missile throwers
Spoiler (click to show/hide)
Joking aside, it'll probably be saved for when another combat rework/update rolls out, and will probably be in the vein of "very inaccurate called shot, unless the target is completely vulnerable and still" or "aim center mass for increased chance to hit".
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 21, 2017, 03:30:44 pm
Aiming personal missile throwers
Spoiler (click to show/hide)
Joking aside, it'll probably be saved for when another combat rework/update rolls out, and will probably be in the vein of "very inaccurate called shot, unless the target is completely vulnerable and still" or "aim center mass for increased chance to hit".

Yeah, I figured it'd be rolled in with other combat tweaks and army stuff. Just wanted to put the question up so my friend would have something to watch for. As for inaccurate . . . I'd expect that to depend on a combination of skills, including both the weapon skill and the enemy's dodge.
Title: Re: Future of the Fortress
Post by: Max™ on March 21, 2017, 06:17:27 pm
I developed many weird and useless skills as a child, like, will juggling while walking around on a bowling ball ever be useful? No, no it will not, and neither will knife throwing.

Still, the difference between "I am going to put this knife in the block right above the other knife" from say, 5 feet and 10 feet is very noticeable, while at 20 feet it's more a matter of "I want to put this knife in the block, and I'm going to try to see if it ends up right above the other knife" really, and out at 30 or more feet it's "I want to put this knife in the block" without much specification on where it lands. Using a bow or crossbow gives quite a bit more accuracy with practice and a stable target out to a good deal further, though I've only used a bow a handful of times I did carry a slingshot basically non-stop, and given consistent ammo shapes I could plunk a specific bottle sized target from a hundred feet pretty reliably.

I've never taken out a bird or squirrel, but have tried.

Hitting someone in the hand or shoulder or head at some distance if they aren't moving is one thing, if they're trying not to be hit then you're doing well to hit them anywhere, much less "I'm going to shoot their left ear off without accidentally sticking a bolt through their head" type trick shots.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 21, 2017, 06:49:58 pm
Death by caber throwing during a festival, your frail butterfly person adventurer walks by and SPLAT a enormous wooden log of a caber flies and crushes into you from the nearby festivity field.
Title: Re: Future of the Fortress
Post by: PTTG?? on March 21, 2017, 08:27:16 pm
What's the point of being able to spit on people if you can't spit specifically in their eye?
Title: Re: Future of the Fortress
Post by: iceball3 on March 21, 2017, 09:23:01 pm
What's the point of being able to spit on people if you can't spit specifically in their eye?
Make sure you do it with a good archery skill, or you might accidentally spit in their mouth instead.
Title: Re: Future of the Fortress
Post by: golemgunk on March 22, 2017, 02:44:32 pm
You spit at the human in the face, bruising the eye, jamming the skull through the brain and tearing the brain.

Hopefully though, interactions like that will eventually get to be targeted in the same way attacks are, it's definitely important.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 22, 2017, 03:07:22 pm
You spit in the goblins right eye

> It becomes enraged!!
Title: Re: Future of the Fortress
Post by: GoblinCookie on March 22, 2017, 04:50:27 pm
Aiming personal missile throwers like bows and crossbows at specific body parts. A friend of mine is annoyed that we can aim melee attacks like that but we can't do it with arrows and the like.

That is actually realistic.
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 22, 2017, 08:27:31 pm
Depends on circumstances, really. If you're sneaking along and see an animal or enemy to kill, you should be able to aim. I don't know what range I was shooting at the one day I did archery, but I was hitting a spot fairly consistently. Granted, I was missing my actual target, but I was missing it in one consistent direction, at one consistent corner. It's totally possible to aim when things are stationary.

There should be accuracy issues when shooting a moving target, but skill should mitigate them to a degree.
Title: Re: Future of the Fortress
Post by: Beag on March 22, 2017, 08:54:05 pm
Once curses get revamped will there be more insidious curses such as a curse that doesn't seem to do anything at first but slowly turns the cursed person into a monster overtime?
Title: Re: Future of the Fortress
Post by: 94dima94 on March 23, 2017, 09:00:44 am
As we get more procedurally generated things in our worlds, I noticed something:
at this moment, we have different musical instruments in the game, and every time you start a new game it takes a while to understand all of them, which ones are hand-held and which ones are stationary, what do you need to build them, which workshop will make the right piece...

It's "just" instruments by now, but when artifacts, expeditions, myths and, eventually, magical effects are added to the world, missing a small detail may have heavy consequences on your game.

Are there any plans to "streamline" the presentation of procedural content in future updates? Will it be easier to get a full list of all the things that are "different" in the specific world we are playing?
Title: Re: Future of the Fortress
Post by: Random_Dragon on March 23, 2017, 10:41:42 am
Now just imagine if monsters start getting randomly generated species names using in-game languages like instruments. Is that a forgotten beast? An angel? A titan? A megabeast? A civilized humanoid thing? Just some random critter? You'll never be able to tell at a glance again. o3o
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 23, 2017, 04:58:37 pm
Now just imagine if monsters start getting randomly generated species names using in-game languages like instruments. Is that a forgotten beast? An angel? A titan? A megabeast? A civilized humanoid thing? Just some random critter? You'll never be able to tell at a glance again. o3o
Except there'll be sliders so you'll never have to play like that if you don't want to.
Title: Re: Future of the Fortress
Post by: Max™ on March 23, 2017, 05:20:36 pm
Ah, I just remembered something I meant to ask!

What exactly is required for a secret to generate a tower? It seems like an animate interaction+some number of zombies is it, but I'm not quite certain yet.
Title: Re: Future of the Fortress
Post by: AceSV on March 23, 2017, 11:29:35 pm
I developed many weird and useless skills as a child, like, will juggling while walking around on a bowling ball ever be useful? No, no it will not, and neither will knife throwing.

...yada yada...

But of course, there's also the argument that the Dwarf Fortress physics engine should be accurate enough to recreate the ending of Yojimbo. 

Now just imagine if monsters start getting randomly generated species names using in-game languages like instruments. Is that a forgotten beast? An angel? A titan? A megabeast? A civilized humanoid thing? Just some random critter? You'll never be able to tell at a glance again. o3o

I honestly gave up on instruments immediately in that release.  Import and forget about it.  I just today realized that you can (and I assume have to) (B)uild certain instruments. 
Title: Re: Future of the Fortress
Post by: Knight Otu on March 24, 2017, 07:55:40 am
Ah, I just remembered something I meant to ask!

What exactly is required for a secret to generate a tower? It seems like an animate interaction+some number of zombies is it, but I'm not quite certain yet.
The secret holder needs 50 zombies (or whatever animated critter they have) to be able to build the tower. (It's mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg3088752;topicseen#msg3088752) and hasn't changed since.)
Title: Re: Future of the Fortress
Post by: Urist McVoyager on March 24, 2017, 12:18:52 pm
Not all secrets should even have towers, necessarily. A tower's mostly useful for those who want or need to isolate themselves from the living. But what if your secret is healing? There's only three ways to utilize such a skill effectively: 1. Getting yourself into major trouble on a regular basis so that you need to heal yourself, 2. Helping out a town and settling down there, 3. Setting up a lab somewhere with access to a steady stream of test subjects and exploring everything you can do. None of that can benefit from total isolation.

The only reason things like necromancy invite one to be isolated is because of everyone else's reaction to them.
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 24, 2017, 01:25:50 pm
The only secret at the moment is that of life and death. When additional secrets are implemented they may not all have the same site generation criteria (and nor does necromancy have to retain the current criterion, or even the same criteria for all sources of the secret). If you were to ask what the future criteria will be the most likely answer is that nothing is settled yet: we'll see when we get closer, and it would still be subject to adjustments.
Title: Re: Future of the Fortress
Post by: Max™ on March 24, 2017, 06:41:55 pm
Ah, I just remembered something I meant to ask!

What exactly is required for a secret to generate a tower? It seems like an animate interaction+some number of zombies is it, but I'm not quite certain yet.
The secret holder needs 50 zombies (or whatever animated critter they have) to be able to build the tower. (It's mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg3088752;topicseen#msg3088752) and hasn't changed since.)
That explains why I didn't find anything about it, well before I started playing/posting.

I like having the visual indicator that a secret is working properly during world-gen (as opposed to just not throwing errors) without having to go dig through all the artifacts and whatnot in legends, and was also working on something where the "old hermit in distant location has seekers of knowledge trek to find them" tropes apply.
Title: Re: Future of the Fortress
Post by: LordBaal on March 24, 2017, 07:01:27 pm
Eventually necromancers could start from cemeteries and settle in derelict towns, towers, abandoned castles... different secrets could have other things like mentioned. Towns, forest retreats, libraries, academies.
Title: Re: Future of the Fortress
Post by: iceball3 on March 25, 2017, 02:00:04 am
I imagine that different secrets could use "thralls" (not DF thralls), "homunculi", etc as a reraisable non-hostile and rather combat ineffective creature as a placeholder to allow different kind of secret-wielding wizards in this version without explicitly being necromancy, so long as you can trick the game into thinking those creatures count as zombies for tower-creation. Not sure, though.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 25, 2017, 02:46:09 am
I imagine that different secrets could use "thralls" (not DF thralls), "homunculi", etc as a reraisable non-hostile and rather combat ineffective creature as a placeholder to allow different kind of secret-wielding wizards in this version without explicitly being necromancy, so long as you can trick the game into thinking those creatures count as zombies for tower-creation. Not sure, though.
Why would you need a placeholder magic system when magic is about to get a massive overhaul? You don't need to trick the system, just change it.
Title: Re: Future of the Fortress
Post by: iceball3 on March 25, 2017, 04:13:25 am
I imagine that different secrets could use "thralls" (not DF thralls), "homunculi", etc as a reraisable non-hostile and rather combat ineffective creature as a placeholder to allow different kind of secret-wielding wizards in this version without explicitly being necromancy, so long as you can trick the game into thinking those creatures count as zombies for tower-creation. Not sure, though.
Why would you need a placeholder magic system when magic is about to get a massive overhaul? You don't need to trick the system, just change it.
From a modding point of view, for now, i mean. A workaround that modders can probably do presently until magic actually gets it's overhaul in a year or three.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 25, 2017, 06:03:54 am
There's also the fact that you could in the position of a wizard simply use normal followers, or apprentices/created servants to build whatever structures you need. 50 is a lot so a tower (themed however such which way) sounds like a end-level abode unless that rule is specifically for necromancers in their bandit camps.
Title: Re: Future of the Fortress
Post by: Caldfir on March 26, 2017, 03:18:59 am
Fire lances are the oldest gunpowder weapons, but they're far from the only ones which would qualify at a late medieval technology level. In order to cut off at fire lances you'd be putting the date at 1100, not 1400, so goodbye full plate armour and 2 hand swords.

I actually wouldn't mind an early medieval mode with maille armour and 1 hand swords and spears. Viking age dwarves.

Again, I said fire lances instead of later gunpowder weapons because: Toady already messed up by putting the cutoff date well after the advent of gunpowder weapons. Giving an example from the 1100s (that's also a lot easier to balance in a fantasy setting) means I've set my expectations a lot lower. 3:

This launched me into an interesting evening of research on wikipedia. 

I believe the "1400" choice was not based on gunpowder but on prevalence of cannons.  This is probably because Toady wants humans to be building tall flat walls (which is the standard fantasy-castle trope), and real humans stopped building like that because artillery chews them up.  While various gunpowder toys and weapons were available far earlier, you don't start seeing sieges decided by artillery until the 15th century.  The notable fall of Constantinople (https://en.wikipedia.org/wiki/Fall_of_Constantinople) is a famous example. 

Another point to note is that De Re Aedificatoria (http://archimedes.mpiwg-berlin.mpg.de/docuserver/images/archimedes/alber_archi_003_en_1785/downloads/alber_archi_003_en_1785.text.pdf) (written between 1443 and 1452) contains a section on walls and fortifications (book iv, chap iv), with a bunch of advice on how to build nice standard curtain walls (indicating they were still seen as useful at the time), but with this little tidbit, which is arguably the starting point for star-fortifications:
Quote from: Leon_Battista_Alberti
In my Opinion one very
good Way of Building a strong Wall, capable
to stand the Shocks of Engines, is this: make tri−
angular Projections out from the naked of the
Wall, with one Angle facing the Enemy, at the
Distance of every ten Cubits, and turn Arches
from one Projection to the other; then fill up the
Vacancies between them with Straw and Earth,
well rammed down together. By this Means
the Force and Violence of the Shocks of the
Engines, will be deadened by the Softness of the
Earth, and the Wall will not be weakned by
the Battery, only here and there, and those
small Breaches, or rather Holes, that are made
in it, will presently be stopt up again.

TL;DR: The year 1400 cutoff was probably chosen because Toady wanted there to be castles, and people stopped building like that around that time because of cannons. 
Title: Re: Future of the Fortress
Post by: MrWiggles on March 26, 2017, 03:48:04 am
My understanding is that star castles/forts werent designed strictly because of cannons but because it also divides up, and precludes the least amount of blind spots for the defenders.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 26, 2017, 10:48:20 am
Without meaning to be rude to anyone, its always going to be a case in which individual people will push towards a narrative that suits their idea of the game, such as trying to find some way to implement cannons on some edge cases that the technology 'might' have been loosely considered those times.

But that's just what you get from a very creative and supportive fan base that just wants to help.  :D
Title: Re: Future of the Fortress
Post by: Hapchazzard on March 26, 2017, 10:53:04 am
1. Will the law rework include the inclusion of more advanced 'factions within factions'? What I mean by this are things like royal houses, trade companies, ambitious common interest groups, popular movements, religious cults, etc. Factions which do not necessarily control independent land on their own, but have (sometimes significant) influence within their country, their own political interests and the potential to try and topple/secede from the current government if they find it justified enough through rebellions, coups, etc. Or is this slated for a much later release?

2. Similarly, will the embark arc include an overhaul on territorial/titular claims? Right now they seem quite clunky, with every single faction claiming half the world.

3. Will the creation myth update bring any changes to early world-gen? Right now, there's this awkward 'Year 1' where most major factions and cities are inexplicably suddenly founded, with no history prior to that.

4. Is there a plan to change the timeframes in fortress mode? It seems kind of weird that one of the greatest forts in the world gets constructed in a few years, and usually lasts no more than a decade before falling into ruin, while there are a bunch of random minor hamlets/hillocks that are over a millennium old.
Title: Re: Future of the Fortress
Post by: Valtam on March 26, 2017, 01:06:57 pm
1. Will the law rework include the inclusion of more advanced 'factions within factions'? What I mean by this are things like royal houses, trade companies, ambitious common interest groups, popular movements, religious cults, etc. Factions which do not necessarily control independent land on their own, but have (sometimes significant) influence within their country, their own political interests and the potential to try and topple/secede from the current government if they find it justified enough through rebellions, coups, etc. Or is this slated for a much later release?

2. Similarly, will the embark arc include an overhaul on territorial/titular claims? Right now they seem quite clunky, with every single faction claiming half the world.

3. Will the creation myth update bring any changes to early world-gen? Right now, there's this awkward 'Year 1' where most major factions and cities are inexplicably suddenly founded, with no history prior to that.

4. Is there a plan to change the timeframes in fortress mode? It seems kind of weird that one of the greatest forts in the world gets constructed in a few years, and usually lasts no more than a decade before falling into ruin, while there are a bunch of random minor hamlets/hillocks that are over a millennium old.

Almost none of this has been discussed or even planned yet, and will certainly arise when the corresponding 'arcs' or features are approached, such as the case with the law rework.

1. It would be the idea to have this kind of factions, there have been mentions of planned religious groups with their own agendas, and all of the stuff mentioned there could be plausible. No timeline or specifics yet.

2. As soon as we get to the Embark Scenario update, we might have answers on this.

3. I assume that awkwardness would dissappear (or at least mitigate) as soon as we get some ideas of the actual origin of our generated world. If you have seen the screenshots for the Standalone Myth Generator that Toady and Threetoe have been using as of late, then you might see that some worlds spring from different options, and we might possibly get a new nomenclature (or maybe brand new ages to boot!)
Again, we haven't had any specifics, but this seems to be the most approachable green question.

4. Plans and suggestions have been mentioned from time to time, to eventually merge the Adventure and Fortress Mode timescales to make sense in an unified universe. However, what you mention is less of a time constraint, and more like the mark of "losing is fun" situations and plenty of missing features. Right now there is no way to dramatically alter the way a small hamlet looks and works for different factions and civilizations, so it looks like they stand the same through the ages, in contrast to fortresses that are more fleshed out and have plenty of stuff going on within them, so they seem to change a lot more through the ages. As soon as property and law become more elaborate, we might have other things happening to these hamlets.

Once again, this is all two or three releases away, so my best guess is to wait and see how it unfolds.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on March 26, 2017, 01:12:53 pm
1.Can villages/hamlets grow into towns?
2. If yes, what makes that happen?
3.Can a group that is not part of a CIV become part of one or create their own?
4.Can an adventurer become a lord of a CIV by claiming the rulers town as his?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 26, 2017, 10:12:36 pm
How long does it take for a kidnapped child to 'turn goblin'?
Presumably someone on the forum already knows the answer to that one...

 Do dwarves know this? Or will the option to go rescue a child still be available after it's far too late?

If a squad find a kidnapped child which is now pretty much a goblin, will they kill it and then head back to report? Bring it home in a cage for its parents to deal with?

Also, can you 'rescue' kids even if their parents aren't at the fortress? What happens then? The phrase Out of the Frying Pan into the Magma springs to mind...
Title: Re: Future of the Fortress
Post by: Max™ on March 27, 2017, 01:01:30 am
The kill_neutral:required ethic will probably make rescues tricky.

I think if they're snatched before becoming a histfig they go native, otherwise they maintain their name/ethics.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 27, 2017, 02:52:54 am
The kill_neutral:required ethic will probably make rescues tricky.

I think if they're snatched before becoming a histfig they go native, otherwise they maintain their name/ethics.
Yeah. Combining some of the new mechanics, the whole squad could maybe argue their way into the dark fortress claiming they were all slave dancers. Then lead all the kids back home like the pied piper. Let their parents deal with Kill_neutral later. Ha ha ha.

What options do squads get for carrying out their tasks? Frontal attack only? Can they try to sneak into enemy sites like thieves, or undercover like the new spies do?
Title: Re: Future of the Fortress
Post by: Liamar on March 27, 2017, 04:04:10 am

Will the highest noble ever sit in his throne? Do some noble/administrator stuff other than dealing with diplomats? Act as a judge perhaps?

Will nobles ever be useful? Perhaps high-kingship needs good relations with other nobles(from other sites), which needs happy nobles which leads to getting paid taxes and gaining control over civilization armies?

Will dwarves stop their chores to give respect to a noble passing by, so that the player plainly sees where his noble is(as everyone freezes to bow), and to give an incentive to not make nobles and common folk interact? (With special burrows/districts? Because stopping work is bad.)

Will nobles ever have servants? Demand servants? Demand to be spoon-fed, washed, clothed, fetched, have their chambers cleaned etc. Mistreat their servants. Demand a bedchamber for their servants that's exactly 1/4th the worth of the nobles bed chamber?

Will adventurer be able to be a maid to an NPC noble and do all these things? Maybe whisper a couple of things in a kings ear starting a war? Will the adventurer ever be able to HAVE servants?

Will there ever be some special savoir-vivre the adventurer should follow when interacting with nobles, maybe randomized, civilization-based? A skill somewhat like dancing/singing, to bow the exact right way and speak the exact right way? Making the player invest in his characters cultural education if he wants to work for someone who pays more than peasants. 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 27, 2017, 04:12:25 am
Relationship between citizens and authority figures is right there in the dev notes for the 'legal framework and stuff' update(s).

That's not the next update (artifacts, coming "soon" plus 6 months of bug fixing, etc) nor the next one (mythgen, another year or so update plus 6 months bug fixing). Toady then wants multiple mythgen/magic releases, possibly in a row if everything works out the way he imagines it.

So, ask again in 3 or 4 years when he'll probably have started thinking about it in detail. Right now, the most likely answer is 'Yeah, sure, but no timeline'.

And add the suggestions to the suggestions page in the meantime.
Title: Re: Future of the Fortress
Post by: iceball3 on March 27, 2017, 06:15:08 pm
The topics system as it exists, while a placeholder, does give a good preview of what functional systems our dwarves will pursue knowledge in in future implementations. However, it seems a lot of topics are comprehensive in the context of the real world, and do not much touch the fantasy word dwarves live in. Will there be expansion to cover more esoteric topics as systems and  "lore" becomes more developed and set in stone, or are such subjects considered "off limits" for dwarven philosophers and scientists alike?

Such subjects include regional alignment, regional emission epidemiology (evil rain, vapors, etc), meta-anthropology (beastmen of any type as well as other similarly esoteric humanoids),
Spoiler (click to show/hide)
subterranean biology, applied theology (concerning curses), mythological biology (megabeasts), diverse anthropology (goblins, humans, elves, etc), and many more I haven't accounted for, noting that the above list covers either currently existing or planned features rather than being new ideas.
Title: Re: Future of the Fortress
Post by: Ggobs on March 27, 2017, 06:44:23 pm
Toady, when you are working on fort mode changes do you create a new fortress in game for every change to test changes or is there one saved game you work off of that has survived a few updates?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 28, 2017, 01:50:18 am
 If dwarf civs have a claim on an artifact, will we see them go to war over it in the next update? Or will they continue the trend of not invading and send spies and thieves instead?
Or raiders I guess, if that feature is rolled out to npc civs.
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 28, 2017, 06:28:01 am
If dwarf civs have a claim on an artifact, will we see them go to war over it in the next update? Or will they continue the trend of not invading and send spies and thieves instead?
Or raiders I guess, if that feature is rolled out to npc civs.

Toady's already mentioned in pretty much in the early statements about this in the dev diary/biography. I've divided up the paragraphs so its easier to digest.

Spoiler (click to show/hide)

So yes, dwarves can go to war over personal/civilisation level disputes, but only if the civilisation leader (or persons with [MILITARY_GOALS] responsibilities like found on the dwarven monarch, are affected enough to want it back or take action) is able to.

1.Can villages/hamlets grow into towns?
2. If yes, what makes that happen?
3.Can a group that is not part of a CIV become part of one or create their own?
4.Can an adventurer become a lord of a CIV by claiming the rulers town as his?

Villages currently can transition into towns by building a marketplace and changing the type to that of the village. Normally how hamlets & villages interact is that the village is the larger "market" where the hamlets connect onto, when a hamlet is built, such as the starting settlement of the human civilisation is built that isn't already a village is made it will transform.

Groups that are not part of civs are a tricky question because there are currently no non-civs, even underground tribes are civs as to the question there is how non civ groups will be represented. Already a population of animalmen appropriate to the biome (elves attract migrations of animal-men from the wild) inside civs at the beginning of worldgen and adventurers drawn from animalmen can sign up for citizenship in your fortress. We probably wont see natural non-civ tribes or any interaction with these groups until the law & property arc based off FoTF replies.

Question 4 will probably turn up in the Law & Property arc. As current rules exist in claiming sites only by inheritance, actually saying (this site belongs to me because my late uncle owned it) without actually either being truthful or automatically assigned to the dwarf is something the law & property arc could cover, as well as owning multiple sites indirectly in a manner similar to how adventurers can claim a site after fighting the local lord and earn the title.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 28, 2017, 06:32:22 am
Oh good.  :)
Title: Re: Future of the Fortress
Post by: CptAWatts22 on March 28, 2017, 07:41:33 am
Thanks that clears a little bit up! However you say there aren't any non Civs, but in the legends viewer it does not say the groups my character created(when he took over sites) belong to any Civs. Just that they are groups. Are they actually Civs then?
Title: Re: Future of the Fortress
Post by: Max™ on March 28, 2017, 10:15:49 am
The missing adventurer-group parent links are hopefully something Toady will be able to just poke a couple bits and have them inherit the adventureres parent entity, and maybe at the same time or later have it be something you can decide: name your group > break ties with parent civ? (warning: this will limit interactions with the rest of the world until you establish your group on it's own merits) > etc.
Title: Re: Future of the Fortress
Post by: lobster1050 on March 28, 2017, 01:34:15 pm
How quick dwarven "armies" are? (in world map) Can we send a raid party to distant settlement, then stop this attack in Adventure mode? (before two weeks will pass)
Title: Re: Future of the Fortress
Post by: Max™ on March 28, 2017, 02:50:46 pm
I assume they move normal army speed in adventure mode so unless you can cut them off with a head start, probably not. I imagine the movement rate during travel mode varying won't happen until boats and more regular river crossings are a thing.
Title: Re: Future of the Fortress
Post by: Inarius on March 28, 2017, 03:47:38 pm
Anyway, considering the speed of the squads (very fast, considering the "fortress time" !), boats will only make things quicker. You won't see your squad missing very long...
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 28, 2017, 04:28:02 pm
The topics system as it exists, while a placeholder, does give a good preview of what functional systems our dwarves will pursue knowledge in in future implementations. However, it seems a lot of topics are comprehensive in the context of the real world, and do not much touch the fantasy word dwarves live in. Will there be expansion to cover more esoteric topics as systems and  "lore" becomes more developed and set in stone, or are such subjects considered "off limits" for dwarven philosophers and scientists alike?

Excuse me while i just snip this so it's a teeny bit easier to read.

Such subjects include regional alignment, regional emission epidemiology (evil rain, vapors, etc), meta-anthropology (beastmen of any type as well as other similarly esoteric humanoids),
Spoiler (click to show/hide)
subterranean biology, applied theology (concerning curses), mythological biology (megabeasts), diverse anthropology (goblins, humans, elves, etc), and many more I haven't accounted for, noting that the above list covers either currently existing or planned features rather than being new ideas.

This bit can probably substitute a suggestion thread instead for toady to see (but i see what you're trying to say and personally i would support it) and already the book names are fluff assigned to categories, the magic system and magic spheres might elaborate on those fantastical titles ("How to build a better servant, a study in animorphism"). And most of the things you are saying sound like something that could work in general fiction. Until toady really sets sights on revising or adding more book classifications as a main or sub objective of a arc i can imagine this doesn't have a specific timeline.
Title: Re: Future of the Fortress
Post by: iceball3 on March 28, 2017, 06:06:02 pm
I guess I meant it was less of a new list of things to research, and more just a list of subjects that'd possibly exist because the phenomena is already part of the natural world, for our dwarves. You do have a point, though.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on March 28, 2017, 06:17:58 pm
I guess I meant it was less of a new list of things to research, and more just a list of subjects that'd possibly exist because the phenomena is already part of the natural world, for our dwarves. You do have a point, though.
I guess they were left out intentionally (for now) as everything supernatural isn't necessarily going to be a natural part of a world. Whereas, for the most part, the laws of physics are.

It seems logical to wait until mythgen establishes world creation and the weird things that could possibly be in it, and then link that to the knowledge system to generate the types of knowledge available in that specific world.
Title: Re: Future of the Fortress
Post by: Johuotar on March 30, 2017, 09:48:12 am
 If I send dwarf squad to look for artifact can they return with some other loot as well? If they fight goblin with steel shortsword can they bring it back?
Title: Re: Future of the Fortress
Post by: Puzzlemaker on March 30, 2017, 10:31:31 am
Will expeditions be able to take prisoners, or bring back migrants?  Would we eventually be able to use slave labor?
Title: Re: Future of the Fortress
Post by: PatrikLundell on March 30, 2017, 11:26:05 am
Given the dwarven view on slavery, slaver raids would likely have to wait until you could play with different ethics (either other races, or "dwarves/weirdo generated race player races" with different ethics) in vanilla DF.
I don't see why regular migrants would be coming back with expeditions, but released prisoners/slaves that would want to petition (to a lesser or greater degree) would be possible in principle (i.e. if Toady decides to code it in).
Title: Re: Future of the Fortress
Post by: FantasticDorf on March 30, 2017, 11:26:31 am
Will expeditions be able to take prisoners, or bring back migrants?  Would we eventually be able to use slave labor?

Im just as curious as you are on the subject, but current ethics are restained to slavery ethic civs (so no vanilla dwarf slaves), but the current worldgen attack does support capturing people so it *Might be possible if the expedition raid & worldgen raid are similar. That is without further clarification.

As to actual slave relations, thats probably for the Law & Property arc to determine to whom said persons belong and what kind of roles they ought to be doing (slaves working around the palace in menial jobs etc) as right now being a slave is a proxy to flipping allegiances (but slaves can be freed in worldgen after a seige too, so dwarves might be able to be liberators).
Title: Re: Future of the Fortress
Post by: Mr S on March 30, 2017, 04:04:22 pm
Will expeditions be able to take prisoners, or bring back migrants?  Would we eventually be able to use slave labor?

Using squads sent off site to escort migrant groups does sound like something that could come up as part of Embark Scenario release(s). As usual, sounds good. No timeline.
Title: Re: Future of the Fortress
Post by: LordBaal on March 31, 2017, 04:55:32 am
Given the starting scenario update if you have something like being part of a militia called the McNight Watch running the McBlackfortress guarding the McWall, patrols could be dispatched regularly to "find" recruits. Might even be necessary depending on the scenario (all male, no inmigrants*).

Now, if ethics ever get to be changeable from the gameplay by some mechanics like corruption (mistical or otherwise ordinary), or mandates from the player or local/region/global nobles (like mad or evil) then you might be able to send them to raid for slaves. For now, like already said, it might be doable trough moding IF Toady codes it.

On the same vein, eventually this mechanism could allow for collection of tithes from the lands around(including food, coinage, able men for the military, valuable metals,etc), perhaps,on the long run giving some use for aristocratic nobles beyond guinea pigs for traps.

*I know there's a joke there with the wall, inmigrants and whatnot but it's 5:30 am here and I'm still drowsy.
Title: Re: Future of the Fortress
Post by: Toady One on April 01, 2017, 05:30:29 pm
Thanks to Shonai_Dweller, PatrikLundell, Eric Blank, Knight Otu, iceball3, Valtam, FantasticDorf, Mr S, LordBaal, and anybody I missed for helping to answer questions!  If you don't see your question below, it was probably answered in the thread.

Quote from: Daniel the Finlander
will there be raws for hunger and thirst, so you can modify the amount of food and water a creature needs?

We haven't done anything with that since we imagined at some point there'd be nutrition or something like that.  So it just sits.

Quote from: Eric Blank
I guess if the kid is in a travelling army childsnatchers cant grab him, eh?

Ha ha, yeah, but traveling in an army doesn't make a kid safe in general!

Quote from: spudcosmic
What kind of threats on our artifacts will we see in fort mode? It'd be great if this was a challenge. A siege is easy enough to defend and is more of a threat on your dwarfs than your artifacts, and the current kobold thieves aren't really a threat. New methods involving the identity system would be fun. Perhaps a spy could grab an artifact when no one is looking and try to make it out before anyone notices it's gone, or perhaps a small group of ambushers could come to the fortress as visitors, take the artifact, then try to fight their way out.
 
What information will the player have available to them prior to sending out a retrieval party? Information like if it's known to be at a current site, if so what type and who owns it, and if not known possibly how was it lost and what was it's last known whereabouts. That would be crucial to know when sending out a party. I imagine an artifact known to be held at a dark fortress might need an entire siege party, while an artifact with unknown whereabouts might just need a couple of dwarfs to wander around searching for it.

Will the player be able to send out spies or take advantage of spies already sent out by their civilization? They're important for artifact location, if the goblins use them for that purpose hopefully the player can as well. Perhaps spies could also be used to gain news of the world from sources other than diplomat visits. It'd be a nice touch.

These people will visit your fort, but I'm not sure how much of a threat they'll be so far.  We haven't gotten to that part yet.

You'll have the same artifact knowledge that everybody else gets -- the original location, plus whatever information you have based on rumors received from your liaison/etc.  It is possible to send out a raid to get an artifact at the wrong location, but then at least you'll know that location is wrong (as an update to your "rumor" knowledge).  Dwarves sent out to recover an artifact instead of raiding a location will be more circumspect and attempt to get information from foreign taverns etc.  This means they might not be successful or even attempt a raid, but they'll improve your information.

I haven't yet linked the player into the whole spy system.  We're not far off from that sort of thing, but I'm not sure we'll get there this time.

Quote from: TheFlame52
Right now, we find current year money in lairs. This is a bit silly. When will we be able to find historical currency?

I'm not sure.  We have historical coinage tracking, but it doesn't use it there.

Quote from: FantasticDorf
With the new scrollable map type, would a [SCOUT] entity unit breifly fufill the function (in such a case that you send out dwarves out to nowhere to scout out caves/shrines in fortress mode) of a fortress mode expedition group being sent out?

I'm not sure what you mean.  At this time, your dwarves are sent out with purposes, instead of being sent to nowhere.

Quote from: CLA
Does the new map screen include access to information from legends mode in some way? Specifically, will we be able to search for location/event names?

Nope, I haven't changed anything about that.  You need to know where artifacts and prisoners are, so we've focused on that sort of information.  Seeing legends info would spoil that, so we need some sort of filter in between.

Quote from: Max^TM
could a squad sent off map lose members and wind up with a single survivor, and if so, could that survivor get beat up by bogeymen?

We haven't involved bogeymen with non-adventurers yet.

Quote from: FantasticDorf
could you send out fortress members to participate in events like the dwarflympics and poetry readings with forewarning a event is going to happen in order to earn some social skills & personal notoriety for the dwarf? With the little readout whether they 'won' or not

Those celebration etc. events don't occur post w.g. yet.

Quote from: Chase
What in Dwarf Fortress is still scripted that you hope to simulate in the future?

Eric Blank mentioned the economy, and there's aspects of invasions and diplomacy and other political stuff as well.  We're missing a lot.

Quote from: GoblinCookie
With the introduction of the ability to send squads of your own dwarves it seems to me that the Fortress Mode and Adventure mode are beginning to compete with eachother economically speaking (not that this matters at present). If the sites can just send their own folks off to kill any beasties they fancy, retrieve any artifacts they fancy, hunt down any bandits that annoy them, rescue any lost children and so on what need to have to wait around to reward random adventurers for doing those jobs for them.  This creates a problem since the adventurers reliable depend upon the sites for stuff they need but since the sites no longer reliably benefit from having adventurers around they will not provide them with a reliable income.  I can think of a number of possible extreme solutions to this problem.

1. Deliberately restrict what the sites are able to do using their own members by some means or other however realistic or otherwise so that there are a whole raft of things that need doing that can only be done by said special characters.  For instance all dwarves that have the skills to hunt down dragons and lost children in the wilderness know they have the skills, opting to become adventurers resulting in the sites being forced to get adventurers to do those jobs.

2. Make the economies of fortress mode and adventure mode mostly self-sufficient to each-other, perhaps by using the same system of production and exchange for adventurers as is used by nomadic groups of creatures in the wilderness. In this system the lack of a consistent value of adventurers is not a problem at all since all the adventurers produce all the goods and services they collectively need, with any economic contact with sites being basically sporadic and opportunistic.

3. Merge Fortress Mode and Adventure Mode economies together completely.  This means that the adventurer plays simply an ordinary guy in exactly the same position and function towards the site he is in as a regular dwarf in fortress mode, whatever that is.  Since we still need the player to be able to reliably get stuff done in fortress mode, that means that we are going to have to make adventure mode far more mission based, with adventurers being regular folks given explicit tasks to perform by site governments rather than being independent entities 'following their own destiny'.

What are your thoughts on this?

I don't think there's a problem.  If a fortress has characters capable of solving all of these problems, they won't need adventurers, and that's fine.  As we continue to diversify the game, fortresses simply won't be in that position, I think, and adventurers will be able to specialize.  The extreme devotion to one solution or another won't be necessary, though elements of each of your solutions will be at play.

Quote from: kingofthehour
1. Will offsite squads be able to destroy, pillage, or conquer sites or just take artifacts.

When you send squads out to other sites will they be able to conquer, pillage, or destroy the site the way armies do in legends mode, or will they only be allowed to steal artifacts

There are raids, but no conquests or outright destruction (though I guess a place could become depopulated).

Quote from: Inarius
During world time, (or after) does older dragons have better chance to survive an encounter than younger ones ?

iceball3 mentioned the growing code, and I wasn't actually sure at this point, having not looked at it for years, if it is respected in w.g.  What I've found looks like they might all be treated as old-size, though I'm not sure.  I'll put it in the misc pile for clearing before release.

Quote from: Aarzang
Dont know if this question have been asked yet, but will there be any changes in vermin movement? Cause right now animals such as lungfishes still fly high in blue skies and get eaten by predator birds or burrow deep underground, occasionally being seen in tunnels under the river. This is kinda strange...

Yeah, it's weird and broken.  But I have no idea when I'll get to it.

Quote from: Shonai_Dweller
Will we be able to refer to the map when the liaison turns up with his wall of text about what's going on in the world (while he's actually talking I mean, rather than writing everything down and checking the map later)?

Also, you mentioned just before the taverns release that you didn't get the time to add a map that'd be used to listen to tavern rumours. Will that be added now that there's a map, or has that been put off for now?

The ideal would be to clean that total mess up...  but I'm not sure that's going to happen this time.  We have what we need now, but an interface linking the rumor dump to the map still needs to be written.

Quote from: Shonai_Dweller
What will squads do if they're questing when the fortress falls? Will they continue the quest until it's done before disbanding? Will they form a new group? Or continue questing together for other sites?

Also, NPC adventurers are wandering around the world picking up quests posted at sites, so (as an alternative to making squads out of your citizens) will it be possible for the player to also "post" quests that visitors will be able to pick up (possibly in exchange for a bunch of granite crowns or whatever)?

What I'd love to see is a bunch of mercs naturally picking up on rumours at the tavern about the quest you just sent a squad on and have them form their own band to try to grab the artifact quicker than your dorfs.

Bonus points if they hang out in the tavern the whole time then jump your squad the moment they get back. That would be awesome.

Are the various factions hanging out at the tavern going to cause problems when dwarf squads return artifacts? Because actually it would be very cool to see people killing each other over artifacts.

Hmm...  I think they could keep doing the quest, but if the entity is marked as dead, all of their army controllers might be deleted, in which case the army will go off to some other dwarf site, I think.  They won't create a new entity, but their existence might prevent the entity from being marked as dead, unless the act of losing a dwarf mode game has some old code that kills it explicitly.

Yeah, at some point, we're hoping you can do what other sites do with quests with all of the heroes visiting your tavern, if you choose.  Just have to set up an interface for it, pretty much.

It's possible that visitors in your tavern will trigger some artifact "encounter" code, yeah.  Who know how that is going to play out...  hopefully it's not too confusing.

Quote from: Harpadarpa.
So when artifacts are implemented, maybe once the update just hits, you'll start with an encyclopedic knowledge of every single artifact. But later down the road, are there any plans to have to learn about artifacts before you can do things like ask about them? Will books written about artifacts teach player characters about new artifacts that exist in the world? Will cultures have artifacts important to them? Like if you grow up in The Union of Teaching or whatever, would a player character know all of that nation's important artifacts?

Yeah, we're still missing any knowledge system hiding the actual existence of things from people.  Locations are handled much better now, but not existence.

Quote from: Daniel the Finlander
Does that mean there might be, in addition to magical songs, magical poems, dances and instruments?

Yeah, we want to use all of the different mechanics we now have available.  It's hard to say what'll make the first pass, since we'll be constrained by time, but one thing is as likely as another.

Quote from: Shonai_Dweller
Now that you can send squads out on raids and kidnap rescue missions, are you going to go back and put these kind of missions into worldgen for this release so that npc sites can also send raids and rescue kids?
Turning up in town in the middle of an insurrection is a lot of fun as you work out which side to jump in on. But that's quite rare. Sites raiding each other while you wander about in search of new boots would add to the sense of stuff going on.

Also, edge case question:
I guess most missions will be finished in two weeks judging by the travel times you mentioned, but what happens if you send a player-fortress dwelling retired adventurer out on a mission and then unretire him? If the mission is still going on, will you teleport back to the fortress? Appear in the wilderness mid-quest?
I'm assuming missions carry on without you after you retire your fortress, of course.

The framework for such non-player missions is there now, but it doesn't happen yet.

I have absolutely no idea what happens if you unretire such an adventurer, if it would even let you.  They'll continue the mission after you retire, so they could indeed still be in an "army" state, and character creation very likely has no idea what to do about that.

Quote from: iceball3
As an eventual development, do you consider the approach of using more accurate temperature physics (heat of fusion/vaporization, specifically raw-able exothermic/endothermic qualities of a burning material, etc.) to quell the more disasterous (from a simulation standpoint) effects of hot temperatures,  or is the plan to implement some manner of hardcoded direct limitations to fire to accomplish that?

For elaboration, think like unstoppable wetlands rapid wildfire infernos caused by an errant fire or splash of lava, melting that does not stop when you submerge in water, "melting" being the primary damage when you burn instead of skin-fat incineration, not getting cauterized when you dip your fingers in lava, and being impossible to extinguish when set on fire in most situations.

Making things better is good if the CPU doesn't die.  I'm not sure where we'll end up with stuff like this.  With the nitty gritty chemistry-type stuff, the CPU tends to die pretty early on, especially where map/body calculations are involved.

Quote from: Inarius
- How long will it take for squads to "find" artifacts, people or any other thing you asked apart from the journey time ? Can it take days, weeks, or months ? Is there a limit of time after which they will turn around ?
for example, searching for someone in a big goblin city can be really long if you have to visit every lair and avoid patrols

- Does the type of equipments and general stats for the squad will have impact on their strength/resistance outside of the fortress ?
I don't want to send my full adamantine legendary axe fighters if they are about to die in a place I won't be able to have their stuff back...(and especially if they don't do better than a copper dabbler warrior)

- If a squad is destroyed, what will happen in regard to their stuff ? Will you see adamantine items put somewhere in the economy, or taken by our enemy as a war trophy, or in the next caravan ?

Right now there isn't additional time added to missions for searching.  It was one of the things we were thinking of using to extend times a bit, since they are a little fast for nearby targets.  If it's only a few days, it hardly matters though, and it just temporarily sidesteps the larger issue (which might not have a good solution).

Yeah, equipment matters.  But that doesn't mean you get their stuff back, it just means you are less likely to lose it in the first place.  Bodies drop where they die, but the game has been only partially reliable in reproducing bodies up to this point, and some of the battlefield tracking isn't written yet.  There could still be some more progress here when I get to non-artifact raid loot for your dwarves (it might also work the other way, though there isn't currently a way for sites to store it well, which is a larger economy-related issue).

Quote from: Beag
1. Would one cost to making a deal for magical power be that the person involved and all their descendants have to serve the entity the bargain was made with?
2. Would another cost of making such a deal for power be that the entity turns the person into a monster?

All fair, and who knows what'll go in on the first pass.  It'll be hard to get to everything.  We already have a lot of the building blocks to do those sorts of things, but the generator has to put them together.

Quote from: Bumber
In the last FotF you said there would be "nothing fighty" for the missions yet. What are the "generic raids" spoken of in the 3/18 blog post? Is it just a hostile/negative diplomatic action?

The missions became slightly fighty, but what I was aiming at is that it isn't a strategy game yet.  You can't take over places and that sort of thing.

Quote from: iceball3
What would be the effective duration that the individual tasks take when attempted in post-worldgen, will the events themselves (not traveling) be near instantaneous and travelling itself be static, or will obstacles such as negotiations, intermittent stops (sleeping, acquiring rations, slowing by weather, travelling offroad, confrontation, injured dwarves and treating injured dwarves) hinder mission time any? Will any of the above affect morale and stress of the dwarves themselves in any manner?
Will squads or individuals pursue personal interests en route to their destination, or change their plans in the event that the conditions of the mission change the situation initially planned for, or in the event that squad members come across a situation or circumstance that inspires their ambition?
As increased interactivity with the outside world increases, the dwarf-mode adventure-mode time discrepancies begin to become more significant. How do you plan to address certain situations where the discrepancies are pretty significant? For instance, on a slightly large embark at a distance of a handful local regional tiles away, if you send out an expedition, it will take significantly longer for your dwarves to get off of your front lawn than it will take for them to cross the geographically longer distance to the site.

Sleeping happens, but the other stuff pretty much isn't in the game yet, for anybody traveling.

The rescue/recover missions are pretty open-ended, since they depend on imperfect information and unless you have a good current lead, the dwarves don't just raid the first site they think of (you can order it explicitly of course, if you want a raid on a specific place).  Then they will avail themselves of taverns, though they don't go totally off the rails (since it would suck in fort mode to lose squads at random too often, especially when you don't get information back about it quickly).  We're still working on this part.

We haven't yet found a solution to the time discrepancy problem.  I'm not sure a satisfying one exists.  As dwarf mode gets more strategic elements, it'll just get worse, if the enemy armies aren't also slowed down, since they'll have a significant mobility advantage.  One saving grace is that it isn't really end-of-the-world if dwarves in Dwarf Fortress don't have a mobility advantage and have to rely more on fortified positions, though there are going to be lots of headaches to deal with.

Quote from: Shonai_Dweller
If there are ways off the edge of the map in the caverns, can squads depart using these?
(Instead of say, wandering through the syndrome inducing blood falling from the sky and around the husks hanging out near the front door)

We never really got to respecting those properly -- it's supposed to happen when we get to "deep dwarf" fort relationships, which we don't have yet.  All underground movement is still crappy.

Quote from: FantasticDorf
> Perhaps not specifically in the scope of dwarves, but will there be different reactions for the different circumstances of sending out adventurers between using different races? Such as in "human town" mode you might employ a use of unconventional bandits dictated by your guidance on where to settle & loot.

Though of course there's always the fact that site scenarios might obscure/limit/complicate the actions of what a player might be able to do from a particular site. The little mention of raiding was interesting, since that seems to lean on the fact that not every reaction when you walk into a town is going to be positive, though i might just be reading too much into it.

The races mattered a bit with the spy stuff, but not in fort mode right now.

Generally the reactions will all be negative, given the limited nature of the current mission types.

Quote from: peasant cretin
Are there plans for other sites (hamlet/retreat) to acquire workshops (in the way world gen fortresses have)?

Nope.  The current adv workshops are a hack.  We are leaning away from workshops overall and want to try to avoid putting them more places.

Quote from: Beag
Once curses get revamped will there be more insidious curses such as a curse that doesn't seem to do anything at first but slowly turns the cursed person into a monster overtime?

It's possible -- the new myth stuff has various "corruption" mechanisms, but slow body changes are one of the hardest things to do, since the bodies are complicated and intermeshed with all sorts of mechanics.

Quote from: 94dima94
Are there any plans to "streamline" the presentation of procedural content in future updates? Will it be easier to get a full list of all the things that are "different" in the specific world we are playing?

This is the exposition problem I've discussed several times -- it's hard to get right, as more and more random content gets added, and at some point, there's no way for the player to really absorb the information stream that would be required, which is why that level of randomness will be optional.  That said, for mid-randomness worlds, we're going to try to have the myth generator (aka the new first part of world gen) do some exposition so that if there's some important random race or material, it'll make sure to lay it out for you.

Quote from: Hapchazzard
1. Will the law rework include the inclusion of more advanced 'factions within factions'? What I mean by this are things like royal houses, trade companies, ambitious common interest groups, popular movements, religious cults, etc. Factions which do not necessarily control independent land on their own, but have (sometimes significant) influence within their country, their own political interests and the potential to try and topple/secede from the current government if they find it justified enough through rebellions, coups, etc. Or is this slated for a much later release?

2. Similarly, will the embark arc include an overhaul on territorial/titular claims? Right now they seem quite clunky, with every single faction claiming half the world.

Adding to what Valtam said (satisfied with the answers to 3/4), for #1, that's the intention of the "embark scenarios" -- to add subgroups more generally to the current "civilizations" that behave more autonomously, with an understanding of the various connections they have with other subgroups and whatever the "civilization" or "culture" is.  For #2, yeah, land ownership in particular is completely underspecified.  Various sorts of rights etc. will be defined and hopefully lead to various kinds of trouble.  Though it's far enough out that it's hard to be specific.

Quote from: Shonai_Dweller
How long does it take for a kidnapped child to 'turn goblin'?

Do dwarves know this? Or will the option to go rescue a child still be available after it's far too late?

If a squad find a kidnapped child which is now pretty much a goblin, will they kill it and then head back to report? Bring it home in a cage for its parents to deal with?

Also, can you 'rescue' kids even if their parents aren't at the fortress? What happens then? The phrase Out of the Frying Pan into the Magma springs to mind...

What options do squads get for carrying out their tasks? Frontal attack only? Can they try to sneak into enemy sites like thieves, or undercover like the new spies do?

It generally happens at adulthood, when they are no longer a "child" unit.

They know the kids from adults, by age, so you'll have the option to rescue children, but there's a chance they could grow up on the trip.  In this case, they'd probably end up screwing up and possibly fighting the former child, during the raid.  Safeguards may or may not be added.

Yeah, you can rescue children that aren't from your fortress (rather than leaving them in the goblin pits).  Potentially, this could lead to cap problems, and I'm not sure how to deal with that right now.  They could drop the kids off at a non-player site first, but I haven't coded that yet.

For raids, they currently use the mercenary/hero code, rather than the spy code, so they do some "sneaking" roll-wise but aren't at all clever.  If sent on a more location-agnostic artifact recovery or rescue mission, they first attempt to get up-to-date rumors of the target, generally through hard-drinking.

Quote from: iceball3
The topics system as it exists, while a placeholder, does give a good preview of what functional systems our dwarves will pursue knowledge in in future implementations. However, it seems a lot of topics are comprehensive in the context of the real world, and do not much touch the fantasy word dwarves live in. Will there be expansion to cover more esoteric topics as systems and  "lore" becomes more developed and set in stone, or are such subjects considered "off limits" for dwarven philosophers and scientists alike?

Such subjects include regional alignment, regional emission epidemiology (evil rain, vapors, etc), meta-anthropology (beastmen of any type as well as other similarly esoteric humanoids),
Spoiler (click to show/hide)
subterranean biology, applied theology (concerning curses), mythological biology (megabeasts), diverse anthropology (goblins, humans, elves, etc), and many more I haven't accounted for, noting that the above list covers either currently existing or planned features rather than being new ideas.

We intentionally didn't link any fantasy stuff into the research system at present because that'll hopefully be the role of the magic system generator -- coming with appropriate topics for magical/etc. research, to be incorporated into the same system with the same sort of "knowledge forest" we have now.  Not that it would all happen at libraries, just that it makes sense to store it that way, possibly interlinking it with "real world" discoveries where relevant.  There's the issue of linking that in with raw files, for stuff like creature/biological research etc., but we haven't done that with the mundane raws either yet.

Quote from: Ggobs
Toady, when you are working on fort mode changes do you create a new fortress in game for every change to test changes or is there one saved game you work off of that has survived a few updates?

I usually have three or four relevant/specialized forts/worlds that survive through a given update, but I almost never keep them into the next major version.

Quote from: lobster1050
How quick dwarven "armies" are? (in world map) Can we send a raid party to distant settlement, then stop this attack in Adventure mode? (before two weeks will pass)

They are as fast as other armies, so you'd have to create your adventurer over near the destination.  Then you could catch them before they arrive.

Quote from: Johuotar
If I send dwarf squad to look for artifact can they return with some other loot as well? If they fight goblin with steel shortsword can they bring it back?

It isn't coded yet, but we thought we'd do that, yeah.  There aren't very good property pools now to steal from (just the w.g. resource piles), but it can just generate crap until that's all sorted out.
Title: Re: Future of the Fortress
Post by: Eric Blank on April 01, 2017, 06:14:57 pm
Damn, this updates sounding more awesome by the minute.

Will we be able to send squads out after night creatures and megabeasts? Ask them to bring back things from their lairs?
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 01, 2017, 06:26:27 pm
Veeery nice.

In one of my responses where i was talking about [SCOUT] job tags, where units go and survey the local area for features & report back, i just post the question in my mind with a dwarven expedition group sweeping across the local area to learn more about the immediate surroundings the worldmap might not tell me and how [SCOUT] units in worldgen are doing essentially the same thing, only the expeditions are player directed.

> If it is at all possible, could dwarves find discarded items out in the field upon their path of a expedition and pick it up for the journey? I vaguely remember yourself mentioning something somewhere in response to what happens when keas fly objects off map that somebody travelling over the exact tile where it was dumped could find a object in the wilderness, a response something along those lines.

Thinking of stolen objects (by animals/unfortunate traders/thieves/travellers who die in the wilderness) and scavenging battlefields of foriegn armies on dwarf held land and hauling away the best bits of goblinite to melt down before the kolbold vermin arrive and start rooting through it.
Title: Re: Future of the Fortress
Post by: Chase on April 01, 2017, 09:01:04 pm
Thanks for answering Toady! Funny you mentioned invasions when you spoke of simulation. Had a game save right before an invasion then it crashed during the invasion, when I started the game back up, they still invaded me but they came into the map in from a different spot, so I see what you mean there.
Title: Re: Future of the Fortress
Post by: KillzEmAllGod on April 01, 2017, 10:22:53 pm
Creatures are born with fixed views and personalty was it too much to make it more dynamic with the stress/thought rewrite?
The way the libraries works with how dwarfs do jobs there how much longer can workshops last before being replace?
With the Civ screen being removed from Fort mode will the 10 world tile range for towers and 40 for civs also be changed?

Boats might be far away but will fluids be reworked to something more ideal or will the current system work?
World size seems to be a large issue will they be increased with the magical land masses or will it just be too complex for anything larger?
Been avoiding large worlds mainly due to them taking so long to reach any age, what are the main events that happen post world gen?
In terms of the CPU  do you do much benchmarking and testing do you do?
Title: Re: Future of the Fortress
Post by: Putnam on April 01, 2017, 10:40:06 pm
Values can already be changed with argument and by reading persuasive books.
Title: Re: Future of the Fortress
Post by: Mechanoid on April 02, 2017, 01:49:49 pm
Most players Dwarves often live a long time under ground and get cave-adapted, and the timer to undo this is can be a few months to whole years long. Getting sick from sunlight in combat can actually get a dwarf killed, therefore:

-Has the cave adaption status been taken into the combat rolls for off-site groups?
-Dwarves getting stunned from sunlight move slightly slower, would this impact travel times?
-Is it possible for the cave adaption timer to still count down the time the dwarf spends "outside" while they're on their adventure? If the dwarves are somehow on a year-long adventure, could they lose their 4-month cave adaption part way through and become more effective?

- Does the Ambusher skill come into effect for the sneaky parts of the adventure? Is it all the dwarves trying to sneak, or just the sneakiest?

Other misc questions that aren't as important:
- Do dwarves vomit from booze or the sun in the taverns they find and if so, do the other patrons get annoyed? Do conversations get interrupted?
- Can dwarves die from alcohol poisoning while they're trying to find rumors in taverns? What about from over-zealous drink servers who won't lay off on dispensing through the beer bong?
Title: Re: Future of the Fortress
Post by: MDFification on April 02, 2017, 01:54:15 pm
Will we get to see critters with prejudices about groups of individuals in the future? One of Threetoe's stories indicates that we'll be seeing prejudice based on a critter's species, but how are these prejudices going to be decided? Will we get to see them develop and change over time? Will prejudices also be able to develop around cast, membership of a group/entity, place of birth or visually identifiable characteristics? Will we be able to see prejudices that aren't purely discriminatory, such as 'critters of culture A believe people with brown eyes to be especially lucky'?
Title: Re: Future of the Fortress
Post by: lobster1050 on April 02, 2017, 02:08:55 pm
Will we ever see monster slayers in Fortress mode? They were planned for release 42.01, but it seems they are not implemented.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 02, 2017, 03:17:30 pm
Quote
Quote
    Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)

I don't have a section in the dev notes to handle this, and I'm not sure what'll happen.  It's best of course for artifacts to not be lost entirely, but even the artifacts lost in regions in world gen can be practically impossible to find (even with exact x/y locations that work, because the map is so large in tiles).

That said, demanded/offered artifact will be better understood and findable as a result of the upcoming diplomacy changes, and we might have some related changes to other currently-stranded items.

Ah, i knew this was around somewhere in relation to my last posed question. Mmm, so based off the old pre-map info because of map tiles it'll be a needle in a haystack but a needle indeed. Would need to see how adventurers handle finding rumors in the field & the old riddle...

"If a kea drops a goblet and nobody is around, does it make a sound?"
Title: Re: Future of the Fortress
Post by: Bumber on April 02, 2017, 04:20:13 pm
For raids, they currently use the mercenary/hero code, rather than the spy code, so they do some "sneaking" roll-wise but aren't at all clever.  If sent on a more location-agnostic artifact recovery or rescue mission, they first attempt to get up-to-date rumors of the target, generally through hard-drinking.
Are we going to need to provide our armies with coinage for booze and bribes? Or will that wait for the economy?

Will we ever see monster slayers in Fortress mode? They were planned for release 42.01, but it seems they are not implemented.
They're supposed to be in, but nobody (including Toady) knows why they're not showing up.
Title: Re: Future of the Fortress
Post by: Asin on April 02, 2017, 04:48:21 pm
1. Will animal men on the surface ever form tribes that live in huts, have their own myths, etc?

2. In the future, say that these animal men surface tribes are a thing. Would it be possible for a first contact to happen, like a tribe and a civilization meet, then the humans/dwarves/goblins/etc want the land and start commiting genocide to the tribe like the US did to the Native Americans back in our early days?

3. When boats come, could it be possible for an "Age of Discovery" to occur? (As in the dwarves find a new continent or something.)

Title: Re: Future of the Fortress
Post by: DVNO on April 02, 2017, 05:04:03 pm
If you send a raiding party out to attack a retired player fort, and then immediately retire and assume control of the fort you ordered to be attacked, will the dwarves you sent arrive and siege you?

I can imagine a lot of interesting community games coming out of that ...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 02, 2017, 05:59:17 pm
If you send a raiding party out to attack a retired player fort, and then immediately retire and assume control of the fort you ordered to be attacked, will the dwarves you sent arrive and siege you?

I can imagine a lot of interesting community games coming out of that ...
Seems probable. If you can do it in Adventurer, there's no reason you shouldn't be able to do it in Fortress. Of course, you've gotta send them to a location more than two week's march away or it'll be over before you start. Siege triggers shouldn't be an issue as it'll be a raid, not a siege (like kobolds - but with steel and booze).

Now, what might be fun for a succession game is to provoke a war with another dorf civ, then have players take annual turns to run two new opposing fortresses. Proper steel on steel Dorf Wars. Fun!

Title: Re: Future of the Fortress
Post by: FantasticDorf on April 03, 2017, 09:26:09 am
1. Will animal men on the surface ever form tribes that live in huts, have their own myths, etc?

~snip~

There used to be aboveground huts in the game just as little geographical landmarks & animalperson behaviour, basic stuff but basically in plains the hyena-men used to stab your sheep/livestock to death with spears & drag them off the map, a few spider silk tents made out of said spiders that can be found on plains biomes used to house groups of these hyena men.

That was somewhere along the 40. mark i think it changed, along with gutting all the other content like frog demons & underground zombie fortresses (outdated landmarks that needed revising). In relevance to the question re-implementation & expansion on this idea would be neat.

Tents at the moment are kind of ugly however.
Title: Re: Future of the Fortress
Post by: Nikita on April 03, 2017, 10:55:48 am
Is there going to be some intelligent way of dealing with loyalty cascades, either through justice or diplomacy?

Loyalty cascades are basically DF's take on the concept of 'civil war' and it's cool that it happens in some situations, but once all the killing stops you end up in a situation when half of the fortress is in mortal fear of the other half and it's very hard to control the fortress afterwards.
Title: Re: Future of the Fortress
Post by: TheFlame52 on April 03, 2017, 11:38:29 am
Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 03, 2017, 12:03:13 pm
Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

There are ways this is actually a feature, for instance sub group rebellions can throw a snap revolt (which is basically what a loyalty cascade is when dwarves start fighting & friends pick sides) and gain a new leader if the revolters win.

With guilds and such in the future we might see more civilian 'groups' in the future within the fortress or the government change if pre-planned/named loyalty cascades work within the fortress to take over the site.
Title: Re: Future of the Fortress
Post by: LordBaal on April 03, 2017, 12:49:15 pm
Delete.
Title: Re: Future of the Fortress
Post by: TheFlame52 on April 03, 2017, 01:36:29 pm
Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

There are ways this is actually a feature, for instance sub group rebellions can throw a snap revolt (which is basically what a loyalty cascade is when dwarves start fighting & friends pick sides) and gain a new leader if the revolters win.

With guilds and such in the future we might see more civilian 'groups' in the future within the fortress or the government change if pre-planned/named loyalty cascades work within the fortress to take over the site.
Well, I guess they have gotten better lately. It used to be that your entire fort would fight to the last man.
Title: Re: Future of the Fortress
Post by: peasant cretin on April 04, 2017, 04:31:47 am
Quote from: peasant cretin
Are there plans for other sites (hamlet/retreat) to acquire workshops (in the way world gen fortresses have)?

Nope.  The current adv workshops are a hack.  We are leaning away from workshops overall and want to try to avoid putting them more places.

Thanks for the reply!

I guess the larger questions are: what do sites revolve around besides being gathering spots for NPCs? Any location with a market of sorts, or a tavern has a reason for being as there's clearly either industry present/a focal point. Will NPCs be seen "at work"? Hunters never hunt, farmers are never in the fields, etc.

I'm probably misreading this, but similar to the movement speed/attack speed split of DF2014, it seems ambusher skill has become separate from visual stealth. Will NPCs like hunters and other archers occasionally display behavior where they path according to tiles that benefit visual stealth? If so, will this conceal their vision arc from the player?

Are there any plans to diversify the human seat of power in a hamlet? Instead of just meadhalls, will there be manors, or other structures? Tangentially related, will we be able to mod the term of description for such structures?
Title: Re: Future of the Fortress
Post by: Hinaichigo on April 04, 2017, 07:16:03 am
When the myth update deals with the origins of the races, will there be any sort of like potentially semi-divine "first dwarves" or "golden age humans" like sort of the primogenitors of the particular races, who could get sung about for their role in history/cosmogony in songs and depicted in art and stuff?
Title: Re: Future of the Fortress
Post by: Valtam on April 04, 2017, 10:23:53 am
I guess the larger questions are: what do sites revolve around besides being gathering spots for NPCs? Any location with a market of sorts, or a tavern has a reason for being as there's clearly either industry present/a focal point. Will NPCs be seen "at work"? Hunters never hunt, farmers are never in the fields, etc.

Are there any plans to diversify the human seat of power in a hamlet? Instead of just meadhalls, will there be manors, or other structures? Tangentially related, will we be able to mod the term of description for such structures?

The game doesn't have the robust economy/property framework to justify the presence of many sites for reasons other than "we can build them", even though the economy is coded inside the game. Stones, metals, climate, trade nodes, population and natural features influence the existence of these sites, but some of those factors are currently so abstracted and out of play that we barely notice them. As soon as the pertinent updates roll out (along with the scenario embark) then we'll see more plausible reasons for sites to exist within a certain world. However, that's not going to happen anytime soon.

Same with the NPCs question, it has been stated that the eventual goal is to simulate a living, breathing world just like a world-wide functioning fortress, and DF has taken steps toward that direction, with bandits harassing and stealing money (albeit in a rather hilarious way), soldiers patrolling and adventurers doing their stuff during their "important missions". As you have been reading these FotF, expect to see more of that with the next update. As magic and magical artifacts make their slow and steady appearance, they will surely flip the rulebook regarding power structures, and even if they're not editable in the RAWs I think their random nature would be enough until we can fiddle with them.

(Sorry, I have no idea about the ambush/stealth stuff you mentioned and reading through your posts, it seems you have a better understanding of those features than me. A question definitely better suited for Toady himself)

As for the seats of power, the answer is "yes, no timeline yet" We only have meadhalls at the moment because those are the only meaningful interactions developed yet. With future releases we might expect to have influential churches or guilds that provide a similar function, and possibly a proper graphical representation of the different factions that may vie for power in a single site, but only time will tell.

When the myth update deals with the origins of the races, will there be any sort of like potentially semi-divine "first dwarves" or "golden age humans" like sort of the primogenitors of the particular races, who could get sung about for their role in history/cosmogony in songs and depicted in art and stuff?

The few things that have been revealed so far regarding the Myth Generation seem to imply the possibility of what you're asking about, although Toady hasn't mentioned their gameplay impact yet, and I'm afraid it won't be gamechanging during this pass. It is likely we won't be firsthand witnesses of the world creation, although the described events will surely influence what kind of materials and spoilers we find within a given world, and just like that, we will certainly be able to sing about cosmic eggs, divine serpents, spoiler metals and such, or even find physical evidence of these.
Title: Re: Future of the Fortress
Post by: LordBaal on April 04, 2017, 08:22:29 pm
"yes, no timeline yet" should be shortened to ynty given how often is used here.

Edit: stupid auto correct
Title: Re: Future of the Fortress
Post by: MrWiggles on April 05, 2017, 12:58:24 am
"yes, no timeline yet" should be shortened to y tu given how often is used here.
Questions are kind of a trap for a game like DF. With its expansive scope, most things are going to be in in some fashion. The issue is that for newer and new folks, it takes a bit to figure out how to ask questions. The question that get more verbose answers are those that are directly about whats been or being worked on now. The Brothers dont seem to much planning beyond an outline for anything they arent currently working on.
Title: Re: Future of the Fortress
Post by: Inarius on April 05, 2017, 01:47:04 am
Yes. actually, we should limit the questions to the current development or the immediate future...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 05, 2017, 04:06:25 am
We could write a Fotf FAQ that no-one would read. That would be fun! For a start, how about:

1) Why is xyz bugged?
Complex bugs will be fixed when that part of the game is being worked on. Simple stuff may (or may not) get looked after initial release of a new version (but crash bugs get priority and time might run out).

2) Why don't you (insert suggestion here)?
Please use the suggestion board. Even though Toady replies here, it's pretty much impossible to keep track of where the suggestions are in this thread.

3) How are you going to implement (insert item from dev list scheduled for 10-20 years in the future here)?
No idea. Will happen eventually though.

Anything else?
Title: Re: Future of the Fortress
Post by: Random_Dragon on April 05, 2017, 09:43:23 am
Don't forget:

4) Plz, no scorpionposts. Giant desert scorpions will probably be added back in eventually. Or they might go the way of underground demon fortresses despite being far more trivial to put back in. We'll see, or not. o3o
Title: Re: Future of the Fortress
Post by: iquare on April 05, 2017, 11:16:49 am
With implementation of dwarven raids, will we see humans, goblins and elves sending their small raids to player's fortress?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 05, 2017, 04:49:14 pm
Since it's now possible to provoke wars just by having squads cause trouble, can an adventurer and his friends now provoke a war too by indulging in adventurer-like shenanigans?
Title: Re: Future of the Fortress
Post by: DVNO on April 05, 2017, 06:25:47 pm
'adventurer-like shenanigans'

"Aw man so sorry I just accidentally your whole race and vibrant culture into extinction Bro! Ha ha! Holy shit! Yo, beer me with the fermented blood of this guy's kid, companion slave! Watch me drink it in front of him! Whatever, he won't start a war or noth'in!"
 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 06, 2017, 01:50:18 am
I guess squads following artifact trails will get there eventually, but will we also be able to select adventurer camps as targets of raids?
Lots of Fun opportunities for Succession Worlds in the next version.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 06, 2017, 08:10:28 am
I guess ill put my neck out and ask some questions

"If at a time where personal mounts are added to the game will you refactor how armies & expeditions travel around, given that horseback & flying in mean terms is significantly faster and less tiring than little dwarf legs running at the same pace"

Dwarves on donkeyback going at a reliable and sustainable pace, cramming biscuits into a feedbag. Might also be relevant to how fast elf invasions might be if they are too nimble to catch (unless they accidentally slow themselves down with giant snails) that and on the back of birds/bats/dragons it might be significantly easier to cross water & terrain

> curiously enough, giant bats are common enough for goblins, maybe in the future we won't be safe over water in isolated island landmasses if the distance can be crossed with boats, amphibious creatures & flying mounts.

"In the current format, do expeditions have 'leaders' akin to military captains or do they just function as co-operative party?"

Asking in regard to thoughts about whether appointing a particular kind of expedition leader (a smooth talker, or a keen spotter for watching out for danger while travelling) would have had any impact or if dwarves would individually cite their own skills to combat a task to the best of their abilities.
Title: Re: Future of the Fortress
Post by: Syndic on April 06, 2017, 10:18:58 am
With all the fun new features, I sometimes get tempted to play again - until I remember that I can never play a truly long-running fort because I refuse to make my dwarves live like paupers or throw away useful ressources, the two ways to prevent FPS death to "too many calculations running over too many items". With that in mind, my question would be:

Are there ever going to be improvements to combat the FPS death that claims all forts eventually? And if so, when do you see yourself doing that?
Title: Re: Future of the Fortress
Post by: Witty on April 06, 2017, 11:31:33 am
How will our dwarves treat rescued children? Will they be adopted as fort citizens, or be treated more as visitors? If the rescued child is still an infant, will anyone care for them?
Title: Re: Future of the Fortress
Post by: Rockphed on April 06, 2017, 11:51:07 am
How will our dwarves treat rescued children? Will they be adopted as fort citizens, or be treated more as visitors? If the rescued child is still an infant, will anyone care for them?

I suspect that the "nobody cares for infants dropped by their mothers" bug will continue to be the leading cause of child death.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 06, 2017, 01:23:06 pm
How will our dwarves treat rescued children? Will they be adopted as fort citizens, or be treated more as visitors? If the rescued child is still an infant, will anyone care for them?

I suspect that the "nobody cares for infants dropped by their mothers" bug will continue to be the leading cause of child death.

There are plenty of nursery/childcare suggestions on the forums along those lines, maybe someone might just adopt them (loves families, not married or inclined enough to have one already)

Lets hope we can de-convert them from goblin values by the time they reach adulthood so we don't accidentally harbor anti-government schemists. Unless the player DOES want to create a fortress of dwarves with extreme power goals to blitz the rest of the continent.


Are there ever going to be improvements to combat the FPS death that claims all forts eventually? And if so, when do you see yourself doing that?

With a broad technical question like this, a concise answer is unlikely, there are already ways of reducing FPS by both making your map smaller and having less objects & moving parts. Toady has already expressed in the past some ways to clear up clutter that doesn't degrade as such to create objects such as item pile tiles in order to alter the nature of quantum stockpiles and of course upgrades on how to run the inner code smoother over time, such as how the jump from 32 to 64 bit was a large undertaking on top of the additional features coming to the game.
Title: Re: Future of the Fortress
Post by: MrWiggles on April 06, 2017, 08:48:14 pm


Are there ever going to be improvements to combat the FPS death that claims all forts eventually? And if so, when do you see yourself doing that?
Well ToadyOne does do optimization through out. Its how they manage to keep roughly the same performance as the game goes on. This is also kind of a opaque veil. We dont know how much of an impact, if any, any new features have at first. We dont know how much they improved, if any.
Title: Re: Future of the Fortress
Post by: pikachu17 on April 07, 2017, 01:07:33 pm
When do you think you will complete the new update?[color]
Title: Re: Future of the Fortress
Post by: PatrikLundell on April 07, 2017, 01:28:15 pm
When do you think you will complete the new update?

When it's done. Toady doesn't give specific answers, and rarely even general ones, to this sort of questions because too many people take a vague comment as a promise set in stone, and then get disappointed when the "promised" date isn't met. Things happen, like snags encountered, tangents embarked upon, etc. which makes a target date hard to hit, unless you're planning to be ready way ahead of the target and manage to curb the desire to just add one more thing. Toady also knows he's got the rather common tendency to be a bit of a time optimist.
Title: Re: Future of the Fortress
Post by: Random_Dragon on April 07, 2017, 01:46:52 pm
When do you think you will complete the new update?[color]

DF2018 hype. 3:
Title: Re: Future of the Fortress
Post by: Valtam on April 07, 2017, 10:20:01 pm
Golly gee! Look at that progress report:

Quote from: Toady One
I'm balancing out abstract equipment strength numbers and working more with the post-worldgen raid/battle code, since it wasn't really geared toward smaller numbers of well-equipped player dwarves fighting at sites. That'll merge in with the reports they give when they return, which is the next project.

I probably misunderstood this one, but will this somehow improve current post-world gen battles that happen in different sites? The game currently treats a 3 goblin skirmish and a full fledged 1500 goblin invasion like kind of the same deal in offloaded sites, and they usually end when just one of the attackers dies (which is funny in thousand-goblin cases). Also, will these interventions on foreign sites appear like invasions in Legends Mode, regardless of intention and outcome? Such as "this is part of the Conflicts of Scratching", and so on.

Tangentially related (but not quite), what essential differences exist between visitor (performer/scholar/mercenary) and invader code, besides hostility and intent? Can our exploits be considered "visits" at some point?
There is something weird with post-worldgen visits and it is the clutter generated in the Legends Mode site entry, I don't know if this has been acknowledged (or is currently a bug) and this might sound a bit suggestion-y, but is there a possibility to get more detailed entries regarding visitors (such as what where they doing, what was their initial intention and/or if they were able to make a residence agreement)? If there's no room for those details in Legends Mode, how hard would it be to implement a cull feature, similar to what we currently have for lesser brown events within the Age sub-menu?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 07, 2017, 10:50:48 pm
Bandit harassment and kobold raids don't appear in Legends as conflicts, so I don't suppose dorf raids will either.

Raids are not war. War is a result of repeated raids annoying the raided side.
Title: Re: Future of the Fortress
Post by: Max™ on April 08, 2017, 01:46:40 am
The idea of a 10 man squad of dorf shock troopers encountering some of the forces I've seen running around in my high-natural-skill-discipline worlds and sending them running is amusing, and while I've accounted for the defeat of a nearly 5000 strong force with a modded adventurer, more vanilla ai controlled units vs the 8000 strong army (http://i.imgur.com/4kee6gY.png) I saw rampage around for centuries recently is another matter.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 08, 2017, 05:42:06 am
Bandit harassment and kobold raids don't appear in Legends as conflicts, so I don't suppose dorf raids will either.

Raids are not war. War is a result of repeated raids annoying the raided side.

It might be supported in the case of invoking a larger conflict, given that toady's already sort of stated that he's started a war all by himself with a local human civ just by raiding a site.

Quote
"Cogs of Scaling" - "The reasoning for war was in response to a aggressive attack by a expedition party from the 'bronze rope'
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 08, 2017, 08:15:50 am
Bandit harassment and kobold raids don't appear in Legends as conflicts, so I don't suppose dorf raids will either.

Raids are not war. War is a result of repeated raids annoying the raided side.

It might be supported in the case of invoking a larger conflict, given that toady's already sort of stated that he's started a war all by himself with a local human civ just by raiding a site.

Quote
"Cogs of Scaling" - "The reasoning for war was in response to a aggressive attack by a expedition party from the 'bronze rope'
Sure, you can start a war with raids. Just as you can start a war by killing merchants and stealing artifacts. Was just saying that those initial happenings aren't given named wars in legends.

You send a raid. They declare war and send an invasion of a few hundred troops. You realize all you can do is turtle and send more little raids. Ha ha. Oh well...
Title: Re: Future of the Fortress
Post by: MDFification on April 08, 2017, 10:50:45 am
Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

There are ways this is actually a feature, for instance sub group rebellions can throw a snap revolt (which is basically what a loyalty cascade is when dwarves start fighting & friends pick sides) and gain a new leader if the revolters win.

With guilds and such in the future we might see more civilian 'groups' in the future within the fortress or the government change if pre-planned/named loyalty cascades work within the fortress to take over the site.
Well, I guess they have gotten better lately. It used to be that your entire fort would fight to the last man.

Loyalty cascades aren't a bug or a feature, they're an emergent consequence of the way group loyalty is currently implemented. As dwarf social interaction gets fleshed out/revised, the loyalty cascade (as in a single act of violence immediately triggering a civil war that's not resolvable except through complete annihilation of one side, with no reconciliation possible) will disappear.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on April 08, 2017, 11:15:43 am
Yeah I like the loyalty cascade. Makes it feel more real.
Title: Re: Future of the Fortress
Post by: Max™ on April 08, 2017, 07:17:18 pm
Totally, I remember one time one of my friends tripped over my cat so I flipped out and beat him to death, then when his relatives started coming after me, my friends and I hunted down his family to the last surviving member.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on April 08, 2017, 11:02:22 pm
See, it was inevitable.
Title: Re: Future of the Fortress
Post by: King Mir on April 09, 2017, 01:12:32 am
I think it's one of the happy side effect of controlling a race of not-quite-humans. The bugs in their behavior can be attributed to them being dwarves not humans, giving them personality. It also allows for better narrative, because they can be big drama queens and everyone is ok with that.
Title: Re: Future of the Fortress
Post by: DG on April 09, 2017, 05:01:19 am
Not everyone.
Title: Re: Future of the Fortress
Post by: Max™ on April 10, 2017, 01:46:28 am
Not everyone.
*tantrums and throws a marble cabinet at DG*
Title: Re: Future of the Fortress
Post by: DG on April 10, 2017, 03:06:12 am
How fleeting life is...I must withdraw!
Title: Re: Future of the Fortress
Post by: MrWiggles on April 10, 2017, 07:02:03 am
It was inevitable.
Title: Re: Future of the Fortress
Post by: MinerMan60101 on April 13, 2017, 10:17:35 am
With the addition of Museum areas, will there be archaeologists that come and visit your fortress if you have a museum?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 13, 2017, 04:35:37 pm
With the addition of Museum areas, will there be archaeologists that come and visit your fortress if you have a museum?
Museums are rooms for displaying your artifact socks in the new display cases. Like statue gardens. They'll add to the reputation of the fortress, and keep residents happy.

If they're old artifacts, they probably don't belong to you and will more likely attract an irate army than a curious archeologist. Besides, archeologists don't exist yet,  historians do though.
Title: Re: Future of the Fortress
Post by: Beag on April 13, 2017, 09:18:17 pm
1. Will it be possible for gods to disguise themselves as mortals and test real mortals and bless/curse them depending on how they do?
2. Would it be possible for magic in some worlds to be affected by a person's emotions? Like more strong/unstable when in an intense emotional state?
3. Would it be possible through magical means for a mortal to acquire godlike power?
Title: Re: Future of the Fortress
Post by: Witty on April 13, 2017, 09:57:25 pm
If our fortress were to somehow discover the location of a vault, could we send a squad to steal its slab? Would the corresponding demon of the slab become quite fixated on destroying our fortress if word spread that we had their slab?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 13, 2017, 10:03:54 pm
Spoiler (click to show/hide)
You stand a good chance of having that question be missed. I don't think there's much point in spoiler tags on a thread discussing the actual development of the game. May as well spoiler-tag the entire forum during the mythgen update.
Title: Re: Future of the Fortress
Post by: Witty on April 13, 2017, 10:20:37 pm
Yeah, that's a good point.
Title: Re: Future of the Fortress
Post by: Mr S on April 14, 2017, 09:51:17 am
1. Will it be possible for gods to disguise themselves as mortals and test real mortals and bless/curse them depending on how they do?
2. Would it be possible for magic in some worlds to be affected by a person's emotions? Like more strong/unstable when in an intense emotional state?
3. Would it be possible through magical means for a mortal to acquire godlike power?

Those things aren't necessarily planned for this release. Not talked about in detail for first pass at myth gen either. So these follow into the rabbit hole of "Sounds good. No timeline."
Title: Re: Future of the Fortress
Post by: OluapPlayer on April 14, 2017, 11:00:48 am
Is there anything in this next release that's kind of trivial but you're really looking forward to see live? Like a small addition or bug-fix that you wanted to do for a while and finally had the chance to?
Title: Re: Future of the Fortress
Post by: PureAwesome on April 14, 2017, 01:52:27 pm
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?
Title: Re: Future of the Fortress
Post by: Random_Dragon on April 14, 2017, 05:54:49 pm
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?

This sounds exactly like the beginning of a non-magical rehash of the "can we randomly learn spells that blow up the whole fort" argument. Do we really need a long derail on the relative merits of giving the RNG the ability to drive scholars insane?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 14, 2017, 06:21:25 pm
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?

This sounds exactly like the beginning of a non-magical rehash of the "can we randomly learn spells that blow up the whole fort" argument. Do we really need a long derail on the relative merits of giving the RNG the ability to drive scholars insane?
Toady addressed that question in PC Gamer. No need for a derail here.
Title: Re: Future of the Fortress
Post by: vettlingr on April 14, 2017, 08:46:16 pm
Will there be any changes to "highest moodable skills" when creating artifacts regarding dwarves with no skills, such as children? So to prevent them from growing up into lowly craftsdwarves?

Will workshops presently not eligible for artifact creation, i.e. kiln, be available as well in the future?
Title: Re: Future of the Fortress
Post by: PureAwesome on April 15, 2017, 01:11:25 am
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?

This sounds exactly like the beginning of a non-magical rehash of the "can we randomly learn spells that blow up the whole fort" argument. Do we really need a long derail on the relative merits of giving the RNG the ability to drive scholars insane?

I don't think this is on the level of RNG blowing up the fort. I would expect that learning Forbidden Knowledge would require a rather specific set of circumstances (e.g. reading from a necromancy book) rather than just being "busy thinking about philosophy... oops I just went insane!"

Anyways, I'd still like to know about the other things. Minor negative knowledge which can be cancelled out with further research. I don't feel like this is as crazy a question as you are making out out to be.
Title: Re: Future of the Fortress
Post by: LordBaal on April 15, 2017, 06:22:02 am
I expect that eventually only reading a book would not suffice to become a necromancer.
Title: Re: Future of the Fortress
Post by: Batgirl1 on April 15, 2017, 10:04:25 pm
What's in store for socializing? Will dwarves ever visit the zoo, again?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 15, 2017, 10:25:47 pm
What's in store for socializing? Will dwarves ever visit the zoo, again?
Stock question 378
"Will xxx bug ever be fixed"?
"Ever is a heck of a long time. Bugs are not meant to happen and will therefore be fixed. No schedule."
Title: Re: Future of the Fortress
Post by: MrWiggles on April 16, 2017, 02:29:49 am
Will dwarves ever visit the zoo, again?
This kind of question is almost always fruitless to ask, unless ToadyOne is working on part of the game that directly impacts it. Bugs get fix with every release. And presumably the game will eventually reach a least bugged state with whatever bugs that you personally like to see fix.
Title: Re: Future of the Fortress
Post by: LordBaal on April 16, 2017, 06:16:24 am
We can send non citizens to adventures? I want to recruit a hobbit for my merry band of dwarves to go and reclaim... a pretty stone from a flying lizard.
Title: Re: Future of the Fortress
Post by: FantasticDorf on April 16, 2017, 08:50:48 am
We can send non citizens to adventures? I want to recruit a hobbit for my merry band of dwarves to go and reclaim... a pretty stone from a flying lizard.

Unlikely with the current, that is unless you want to rephrase that into "can we bring long-term residents & adventurer types (mercenaries/bards) with us on expeditions?" though it seems that you are in charge of the people that you manage to rescue generally, akin to the dev-blog's comments about saving that human child, but that might be false if they just become long term non fortress resident types once you bring them back.
Title: Re: Future of the Fortress
Post by: Random_Dragon on April 16, 2017, 11:46:32 am
"Ever is a heck of a long time. Bugs are not meant to happen and will therefore be fixed. No schedule."

Lots of bugs have been around for a long time, so "Will xxx bug ever be fixed"? is a sign that someone isn't that confident about that bug being fixed at all.

See prior sentiment on my part that an increasing proportion of updates lately have included new, exciting, bug-inducing features, with a side order of an opinion that at least a few more "nothing but bugfixes" updates would be desirable.

And if I start hearing that "oi blyat he does bugfixes" argument again I'll have to find the post where I listed and summarized the last several updates in a row, and how the majority of them introduced AT LEAST one new feature that caused additional bugs.
Title: Re: Future of the Fortress
Post by: GoblinCookie on April 16, 2017, 01:57:10 pm
What is the time-frame for weaponry resizing automatically as clothing, shields and armour do?
Title: Re: Future of the Fortress
Post by: Nikita on April 16, 2017, 03:13:50 pm
What is the time-frame for weaponry resizing automatically as clothing, shields and armour do?

 On that end, will equipping a bigger sword give me more Dakka?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 16, 2017, 04:39:49 pm
"Ever is a heck of a long time. Bugs are not meant to happen and will therefore be fixed. No schedule."

Lots of bugs have been around for a long time, so "Will xxx bug ever be fixed"? is a sign that someone isn't that confident about that bug being fixed at all.

See prior sentiment on my part that an increasing proportion of updates lately have included new, exciting, bug-inducing features, with a side order of an opinion that at least a few more "nothing but bugfixes" updates would be desirable.

And if I start hearing that "oi blyat he does bugfixes" argument again I'll have to find the post where I listed and summarized the last several updates in a row, and how the majority of them introduced AT LEAST one new feature that caused additional bugs.
And?
The answer will still be, 'sure no timeline'. This isn't the 'vent your frustration at Toady thread'. Mentioning this now just saves people waiting a month in the deluded hope that a detailed reply outlining the intended bug fixing periods for the next 30 years is coming.

Use the bug tracker if you think something needs to be fixed that perhaps he doesn't know about.
Title: Re: Future of the Fortress
Post by: Eric Blank on April 16, 2017, 05:56:01 pm
What is the time-frame for weaponry resizing automatically as clothing, shields and armour do?

 On that end, will equipping a bigger sword give me more Dakka?

It should already, since an objects mass is taken into account in damage calculations like for blunt attacks
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 16, 2017, 06:15:55 pm
What is the time-frame for weaponry resizing automatically as clothing, shields and armour do?
Armour resizes automatically?
In my games you can't wear armour that's too big or too small. It's described as 'large' or 'small' armour to let you know. How are you getting it to resize?

Unless you just mean fat dorf can wear thin dorf's shirt?
Title: Re: Future of the Fortress
Post by: Ziusudra on April 16, 2017, 06:20:44 pm
Pretty sure GC meant a troll's short sword being bigger than a dwarf's short sword, as an example.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 16, 2017, 06:24:16 pm
Pretty sure GC meant a troll's short sword being bigger than a dwarf's short sword, as an example.
Oh, civs producing weapons according to their size like they do with armour? I see.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 17, 2017, 04:04:44 am
Can we choose specifically how our squad will approach a mission? 'Sneak in, sneak out', 'Make friends, nick their stuff', 'all-out attack', etc? Or will dorfs decide for themselves?

Also,

 Can we choose what we want dorfs to aim for (besides artifacts)? Not so important for vanilla, but I imagine stealing steel weapons from nearby dorfs could be part of a modded human civ play strategy.

And,

While working through the coding of leaving and returning squads, did you come across the reason for any recent bugs? "Sieges" that dissapear instantly, sieges that don't end, disappearing caravans, etc?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 17, 2017, 06:41:53 pm
Going back to the fake identities mechanic, if we visit a retired player fortress and claim to be someone we're not, if I then join the fortress and retire which identity will I see on the retired adventurer if I play that fortress? Does he get the full vampire fake name and background? Just a fake name? Nothing at all?

Just musing on rp as a spy ideas. Kind of Fun for Succession Worlds if you don't recognise the legendary cheesemaker as one of the other players.

--Damn, sorry. Didn't notice I posted 3 times in a row. I'll shut up now.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on April 19, 2017, 09:17:46 am
 Is there plans for NPCs to be able to start up new Civs after world gen?
Title: Re: Future of the Fortress
Post by: PatrikLundell on April 19, 2017, 11:12:48 am
I believe it's intended to eventually have sites freeing themselves from their cruel overlords (or whatever causes them to become unowned by any civ currently) either join existing civs or form their own (or get conquered by an existing civ, as they have no parent to support them). It will not happen in the near term, though. It might get touched on when starting scenarios or property and law are addressed, but then only if it's either easily done or part of required stuff, but I wouldn't hold my breath.
Title: Re: Future of the Fortress
Post by: Beag on April 24, 2017, 06:39:41 pm
1. Will adventure mode eventually include options for the player to live a more peaceful life if they so choose such as taking up a profession?
2. Once the myth and magic update is released would magical creatures who procreate by converting other creatures into their species be possible?
Title: Re: Future of the Fortress
Post by: golemgunk on April 24, 2017, 07:16:51 pm
2. Once the myth and magic update is released would magical creatures who procreate by converting other creatures into their species be possible?

That's actually how night trolls work in-game currently! During worldgen at least. Hopefully we'll see things like that happen during play when m&m comes out.
Title: Re: Future of the Fortress
Post by: Harpadarpa. on April 24, 2017, 07:36:06 pm
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?

This sounds exactly like the beginning of a non-magical rehash of the "can we randomly learn spells that blow up the whole fort" argument. Do we really need a long derail on the relative merits of giving the RNG the ability to drive scholars insane?

I don't think this is on the level of RNG blowing up the fort. I would expect that learning Forbidden Knowledge would require a rather specific set of circumstances (e.g. reading from a necromancy book) rather than just being "busy thinking about philosophy... oops I just went insane!"

-snip-
Honestly, I think this could be interesting. Like maybe you'd have to be careful when picking your scholars. If you pick someone who's particularly impatient, maybe forcing him to basically stay in the library 24/7 might lead him to writing books with negative philosophies, that make your dwarves unhappy. This would require you to take some interest in your scholar's desired lifestyles, and such.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 24, 2017, 10:04:05 pm
1. Will adventure mode eventually include options for the player to live a more peaceful life if they so choose such as taking up a profession?

Dev notes. Settle down, build a farm/run an inn, raise a family.

That and 'bard' is pretty peaceful right now. More so when you can convince enemy civs you're on their side in the next release. (Requires festivals to move out of worldgen into 'real life' to be a bit more feature complete though).
Title: Re: Future of the Fortress
Post by: PatrikLundell on April 28, 2017, 04:05:33 am
The latest development report, 04/27/2017, described the post mission report, but it's a bit confusing. It seems to be a report viewable only post mission (and thus not during the mission), but on the other hand it talks about viewing things in real time. Does this means we bring up the report after the mission and a "video" is played out where a line grows with events appearing on it as the playback rolls on? If so, would you have to sit through it several times if you wanted to look up details later, or is it played out once and you then can access the various notes?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 28, 2017, 04:35:48 am
I imagine you'd just step through it, same as the world map in legends, but 1 day/hour at a time.
Title: Re: Future of the Fortress
Post by: DG on April 28, 2017, 06:23:48 am
The way it is shaping I suppose plays into the limited hive-mind role you have in fortress mode.

I thought it was going to be a verbal report recited by the dwarves if they returned. And if you sent a squad leader who is prone to lying you might not be given the real reasons they failed to bring back the artifact left sock (terminally side-tracked at the first foreign tavern). But then it would be a question of who exactly they're reporting to. Expedition leader? What if he was on the expedition? Maybe the fortress population as a whole.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 28, 2017, 06:53:31 am
Yeah, it's better than the wall of text the human diplomat brings with him that everyone ignores. It assumes they reported to someone, and we get to see a summary of what's now 'known' by the fortress in an easy to understand format. Sounds good. Hopefully can replace diplomat reports at some point too.

Still leaves room for false reports at a later stage too.
Title: Re: Future of the Fortress
Post by: LordBaal on April 28, 2017, 05:15:50 pm
Would dwarves on a mission outside the fortress can getcurses from defiling temples or being bitten by vampires and werebeasts?
Title: Re: Future of the Fortress
Post by: golemgunk on April 29, 2017, 03:39:45 pm
I thought it was going to be a verbal report recited by the dwarves if they returned. And if you sent a squad leader who is prone to lying you might not be given the real reasons they failed to bring back the artifact left sock (terminally side-tracked at the first foreign tavern).

It would be funny if you could send all your most unscrupulous dwarves on a mission and they just go on vacation or something instead and lie about it when they get back.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on April 29, 2017, 08:30:11 pm
I thought it was going to be a verbal report recited by the dwarves if they returned. And if you sent a squad leader who is prone to lying you might not be given the real reasons they failed to bring back the artifact left sock (terminally side-tracked at the first foreign tavern).

It would be funny if you could send all your most unscrupulous dwarves on a mission and they just go on vacation or something instead and lie about it when they get back.
Not sure if it's going to get done this time, but dev notes on squad reports include rumours if squads get delayed or wiped out.

Might be fun to send out another squad to find the first one. Include your hammerer to persuade them out of the tavern and back on track. :)
Title: Re: Future of the Fortress
Post by: Toady One on May 01, 2017, 08:12:10 pm
Thanks to Putnam, Shonai_Dweller, FantasticDorf, TheFlame52, Valtam, MrWiggles, PatrikLundell, Mr S, Eric Blank, and anybody I missed for helping to answer questions!

Quote from: Eric Blank
Will we be able to send squads out after night creatures and megabeasts? Ask them to bring back things from their lairs?

If there are artifacts.  I don't currently have an "explore" option for lairs, since those night creatures don't interact with the fort yet, and there are no fort prisoners there.  It probably wouldn't hurt though to throw it in if people want to mess around.

Quote from: FantasticDorf
If it is at all possible, could dwarves find discarded items out in the field upon their path of a expedition and pick it up for the journey? I vaguely remember yourself mentioning something somewhere in response to what happens when keas fly objects off map that somebody travelling over the exact tile where it was dumped could find a object in the wilderness, a response something along those lines.

The only things like that are the artifacts and non-artifact stuff left during adventure mode.  Battlefields aren't properly respected, as that's been rotting in the notes for a long time now, and caravan objects don't get dropped in the wilds, and non-artifact stolen items aren't placed in particular places very well.  So the only thing they might find are artifacts lost in fights in the wilderness, and artifacts stolen by animals.

Quote from: KillzEmAllGod
The way the libraries works with how dwarfs do jobs there how much longer can workshops last before being replace?
With the Civ screen being removed from Fort mode will the 10 world tile range for towers and 40 for civs also be changed?
Boats might be far away but will fluids be reworked to something more ideal or will the current system work?
World size seems to be a large issue will they be increased with the magical land masses or will it just be too complex for anything larger?
Been avoiding large worlds mainly due to them taking so long to reach any age, what are the main events that happen post world gen?

Dunno when workshops will be replaced.  Haven't yet changed the "nearby" flag for civs, but if you attack somebody, they become "nearby".  We're almost to the point where we can get rid of the flag, but I didn't feel like I could do it this time.  Not sure how fluids will change with boats -- as I've described boats, they don't need to change.  I don't think world size will need to be increased, though I didn't understand that one.  Lots of things happen post world gen, not sure how to answer that one either.

Quote from: Mechanoid
-Has the cave adaption status been taken into the combat rolls for off-site groups?
-Dwarves getting stunned from sunlight move slightly slower, would this impact travel times?
-Is it possible for the cave adaption timer to still count down the time the dwarf spends "outside" while they're on their adventure? If the dwarves are somehow on a year-long adventure, could they lose their 4-month cave adaption part way through and become more effective?
- Does the Ambusher skill come into effect for the sneaky parts of the adventure? Is it all the dwarves trying to sneak, or just the sneakiest?

It hasn't yet been moved to the abstract historical figures, so it doesn't matter yet.  I think the counter will just resume where it left off when they return.

The ambush skill is used by everybody.  They aren't very tactical about their decisions there.  Not sure if that'll change or not by the time it comes out.

Quote from: MDFification
Will we get to see critters with prejudices about groups of individuals in the future? One of Threetoe's stories indicates that we'll be seeing prejudice based on a critter's species, but how are these prejudices going to be decided? Will we get to see them develop and change over time? Will prejudices also be able to develop around cast, membership of a group/entity, place of birth or visually identifiable characteristics? Will we be able to see prejudices that aren't purely discriminatory, such as 'critters of culture A believe people with brown eyes to be especially lucky'?

I have no idea what's going to happen here.  The first time we'd look at it is possibly with the status part of the law/property release, since there's some distinction implicit in that, and the various dev goals have required these kind of mechanics broadly speaking.  It's possible to screw up the game variously and badly if it's implemented poorly though.

Quote from: Bumber
Are we going to need to provide our armies with coinage for booze and bribes? Or will that wait for the economy?

There's nothing like that yet.

Quote from: Asin
1. Will animal men on the surface ever form tribes that live in huts, have their own myths, etc?

2. In the future, say that these animal men surface tribes are a thing. Would it be possible for a first contact to happen, like a tribe and a civilization meet, then the humans/dwarves/goblins/etc want the land and start commiting genocide to the tribe like the US did to the Native Americans back in our early days?

3. When boats come, could it be possible for an "Age of Discovery" to occur? (As in the dwarves find a new continent or something.)

We'd like to do more with them, but I'm not sure when it'll happen.

We have a first contact section on our dev page under the explorer role, and I'm sure it'll be able to end horribly, but I don't know exactly what that'll be like.  Demon civs (and others) are already kind of genocidal, but we aren't handling the issues very deftly, and I have no idea how clumsy we'd end up being if we tried to handle it more explicitly.

Yeah, the exploration release is supposed to involve this sort of thing.

Quote from: DVNO
If you send a raiding party out to attack a retired player fort, and then immediately retire and assume control of the fort you ordered to be attacked, will the dwarves you sent arrive and siege you?

We haven't handled the fort receiving artifact raids yet -- hopefully we'll get to that this month!  Depending on how that turns out, you might end up with something more diplomatic, or the dwarven band trying to sneak in.  A generic fort-sent raid often ends up being sneaky, due to the numeric differences, and we haven't handled that sort of thinking for attacks on player forts yet.

Quote from: peasant cretin
I guess the larger questions are: what do sites revolve around besides being gathering spots for NPCs? Any location with a market of sorts, or a tavern has a reason for being as there's clearly either industry present/a focal point. Will NPCs be seen "at work"? Hunters never hunt, farmers are never in the fields, etc.

I'm probably misreading this, but similar to the movement speed/attack speed split of DF2014, it seems ambusher skill has become separate from visual stealth. Will NPCs like hunters and other archers occasionally display behavior where they path according to tiles that benefit visual stealth? If so, will this conceal their vision arc from the player?

Are there any plans to diversify the human seat of power in a hamlet? Instead of just meadhalls, will there be manors, or other structures? Tangentially related, will we be able to mod the term of description for such structures?

In world generation, there are tons of industries and specifically tracked item resource piles etc., but that doesn't yet carry over much to post w.g. play.  You can see a bit of it in the store types (the types reflect the actual industries) and the market items.  But then everything is in stasis.  We have to wait for the economy stuff for more to happen.  Then we should see NPCs doing things, but it is way more complicated than movement scheduling or work "animations" -- it'll be a hard problem when we get there, since there are numbers/items to be tracked.  I'm not even sure it'll be possible to do it all properly, but it's one of our goals to try.

Ambusher matters in all the visual rolls, but yeah, sometimes it doesn't matter how good you are, if your placement is awful.  They should think about it more, but it's a difficult problem.

We'd like to have a lot more, but we never really tackled architecture properly.  I'm not sure what'll happen there.  We should be taking a big step toward societal diversity with the law/customs stuff, since they'll be different between human etc. civs, but I don't know when that'll be reflected in the buildings or whatever else.

Quote from: Hinaichigo
When the myth update deals with the origins of the races, will there be any sort of like potentially semi-divine "first dwarves" or "golden age humans" like sort of the primogenitors of the particular races, who could get sung about for their role in history/cosmogony in songs and depicted in art and stuff?

It's hard to say exactly what's going to happen on the first pass -- the magic system generator currently adds properties that only apply to some dwarves/etc., and that'll require new data structures to manage, along the lines of what you're talking about.  However, the "status" section of the major release after the myth update might be necessary for people to think about them as a group different from themselves.  It depends on how they're differentiated, if they are more like a new creature or more like a new "entity" subgroup.

Quote from: iquare
With implementation of dwarven raids, will we see humans, goblins and elves sending their small raids to player's fortress?

That's part of the "fort mode artifact diplomacy" we'll be diving into beginning now in May.  The player's fort hasn't been exempted from their decisions, but everything needs a specific implementation there.

Quote from: Shonai_Dweller
Since it's now possible to provoke wars just by having squads cause trouble, can an adventurer and his friends now provoke a war too by indulging in adventurer-like shenanigans?

I guess squads following artifact trails will get there eventually, but will we also be able to select adventurer camps as targets of raids?

This hasn't actually changed, since the war-starting part was a necessary side effect and applied only to the abstract post w.g. site raids, rather than whatever the player is doing in adventure mode.  It's still kind of a hard question there, probably made even harder with the identity stuff, in terms of assigning blame.

Yeah, adventurer camps can be targeted, if your adventurer's site does not belong to your fort's civ (you still can't attack your own civ from dwarf mode, since we don't have time to handle all the implications there -- we're going to specifically handle that once we understand embark situations better).

Quote from: FantasticDorf
If at a time where personal mounts are added to the game will you refactor how armies & expeditions travel around, given that horseback & flying in mean terms is significantly faster and less tiring than little dwarf legs running at the same pace

In the current format, do expeditions have 'leaders' akin to military captains or do they just function as co-operative party?

Yeah, that would be one of the first things to happen.

Expeditions have designated leaders, but it doesn't often come up once they already have a mission.

Quote from: Witty
How will our dwarves treat rescued children? Will they be adopted as fort citizens, or be treated more as visitors? If the rescued child is still an infant, will anyone care for them?

When they arrive back, they get an active petition.  Rejecting a child causes negative emotions in your citizens among many personality types, but the child would then be on their own.  I don't know that there are babies as prisoners from w.g., but if so, dwarven childcare principles such as they are would still be in effect.

Quote from: Valtam
I probably misunderstood this one, but will this somehow improve current post-world gen battles that happen in different sites? The game currently treats a 3 goblin skirmish and a full fledged 1500 goblin invasion like kind of the same deal in offloaded sites, and they usually end when just one of the attackers dies (which is funny in thousand-goblin cases). Also, will these interventions on foreign sites appear like invasions in Legends Mode, regardless of intention and outcome? Such as "this is part of the Conflicts of Scratching", and so on.

Tangentially related (but not quite), what essential differences exist between visitor (performer/scholar/mercenary) and invader code, besides hostility and intent? Can our exploits be considered "visits" at some point?
There is something weird with post-worldgen visits and it is the clutter generated in the Legends Mode site entry, I don't know if this has been acknowledged (or is currently a bug) and this might sound a bit suggestion-y, but is there a possibility to get more detailed entries regarding visitors (such as what where they doing, what was their initial intention and/or if they were able to make a residence agreement)? If there's no room for those details in Legends Mode, how hard would it be to implement a cull feature, similar to what we currently have for lesser brown events within the Age sub-menu?

It seems that sort of flight should come from the "light attack" flag being set, but it wasn't set, so 1500 attackers running away post w.g. is probably buggy.  I haven't noticed a problem yet in the raids I've debugged, but there's still time for something to come up.  There are historical event collections prepared for dwarf mode raids.

Intent is just determined by the "army controller" guiding the army or group of armies when they arrive at the site.  There are various auxiliary structures that also go into it with visitors, to determine what happens when they arrive.  We'll see some peaceful dwarf behavior with your squads off-site even in this release, if you send them on a recovery mission and they don't have an immediate raid target -- then they'll go to towns and ask around, reporting back what happened even if they didn't get the artifact, and hopefully giving you a clue as to what to do next (though that can be rare for an artifact that is lost without a lot of leads).

Yeah, I agree the site legends have gotten a bit out of control.  It has more information but it doesn't yet save it to the historical record (or I haven't written up the strings in a few cases).  I'm not sure when I'll get a chance to clean it up.

Quote from: Beag
1. Will it be possible for gods to disguise themselves as mortals and test real mortals and bless/curse them depending on how they do?
2. Would it be possible for magic in some worlds to be affected by a person's emotions? Like more strong/unstable when in an intense emotional state?
3. Would it be possible through magical means for a mortal to acquire godlike power?

It's unclear what's going to be in on the first pass -- we'd like to do as much as possible, and we certainly have a lot of the building blocks in place to make some interesting and unusual things happen.  There are just too many possibilities to get great coverage the first time, compared to what people can imagine.

Quote from: Witty
If our fortress were to somehow discover the location of a vault, could we send a squad to steal its slab? Would the corresponding demon of the slab become quite fixated on destroying our fortress if word spread that we had their slab?

The demons don't have a claim on their slabs, so they wouldn't care.  They should care.  It would take a good squad to overcome the guards, but it's possible.  It wouldn't be of much use in fort mode, since the dwarves don't know how to use it, but it would make it easier for an adv to get at, as things stand.  We don't have a great set of criteria at this time for which sites should be visible, so we just made them all visible.  At some point, we'll have a proper exploration game, but not yet.

Quote from: OluapPlayer
Is there anything in this next release that's kind of trivial but you're really looking forward to see live? Like a small addition or bug-fix that you wanted to do for a while and finally had the chance to?

The prophets and agents are a little larger than trivial, but that was sort of the random side branch this time.  I can't think of anything super small that wasn't just part of the broad strokes of the release this time, though I'm probably forgetting something.

Quote from: PureAwesome
As far as the discoveries and scholarship system goes: Are there any plans for actively harmful discoveries? E.g. bloodletting which can end up harming your Dwarves, or a philosophy of nihilism which ends up making them morose if they think about it? Or even Lovecraft-style Forbidden Knowledge which drives the reader insane?

As people mentioned, we've been over this a bit.  There should be room for it, but we have to be careful of blatant RNG fort death.  I don't have a problem with players having to roll with some punches though, especially if they optionally start the process and the outcomes are more interesting than 100% negative.

Quote from: vettlingr
Will there be any changes to "highest moodable skills" when creating artifacts regarding dwarves with no skills, such as children? So to prevent them from growing up into lowly craftsdwarves?

Will workshops presently not eligible for artifact creation, i.e. kiln, be available as well in the future?

I don't have any particular plans for this -- I'm not even sure what artifact moods will look like going forward, or if everything will sort of be blown apart by the magic update.  All those years ago, the artifact mood jobs were unfortunately set aside as their own jobs, rather than just being modifiers on existing jobs, so stuff like kiln support requires a lot of work.

Quote from: Shonai_Dweller
Can we choose specifically how our squad will approach a mission? 'Sneak in, sneak out', 'Make friends, nick their stuff', 'all-out attack', etc? Or will dorfs decide for themselves?

Also,

Can we choose what we want dorfs to aim for (besides artifacts)? Not so important for vanilla, but I imagine stealing steel weapons from nearby dorfs could be part of a modded human civ play strategy.

And,

While working through the coding of leaving and returning squads, did you come across the reason for any recent bugs? "Sieges" that dissapear instantly, sieges that don't end, disappearing caravans, etc?

They choose themselves right now, once you give them the basic goal.  Certainly there's a lot of room for improvement here, and doing things like "steel weapon raids" would be cool.  Or food raids.

I haven't gotten to any fort mode errors with sieges or caravans, though I'm going to be messing with sieges now that fort mode is going to be on the receiving end this month, and some sieges will be preceded by talks now.

Quote from: Shonai_Dweller
Going back to the fake identities mechanic, if we visit a retired player fortress and claim to be someone we're not, if I then join the fortress and retire which identity will I see on the retired adventurer if I play that fortress? Does he get the full vampire fake name and background? Just a fake name? Nothing at all?

It should keep using your active identity's basic data.  I have no idea how the profession stuff will react (with prophets etc), since we'll only now be getting to handling fortress visitors etc. this month, and none of my test forts with the squad stuff have had taverns or lasted long enough to get the new visitors.

Quote
Quote from: Beag
Will adventure mode eventually include options for the player to live a more peaceful life if they so choose such as taking up a profession?
Quote from: Shonai_Dweller
Dev notes. Settle down, build a farm/run an inn, raise a family.

That and 'bard' is pretty peaceful right now. More so when you can convince enemy civs you're on their side in the next release. (Requires festivals to move out of worldgen into 'real life' to be a bit more feature complete though).

Yeah, there are peaceful options that are sort of unsatisfying right now, but the same could be said of the non-peaceful adventure options.  It's all growing up together.  Probably of particular note in this regard will be the planned "slider" with the myth/magic release to set the violence/grimness of the world.  Having low settings there will encourage continued work on peaceful paths, though the timeline of any specific feature is as up in the air as ever.

Quote from: PatrikLundell
The latest development report, 04/27/2017, described the post mission report, but it's a bit confusing. It seems to be a report viewable only post mission (and thus not during the mission), but on the other hand it talks about viewing things in real time. Does this means we bring up the report after the mission and a "video" is played out where a line grows with events appearing on it as the playback rolls on? If so, would you have to sit through it several times if you wanted to look up details later, or is it played out once and you then can access the various notes?

Yeah, I mentioned those old flight sim games, but I guess they are old, he he he.  It shows a "flight path", which is being recounted by the squad members that survived, and they tell you the interesting things that happened on the way as each point of interest is reached.  It plays on the world map like a little movie.  That doesn't mean it is super interesting -- just a path moving with a date and some unfolding event text.  You can rewatch it any time from the 'r'eport screen.  When you replay it (or the first time), you can just press enter and it skips to the end with all the notes listed, or you can watch the movie again if you want to.  You can also pause.  I don't yet have a rewind feature, but it would be feasible.

Quote from: LordBaal
Would dwarves on a mission outside the fortress can getcurses from defiling temples or being bitten by vampires and werebeasts?

Stealing artifacts from temples doesn't currently count as defilement.  I'm not sure if it should, at least while the curses are as severe as they are, since it would be sort of a story-killer.  I guess it's possible to be injured by a werebeast post w.g., in the duel code, though I don't know how well it keeps track of their transformations post w.g. abstractly away from the fort.
Title: Re: Future of the Fortress
Post by: Detros on May 02, 2017, 06:12:15 am
Some basic questions:
How many dwarves (or citizens of other races) are you able to send out? Both in one group and as a percentage of the whole population of your fort. Or the other way around, will just one citizen staying home be enough? I guess you can't send all of them out.
Title: Re: Future of the Fortress
Post by: voliol on May 02, 2017, 10:37:08 am
When will we be able to peddle/become fake prophets?
Title: Re: Future of the Fortress
Post by: Detros on May 02, 2017, 04:59:26 pm
When will we be able to peddle/become fake prophets?
As adventurer or as sending out some dwarves to other site for infiltration, disguised as false prophets?
Title: Re: Future of the Fortress
Post by: Bumber on May 03, 2017, 12:32:17 am
Yeah, I mentioned those old flight sim games, but I guess they are old, he he he.  It shows a "flight path", which is being recounted by the squad members that survived, and they tell you the interesting things that happened on the way as each point of interest is reached.  It plays on the world map like a little movie.  That doesn't mean it is super interesting -- just a path moving with a date and some unfolding event text.  You can rewatch it any time from the 'r'eport screen.  When you replay it (or the first time), you can just press enter and it skips to the end with all the notes listed, or you can watch the movie again if you want to. You can also pause.  I don't yet have a rewind feature, but it would be feasible.
How long are these reports going to stick around? Old combat reports tend to disappear.
Title: Re: Future of the Fortress
Post by: CLA on May 03, 2017, 11:09:17 am
Quote from: http://www.bay12forums.com/smf//index.php?topic=163987.0
[...]earnest requests for artifacts you might have liberated for which there is another strong claim.

For the upcoming version, will there be diplomatic consequences for accepting/denying such a request other than war? Say, traders bringing more goods or offering it cheaper?
Or more generally, will there be any other diplomatic relations besides war and trade caravans at all? Will there be anything the player has an influence on?
I'm thinking about - analogous to the trade requests - deals like encouraging or deterring migrants/visitors (possibly limited to a certain skill profile), recruiting soldiers from other civs for future allied raids, etc.
Title: Re: Future of the Fortress
Post by: Hellrazor on May 03, 2017, 02:33:35 pm
Will we be able to raid vaults and bring back divine materials?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 03, 2017, 06:14:08 pm
Will we be able to raid vaults and bring back divine materials?
Answer is literally in Toady's reply a couple of posts up.
'It's possible to raid a vault (but hard)', 'specific item raids aren't in yet (but would be cool).
Title: Re: Future of the Fortress
Post by: TheBiggerFish on May 03, 2017, 10:17:22 pm
Hey Toady, have you seen this at all?

Dwarf Fortress For The Blind (http://www.bay12forums.com/smf/index.php?topic=145179.0)
Title: Re: Future of the Fortress
Post by: iceball3 on May 04, 2017, 05:04:26 am
Does artifact theft, looting, etc take into account whether the artifact is currently utilized in a building construction? (A crucial artifact floodgate, for instance.) A question both for how raiders will handle this behind-the-scenes, and when they eventually turn up to take try to diplomatically/forcefully take that artifact floodgate burried deep in the earth and surrounded by lava.
Is/will the accessibility of the artifact within a site (behind walls, etc) be taken into account, either?
What happens to an artifact mission when the artifact is atom-smashed or something similar? Do artifacts generate historical logs about their destruction by these means?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 04, 2017, 05:44:39 am
Does artifact theft, looting, etc take into account whether the artifact is currently utilized in a building construction? (A crucial artifact floodgate, for instance.) A question both for how raiders will handle this behind-the-scenes, and when they eventually turn up to take try to diplomatically/forcefully take that artifact floodgate burried deep in the earth and surrounded by lava.
Is/will the accessibility of the artifact within a site (behind walls, etc) be taken into account, either?
What happens to an artifact mission when the artifact is atom-smashed or something similar? Do artifacts generate historical logs about their destruction by these means?
The situation was dire. A huge goblin army was approaching. There was no hope for the tiny mining community.
The chief sighed, "What are their demands?"
"They demand we hand over Onerim The Barrier of Gelding, sir."
"The artifact floodgate?"
"Yes sir"
"The one damming the river?"
"Yes sir"
The chief watched the goblin column wind their way up the dry river bed and smiled beneath his beard.
"Tell the goblin diplomat to be my guest..." 
Title: Re: Future of the Fortress
Post by: Colev0 on May 04, 2017, 12:02:10 pm
Regarding the magic system, are there plans to make magic capable of changing biomes from one type to another? For example, if magic could affect the weather, could it eventually change a rainforest into a desert during world gen, or vice versa?
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 04, 2017, 04:11:40 pm
Regarding the magic system, are there plans to make magic capable of changing biomes from one type to another? For example, if magic could affect the weather, could it eventually change a rainforest into a desert during world gen, or vice versa?
Magic is still some way off, so you're unlikely to get a definite answer. It certainly fits the DF theme to be able to change both magic and "natural" sphere influence over an area. However, it may not appear in the first magic arc, and it might not be available to all of world gen, fortress mode, adventure mode, and activated world (i.e. action performed by a non player party) in the same release. Changing mundane factors like forest to desert during world gen makes for a cool story, but wouldn't have much effect on game play (it could result in and explain why an elven capital is situated in the middle of a desert, but not much beyond that. It would be much more interesting to have the elven capital situated in the middle of a dessert, such as on top of a giant plum pudding).
Title: Re: Future of the Fortress
Post by: Rusty Shackleford on May 04, 2017, 04:48:44 pm
If you can send squads of legendarily lethal and effective soldiers out on the world map, anywhere to anything including routine disposal of dangerous wildlife, bandit camps, nightcreatures and Ettins and the like, is there any point to adventure mode?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 04, 2017, 05:44:01 pm
If you can send squads of legendarily lethal and effective soldiers out on the world map, anywhere to anything including routine disposal of dangerous wildlife, bandit camps, nightcreatures and Ettins and the like, is there any point to adventure mode?
"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games."

I don't see how sending a squad out from a fortress and seeing what happens is in any way similar to playing a thief and raiding a tomb. Maybe at some utterly un-fun level where you play Dwarf Fortress to achieve some kind of "high-score" for stuff gained. Sure glad that's not the game being developed here.

You may as well ask what's the point in Fortress mode when you can just tweak the advanced world generation settings to ensure the extinction of all dwarves right from the beginning? Or, hey, what's the point in playing computer games at all?

--edit
Ok, perhaps you really are confused. Here's a better answer:
1) Fortress mode will allow you to send a squad off the map. They report to you when you get back.

2) Adventurer lets you play as a member of a squad sent on an adventurer from a town/fortress, etc (plus a whole load of other stuff).

The two modes are becoming more and more integrated as time goes on until eventually you get to the goal I quoted above with the ability to play sites and individuals anywhere in the world (and perhaps, maybe, a 'whole civ' level one day).
Title: Re: Future of the Fortress
Post by: Urist McVoyager on May 04, 2017, 05:55:31 pm
If you can send squads of legendarily lethal and effective soldiers out on the world map, anywhere to anything including routine disposal of dangerous wildlife, bandit camps, nightcreatures and Ettins and the like, is there any point to adventure mode?

They're two different flavors to scratch two different itches. Fortress mode for those of us who only want to command others. Adventure mode for those of us who want to do stuff ourselves. Being able to send others to do everything doesn't negate the satisfaction of being able to go do it yourself.
Title: Re: Future of the Fortress
Post by: Max™ on May 05, 2017, 12:53:33 pm
Not to mention: the option to send out squads should end up allowing an adventurer lord to send their own hearthpersons on quests at some point.

You build a fort as a place for things to happen.
You play an adventurer to go see things happen and try to take part in them.
You read legends mode to see what things happened in places you weren't or couldn't check out.
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 06, 2017, 06:10:03 pm
I hope there's some balance as to how exactly effective the NPC squads are at sending out expeditions, else there will be no wild beasts or monsters left for us to slay. Adventurers will probably be responsible for clearing away the backlog of things while the fully equipped NPC teams sweep away the dangerous elements slowly on a regular basis by patrolling the outskirts trying to track down a beast or artifact.

On one hand that's good that away from civilisation there will be more monsters actively roaming around without getting sniped by civilisations moving into the territory, the bad part is that when eventually there are lots of towns it'll probably naturally progress on to the age of "____" as per course of expeditions severely displacing natural animal & monster numbers exaggerating civvie numbers.
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 07, 2017, 03:53:22 am
The "Current Development" note 05/06/2017 mentions fortress artifact theft using essentially the same mechanics as current Kobold theft does, which is not going to work to get an artifact unless you deliberately build a very unsafe fortress (and even then, Keas are much more likely to be able to steal an artifact than anything on foot for a pure theft [i.e. no combat] path).
Are there plans to add fortress artifact theft mechanics that have better chances to succeed, and if so, would the target be for later in the current arc or for a future one?
I have to delve into suggestion-y territory to explain what I mean: Something along the line of tavern visitors who just happen to wander into the museum and drop the artifact into their pockets (basically the way vampires operate: hidden in plain sight). However, for this to be balanced, there would need to be some means by which the fortress could deal with those wanderers (guards who react to crimes [or at least theft of artifacts they're set to guard], restricted access areas [artifact thieves and vampires wouldn't respect them, but they would be respected by "legitimate" visitors, such as diplomats and petitioners], working [as in "activated by visitors"] pressure plates/traps or the like), short of just banning all visitors.
Title: Re: Future of the Fortress
Post by: DG on May 07, 2017, 05:25:42 am
I have a feeling it will wait for the crime/law arc before expanded thievery starts to get looked at.
Title: Re: Future of the Fortress
Post by: Eric Blank on May 07, 2017, 02:41:15 pm
Are questers able to attempt to make trades for artifacts in making requests?
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 07, 2017, 02:53:22 pm
Are questers able to attempt to make trades for artifacts in making requests?
If that question was aimed at Toady you should mark it in (lime) green (by modifying your post). That's the convention used to draw his attention to what to be answered to set it apart from the noise in this thread.
Title: Re: Future of the Fortress
Post by: Rusty Shackleford on May 07, 2017, 04:02:59 pm
I wonder with artifact theft raids and wars if an aventurer couldn't just grab it and drop it off wherever and circumvent the entire process.

Would the wars ever be settled? Or would civilizations be forever locked in a horribld neverending war over the possession of a legendary gypsum mug?

I guess it needs a magic element for it to make much sense. Nations now don't go to war over masterpieces of art but if you had a mug that cured any illness or somesicj if you drank from it I could see wars happening.
Title: Re: Future of the Fortress
Post by: Eric Blank on May 07, 2017, 04:17:48 pm
Are questers able to attempt to make trades for artifacts in making requests?
If that question was aimed at Toady you should mark it in (lime) green (by modifying your post). That's the convention used to draw his attention to what to be answered to set it apart from the noise in this thread.

Yeah I'm not paying good attention to what im doing today >_>
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 07, 2017, 04:38:33 pm
I wonder with artifact theft raids and wars if an aventurer couldn't just grab it and drop it off wherever and circumvent the entire process.

Would the wars ever be settled? Or would civilizations be forever locked in a horribld neverending war over the possession of a legendary gypsum mug?

I guess it needs a magic element for it to make much sense. Nations now don't go to war over masterpieces of art but if you had a mug that cured any illness or somesicj if you drank from it I could see wars happening.
Artifact hunting spies/adventurers, etc will try to track the location of the artifact through rumours and such. And as Toady just said, if an adventurer (player or otherwise) has taken it, you'll have the opportunity to tell the invading army that when they come to negotiate.

People go to war over objects in fantasy all the time. "Fantasy world generator" is the key phrase. It's not a reality generator as some people claim. Elves go to war over trees, humans go to war over their actual existing gods holy artifacts, goblins go to war over legendary artifact socks (for...whatever reason...goblins are weird).
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 08, 2017, 05:07:22 pm
Put it down to goblins want to fufill their demonic masters wishes and outfit them with as much unbreakable & well refined weapons & armor as possible so that they can establish the most dominant rule of the land i suppose. Then stab them horribly & take their place, as goblins do.
Title: Re: Future of the Fortress
Post by: triskaideka on May 09, 2017, 02:53:46 pm
For myths and magic, will it be possible for non-goblin civs (or heretic adventurers) to align with, serve, and worship demons consciously (as opposed to being duped or conquered)?
Title: Re: Future of the Fortress
Post by: MrWiggles on May 10, 2017, 01:48:50 am
For myths and magic, will it be possible for non-goblin civs (or heretic adventurers) to align with, serve, and worship demons consciously (as opposed to being duped or conquered)?
Yep.
Title: Re: Future of the Fortress
Post by: newsamsam on May 10, 2017, 05:48:36 am
1.How do you plan to enable more skills in adventure mode, future release?Skills like animal trainer or some farmer skills would make adventure mode even more interesting.
2.Seems magic is implementing,will their be aquatic civ?
Title: Re: Future of the Fortress
Post by: Valtam on May 10, 2017, 08:33:27 am
1.How do you plan to enable more skills in adventure mode, future release?Skills like animal trainer or some farmer skills would make adventure mode even more interesting.
2.Seems magic is implementing,will their be aquatic civ?

1. Those skills are not in the short term yet, so you won't receive a definite answer. Animal training could be implemented as soon as we have rideable horses, and farming might be something that comes up with the revamped economy, but we'll have to wait several years until that happens.

2. Magic won't be fully implemented during this first pass (and even then we don't know when this first pass is going to happen). There aren't any plans or mentions yet of aquatic civs, and we would need boats for their interactions to be meaningful, so a couple of releases will happen before they become a thing.
Title: Re: Future of the Fortress
Post by: Rockphed on May 10, 2017, 09:20:12 am
1.How do you plan to enable more skills in adventure mode, future release?Skills like animal trainer or some farmer skills would make adventure mode even more interesting.
2.Seems magic is implementing,will their be aquatic civ?

1. Those skills are not in the short term yet, so you won't receive a definite answer. Animal training could be implemented as soon as we have rideable horses, and farming might be something that comes up with the revamped economy, but we'll have to wait several years until that happens.

2. Magic won't be fully implemented during this first pass (and even then we don't know when this first pass is going to happen). There aren't any plans or mentions yet of aquatic civs, and we would need boats for their interactions to be meaningful, so a couple of releases will happen before they become a thing.

I imagine that pathfinding and water pressure will also need some work to have underwater palaces that air-breathing adventurers can visit.
Title: Re: Future of the Fortress
Post by: omada on May 10, 2017, 06:47:36 pm

1. We can't raid our dwarf-civ but we can attack other dwarf-civs?

2. If yes we will see dwarves siege our fortress in retaliation?

3. we can aim on our own retired fortress from another civ?

4. If yes we could try to raid a retired player fortress on the other side of the word that takes more than 2 weeks to cross and then unretire it and try to defend from invaders? 

It would be a funny succession fort.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 10, 2017, 08:31:08 pm
Toady just answered no.3&4. Although I guess there might be an update by the next fotf reply.

Quote

4. If yes we could try to raid a retired player fortress on the other side of the word that takes more than 2 weeks to cross and then unretire it and try to defend from invaders? 
Quote
We haven't handled the fort receiving artifact raids yet -- hopefully we'll get to that this month!  Depending on how that turns out, you might end up with something more diplomatic, or the dwarven band trying to sneak in.  A generic fort-sent raid often ends up being sneaky, due to the numeric differences, and we haven't handled that sort of thinking for attacks on player forts yet.
Title: Re: Future of the Fortress
Post by: malvado on May 11, 2017, 01:37:27 pm
Thanks a lot for your awesome work on a truly Masterpiece Toady!

A few questions :

1 : Will you start working on squad formations and managements anytime soon? Right now if you are lucky you can send a squad to a position and everyone appears there, but the squads leader does not put any dwarves into any strategic formation and you get the feeling that the positino as a squad leader is not really in use at the moment.

2 : Goblins are able to "ambush" and hide, your own dwarves does not seem to have such an option when you set them to train or patrol an area. Any chance this could be changed?

3 : Right now world interaction between fortresses and other entities (civilizations etc ) is limited , will it be possible in the future to manage these interactions from what your dwarves knows about the other entities and Ie send diplomats , caravans or even soldiers to help / interact with these other entities? I do understand artifacts will be possible to capture or find by sending your dwarves, but It would be really nice to interact even more with the rest of the world and hence the position of certain positions such as kings , commanders and so on would make even more sense...
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 11, 2017, 01:52:28 pm
@malvado:
1: No. There's the upcoming artifact arc and then magic. That should make up all of the "soon" time. Squad management and the like would fit better into military, which is not on the radar yet (develoment notes, but not any semi planned future).
2: Sure, at about the same time as 1... Whether that particular mechanic will be included, and, if so, it will make it in then or later, remains hidden in the mists of future.
3: Yes, but not soon. Those things are related to laws and property (and customs) as well as to trade, which are quite some way off.

Of course, anything may happen to appear sooner than currently expected because of a whim/side project or a need for some mechanic to support some features that are nearer in time.
Title: Re: Future of the Fortress
Post by: malvado on May 11, 2017, 04:18:28 pm
@PatriktLundell  :)

Thanks for answering.
So all that's left for me then is to hope Toady can do something with these things in a future update ( hopefully soon ).
Title: Re: Future of the Fortress
Post by: Prismatic on May 12, 2017, 09:34:21 am
1) Will artifact thieves in fortress mode enter the map with intuitive knowledge of their target's specific storage location, or will they sneak around until they happen upon it? If the former is true, will the existence and accuracy of such information depend on reports by affiliated agents who witnessed the artifact during prior reconnaissance operations?

2) How are artifact thefts/dealings handled when the artifact in question is walled off or otherwise inaccessible?

3) What about cases where a hostile quester's target artifact is in a resident's inventory? Are there plans to utilise adventurer mode's mugging mechanics here?

Title: Re: Future of the Fortress
Post by: PatrikLundell on May 12, 2017, 10:19:59 am
1. The "Current Development" note 05/06/2017 mentions the option to go to the tavern to get loose lipped inhabitants reveal the location and then the options of demanding the artifact or leave the tavern and then try to sneak in (see my question above) if they don't have prior knowledge of its location.
2. Given that sneaking will always fail in any semi decent fortress, they may resort to violence and fail (since that won't help) or demand to have it handed over.
3. Sounds like a good way to perform the violence option.
Title: Re: Future of the Fortress
Post by: Prismatic on May 12, 2017, 03:45:43 pm
1. The "Current Development" note 05/06/2017 mentions the option to go to the tavern to get loose lipped inhabitants reveal the location and then the options of demanding the artifact or leave the tavern and then try to sneak in (see my question above) if they don't have prior knowledge of its location.

The way I interpreted the dev note, residents can reveal the presence of an artifact at a site, but there's nothing there that indicates that they also reveal the artifact's precise location within the site. My question focused on the latter; I was wondering whether thieves arrived with the ability to home in on their target, or if information-gathering mechanisms have been implemented to facilitate the search in a more realistic manner.
Title: Re: Future of the Fortress
Post by: Rusty Shackleford on May 12, 2017, 07:32:36 pm
Afaik, an artifact seeki g tavern going quester guy would not just instantly go into ambush mode like a theif or kidknapper. They'd just be exploring your stockpiles and wandering into places they don't belong. They have subterfuge instead of stealth.

I guess until they try to leave pulling your artifact platinum floor hatch out of the ground in your main wellhouse would get caught. But some artifact bone figurine or gold ring in a bin somewhere? They should just pocket it and wander off the map.
Title: Re: Future of the Fortress
Post by: Silverbel on May 14, 2017, 11:51:23 am
Here's a common one: It's been almost a year since the last published update.  Are you aiming for an annual release?
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 14, 2017, 01:30:59 pm
(Lime) green is the Toady question indication.
Toady has indicated that a 1½ year interval is a bit too much, and a year is more palatable.
I doubt you'll get much of an answer, though, because there's a tendency for people to take a vague "Yeah, sort of a year, give or take" answer as an iron clad signed in blood promise to release at the one year mark at the latest. Following the development reports it looks like "around one year" seems like a likely target for Toady, but there is always the risk of hitting a snag and getting delayed, or making good progress so just another small thing can be added, and get delayed.
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 14, 2017, 01:40:53 pm
Here's a common one: It's been almost a year since the last published update.  Are you aiming for an annual release?

DF2018 hype.
Title: Re: Future of the Fortress
Post by: Phenoix12 on May 14, 2017, 05:20:03 pm
(Not sure if any of these questions have been asked but if they have feel free to skip them)

With the new magic system will there be ways mod in races with specific inborn magical skills?  Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.

Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?

(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower...  Though if it is something that was being thought about it probably be a long while before we get it)
Title: Re: Future of the Fortress
Post by: SammyLiimex on May 14, 2017, 07:58:31 pm
I'm sure some variation of this has been answered, so anyone answering is appreciated if he has already done so.


The latest post made on the front page notes that questers can simply ask you for an artifact.  You noted that saying no could start fights and send invasions, but is there going to be any actual benefit from giving them the item, other than to appease them?  Will friendly civs grant you bonuses, or send troops to aid you, sell you stuff for cheaper, or anything like that? 

I always liked to horde artifact stuff (we're good dwarves), even if the items seem pointless like an artifact toy, so I would just tell them no so I can keep them.  If this triggers more FUN invasions, then its just a positive to tell them no.  I love invasions
Title: Re: Future of the Fortress
Post by: MrWiggles on May 15, 2017, 12:29:54 am
I'm sure some variation of this has been answered, so anyone answering is appreciated if he has already done so.


The latest post made on the front page notes that questers can simply ask you for an artifact.  You noted that saying no could start fights and send invasions, but is there going to be any actual benefit from giving them the item, other than to appease them?  Will friendly civs grant you bonuses, or send troops to aid you, sell you stuff for cheaper, or anything like that?
For this release? No. Eventually. Sounds good, no time line.
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 15, 2017, 01:53:01 am
For this release? No. Eventually. Sounds good, no time line.

Sounds like we'll have literally no reason to ever give filthy elves our shitty adamantine socks. :V
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 15, 2017, 02:47:41 am
I'm sure some variation of this has been answered, so anyone answering is appreciated if he has already done so.


The latest post made on the front page notes that questers can simply ask you for an artifact.  You noted that saying no could start fights and send invasions, but is there going to be any actual benefit from giving them the item, other than to appease them?  Will friendly civs grant you bonuses, or send troops to aid you, sell you stuff for cheaper, or anything like that?
For this release? No. Eventually. Sounds good, no time line.
The upcoming release will "just" add artifact quests to the current DF, so the only reasons to give up artifacts in that release are to retain trade (such as it is, but some people like tame giant [war] animals, for instance), stave off invasion and role playing.
However, a fairly distant future has laws and customs as well as (meaningful) trade and warfare. It's reasonable to assume your civ's/fortress' standing in the eyes of other civs/sites will affect how they treat you. You can see this artifact "trading" as one building block in the path towards a future with more meaningful interaction with the surrounding civs/sites.

@Random_Dragon: "ever" is a rather long time... If Toady plugs along for another 20 years I think you would find reasons to give up artifacts. Depending on the strength of your prejudices, you might even stoop so low as to do it to elves ;)
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 15, 2017, 04:53:19 am
@Random_Dragon: "ever" is a rather long time... If Toady plugs along for another 20 years I think you would find reasons to give up artifacts. Depending on the strength of your prejudices, you might even stoop so low as to do it to elves ;)

Technically In this case I mean in the next version there'll never be a sane reason to give away artifacts. But even that's hyperbole a bit, since not getting sieged is sometimes useful if your fort isn't a proper hellhole. 3:
Title: Re: Future of the Fortress
Post by: LordBaal on May 15, 2017, 05:46:03 pm
What if you are being offered two artifatcs forma the onr you have?
Or you are offered 100 elven slaves?
Title: Re: Future of the Fortress
Post by: Beag on May 15, 2017, 07:08:16 pm
Here are some questions about a more peaceful life in Adventure Mode:
1. Will our adventurers eventually be able to marry people and have children?
2. Will low income property eventually be available to our adventurers for purchase such as the small houses the villagers in hamlet's live in?
3. Will our adventurers eventually be able to buy empty plots of land in a civ and be allowed to build their own structure on said plot?
Title: Re: Future of the Fortress
Post by: SammyLiimex on May 15, 2017, 07:09:07 pm
What if you are being offered two artifatcs forma the onr you have?
Or you are offered 100 elven slaves?

Will they offer anything?  Or just demand?
Title: Re: Future of the Fortress
Post by: Bumber on May 15, 2017, 08:43:31 pm
Here are some questions about a more peaceful life in Adventure Mode:
1. Will our adventurers eventually be able to marry people and have children?
2. Will low income property eventually be available to our adventurers for purchase such as the small houses the villagers in hamlet's live in?
3. Will our adventurers eventually be able to buy empty plots of land in a civ and be allowed to build their own structure on said plot?
Sounds good, no timeline.
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 15, 2017, 09:27:02 pm
What if you are being offered two artifatcs forma the onr you have?
Or you are offered 100 elven slaves?

I have my doubts that any offers will be made, given current assumption is you have little reward for giving up an artifact. :V
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 15, 2017, 09:29:28 pm
I think we really need a new dftalk so Toady can speculate a bit more about things that are planned/would be cool to try in the far future. Pretty much everything asked over the past couple of pages has been mentioned at some point, but a lot of it is so far off it's pointless asking for specifics in this thread. And most of the speculation is scattered throughout the internet making it only really possible for the obsessive stalkers to find out everything. Not that I'm a...never mind.

Still, it'd probably be ignored, and this thread will continue to be full of, 'will peasant armies ever storm your fortress in search of food?', 'how about cannons?', 'will goblins sell recipe books on how to best stew a hippy?'
Can't be helped, it's an exciting game to speculate about. :)
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 15, 2017, 10:19:47 pm
Still, it'd probably be ignored, and this thread will continue to be full of, 'will peasant armies ever storm your fortress in search of food?', 'how about cannons?', 'will goblins sell recipe books on how to best stew a hippy?'
Can't be helped, it's an exciting game to speculate about. :)

Or minor annoyances like cannibalism being broken, or headgear having no option for covering the face or neck, or recipes being FUBAR in adventure mode, or not being able to flag other workshops as buildable in adventure mode, or Toady having handled giant desert scorpions in the worst way possible... :V
Title: Re: Future of the Fortress
Post by: Valtam on May 15, 2017, 11:21:28 pm
Still, it'd probably be ignored, and this thread will continue to be full of, 'will peasant armies ever storm your fortress in search of food?', 'how about cannons?', 'will goblins sell recipe books on how to best stew a hippy?'
Can't be helped, it's an exciting game to speculate about. :)

Or minor annoyances like cannibalism being broken, or headgear having no option for covering the face or neck, or recipes being FUBAR in adventure mode, or not being able to flag other workshops as buildable in adventure mode, or Toady having handled giant desert scorpions in the worst way possible... :V

Funny that you write about face protection, because I was going to ask something about the masks currently in-game that can be outfitted in Arena Mode. So if this has been answered before feel free to step in, but why are those masks currently disabled in both Fortress and Adventure mode?
Here are some questions about a more peaceful life in Adventure Mode:

3. Will our adventurers eventually be able to buy empty plots of land in a civ and be allowed to build their own structure on said plot?

Impressive as it may be, this option is currently implemented in-game and, best of all, it's currently free! There's no need to pay a single copper coin if you want to build a wilderness settlement, even though most of the current zone designations have little to no use and it takes plenty of people to construct something meaningful in a few days (you know, just like an actual fortress). One of the best uses I can think for these sites is creating bridges so your inept companions can cross rivers at ease.
Title: Re: Future of the Fortress
Post by: ZM5 on May 16, 2017, 12:26:59 am
So if this has been answered before feel free to step in, but why are those masks currently disabled in both Fortress and Adventure mode?
IIRC masks are only used by goblins in vanilla DF.
Title: Re: Future of the Fortress
Post by: MrWiggles on May 17, 2017, 02:23:52 am
Sounds good, no time. SGNT. Thats such a SGNT questions. Maybe best to just say the words.
Title: Re: Future of the Fortress
Post by: Valtam on May 17, 2017, 12:33:31 pm
(Not sure if any of these questions have been asked but if they have feel free to skip them)

With the new magic system will there be ways mod in races with specific inborn magical skills?  Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.

Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?

(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower...  Though if it is something that was being thought about it probably be a long while before we get it)

A bit of SGNT here, but still there's time to answer:

1. Nobody knows how the magic release is going to play out, so we'll have to wait and see. Coming up next is the Myth & Artifact release, which are important in how magic will be defined, but won't have a lot of magic going on, at least not much more than what we already have. The fantasy slider might have something to do with what you're saying, the less mundane it is the more astounding creatures we will get, probably some with innate magic.

2. As above, we'll have to wait and see how magic learning sorts out in a given world or, at least, in the core game.

3. This one sounds more like a suggestion rather than a question. The idea would be us being able to add all sorts of stuff from the ground up using the RAWs, but right now the kinds of structures that are available are pretty limited, so maybe in a few releases down the way we will. Just maybe.
Title: Re: Future of the Fortress
Post by: Beag on May 17, 2017, 05:21:31 pm
Ok to clarify an earlier question of mine:
Will we eventually be able to buy plots of land in sites and be allowed to build structures on said plot?
Title: Re: Future of the Fortress
Post by: Urist McVoyager on May 17, 2017, 06:15:16 pm
I think no matter what the intent of the last answer was (not sure if it was meant to say "you're not looking hard enough" or if it's meant how I'm taking it) you can take away the fact that there's already the beginnings of that in the game and it will probably be expanded on and implemented in the future. SGNT though the general arc for it would be the Property/Law arc plus the Economy arc, if they're separate.

ETA: I keep track of that sort of thing too because I'm keenly interested in being able to use crafting skills to play an economy focused character, like a blacksmith who works his way out of the apprenticeship, smiths for a while to build up a fortune, and then turns into a corporate overlord who owns multiple forges in different towns.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 17, 2017, 06:25:43 pm
Ok to clarify an earlier question of mine:
Will we eventually be able to buy plots of land in sites and be allowed to build structures on said plot?
1) This is a suggestion. Use the suggestions forum.
2) Dev notes:
Quote
Mansions for sale
Renting/buying cottages and other properties

Buying property is planned. Building stuff has already begun to be implemented. Property rights are part of the property rights release (post magic, probably 5-6 years from now).
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 17, 2017, 07:35:17 pm
Ok to clarify an earlier question of mine:
Will we eventually be able to buy plots of land in sites and be allowed to build structures on said plot?

This might be complicated by the fact that you currently can just walk out and build on any region that doesn't count as owned, and also isn't a lair or cave.

The real instance where this "buy some land" idea would shine is if it can be used to add a limited form of constructing in hamlets and other sites. However, I could've sworn technical issues with hamlets where mentioned as an additional reason why you can't yet build in town, even if you own the town (which oughta entirely preclude the whole ownership problem).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 17, 2017, 10:00:15 pm
Ok to clarify an earlier question of mine:
Will we eventually be able to buy plots of land in sites and be allowed to build structures on said plot?

This might be complicated by the fact that you currently can just walk out and build on any region that doesn't count as owned, and also isn't a lair or cave.
Once land rights are established, whoever owns the land you build your hut on won't be too happy about it.

I imagine you'll be able to get away with building randomly in wasteland areas though (especially ones where it rains blood).
Title: Re: Future of the Fortress
Post by: BinaryBeast1010011010 on May 18, 2017, 03:17:32 pm
Ok to clarify an earlier question of mine:
Will we eventually be able to buy plots of land in sites and be allowed to build structures on said plot?

This might be complicated by the fact that you currently can just walk out and build on any region that doesn't count as owned, and also isn't a lair or cave.
Once land rights are established, whoever owns the land you build your hut on won't be too happy about it.

I imagine you'll be able to get away with building randomly in wasteland areas though (especially ones where it raid blood).

*The frogman husk is enraged*
hippity hoppity GET OFF MA PROPERTY
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 18, 2017, 04:55:07 pm
*The frogman husk is enraged*
hippity hoppity GET OFF MA PROPERTY

Urist McAdventurer cancels build cabin: interrupted by dat boi.
Title: Re: Future of the Fortress
Post by: Max™ on May 20, 2017, 05:49:46 am
Although the (hopefully next update) linked up ties to the civ parent of your adventurer groups might cover it, will there be other ways for the world to become aware of artifacts you stashed in your campsite?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 20, 2017, 06:22:40 am
Although the (hopefully next update) linked up ties to the civ parent of your adventurer groups might cover it, will there be other ways for the world to become aware of artifacts you stashed in your campsite?
Knowledge of artifacts spreads through rumours.

Go to the nearest town and tell someone about it, that rumour will spread.

Walk through a town while holding the artifact before heading to your hut and people will spread rumours about you having the artifact. If an npc adventurer who knows that rumour figures out that you own a hut he'll eventually go there.

One way to have Fun is to steal an artifact, stash it in your hut, then go visit the civ you stole it from, take on a fake identity and tell everyone you meet where the artifact is. Then you can go home and await invasion.

If all the systems work as Toady's explained them, all that should work out ok.

Seems like it will be pretty unlikely that anyone will find out about the artifacts in your hut naturally unless a spy randomly walks right through your camp on the way to somewhere.
Title: Re: Future of the Fortress
Post by: Max™ on May 21, 2017, 12:05:43 am
I more meant like if they will be aware of the location, as right now there is the missing awareness of it as belonging to your parent entity so people only note if they are directly told someone is there/killed there, versus knowing it exists as part of a given civilization's children entities via normal information dispersal.

"Last summer the hammer of gold founded a new fortress called Bridgewilted..." type of stuff, "...and I passed the cabin of one of our explorers out in the northern forests, I think they called it Songspiral?" where we could go out and tell people about our tavern or library or whatnot.

Right now it's only "I heard soandso killed a dragon last month" "oh, where are they? I think they're in Songspiral" type info.
Title: Re: Future of the Fortress
Post by: WordsandChaos on May 21, 2017, 05:50:36 am
Will we be able to lie to the invaders and redirect/distract them?
"Nope, sorry, you're a week late, unfortunately. It's a real shame, but, as chance would have it, we've just had the Horn of Undulating Phlegm stolen last week by those damn humans from the Clanging Spandex. Very rude of them! I'm sorry you've come all this way, but you'll have to go and poke them with your shiny sticks. You look very tired, could I interest you in some tea?"
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 21, 2017, 06:20:59 am
Will we get an indication of the size of the invading force when we go out to hear their demands?

Nervous gorlak: Surrender the artifact platinum thong or face our wrath!
Sceptical dorf: Who's wrath?
Nervous gorlak: Our...hordes are ready to overrun your fortress...they're camped just behind that rock.
--nervous kobold-like twittering is heard from behind the woefully small rock.
Sceptical dorf: I think we'll take our chances. Bye.
Title: Re: Future of the Fortress
Post by: Ziusudra on May 21, 2017, 07:39:40 am
Will surrendered items count as exports? Stolen items? Will items our raids bring back count as imports?
Title: Re: Future of the Fortress
Post by: WordsandChaos on May 21, 2017, 08:42:05 am
Will we get an indication of the size of the invading force when we go out to hear their demands?

Nervous gorlak: Surrender the artifact platinum thong or face our wrath!
Sceptical dorf: Who's wrath?
Nervous gorlak: Our...hordes are ready to overrun your fortress...they're camped just behind that rock.
--nervous kobold-like twittering is heard from behind the woefully small rock.
Sceptical dorf: I think we'll take our chances. Bye.

'Our arrows will blot out the sun!'
'... Look at that vomit.'
'Next to the rotting head or the one next to the dismembered puppy?'
'Yes.'
'I thought that was the Dwarven idea of diplomacy.'
'That's how long it's been since I last saw the sun.'
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 21, 2017, 09:50:26 am
Intimidating armies with lots of beasts is on the roadmap, it'd be reasonable to assume that it adds extra legitimacy to how scary you are if you bring a lot of valuable animals along with you on your journey or with your army.

+ Intimidating leader holding the discussion preferably expert and very good with persuasion
+ Lots of war animals
+ Lots of troops

= Good chance of emitting a fearful response to just hand over the coveted object without bloodshed
Title: Re: Future of the Fortress
Post by: Hartsteen on May 21, 2017, 03:52:51 pm
About diplomacy: Will there be orders from the capital to be followed (e.g. paying taxes [food, coins, metal,...]) and restrictions to be watched (e.g. a hamlet is only allowed to fish a fixed number of raw fish / only to mine a fixed amount of metal ore / cut down a fixed number of trees - unless the king gets a noble gift to set the number higher)?   
Title: Re: Future of the Fortress
Post by: Inarius on May 21, 2017, 04:57:47 pm
as long as invaders have no way to dig in your fortress or destroy drawbridges, i don't see why would anybody give artifacts to anyone...even with a ton of animals or troops.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 21, 2017, 04:59:11 pm
About diplomacy: Will there be orders from the capital to be followed (e.g. paying taxes [food, coins, metal,...]) and restrictions to be watched (e.g. a hamlet is only allowed to fish a fixed number of raw fish / only to mine a fixed amount of metal ore / cut down a fixed number of trees - unless the king gets a noble gift to set the number higher)?   
Fortress diplomacy in this case is focused entirely on artifact claims for starting/stopping wars and upsetting other folk.

Relations with the parent civ is still a way off (it's part of the releases after the mythgen/magic releases which are up next after this artifact release is complete).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 21, 2017, 05:00:54 pm
as long as invaders have no way to dig in your fortress or destroy drawbridges, i don't see why would anybody give artifacts to anyone...even with a ton of animals or troops.
It's handy for those playing mods without drawbridges and featuring vastly more lethal beasts than goblins. And it'll be useful in the long-term when we try to build non-military sites.

Also handy if the dwarven caravan has disappeared and you're relying on humans for trade. Better to give them an artifact sock than go to war (if slightly less Fun).
Title: Re: Future of the Fortress
Post by: Hartsteen on May 22, 2017, 02:02:42 am
About diplomacy: Will there be orders from the capital to be followed (e.g. paying taxes [food, coins, metal,...]) and restrictions to be watched (e.g. a hamlet is only allowed to fish a fixed number of raw fish / only to mine a fixed amount of metal ore / cut down a fixed number of trees - unless the king gets a noble gift to set the number higher)?   
Fortress diplomacy in this case is focused entirely on artifact claims for starting/stopping wars and upsetting other folk.

Relations with the parent civ is still a way off (it's part of the releases after the mythgen/magic releases which are up next after this artifact release is complete).

Thanks for the info! Do you know, if there is a plan to connect artefacts with noblesse (artefacts as crown and scepter are natural candidats)?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 03:43:21 am
About diplomacy: Will there be orders from the capital to be followed (e.g. paying taxes [food, coins, metal,...]) and restrictions to be watched (e.g. a hamlet is only allowed to fish a fixed number of raw fish / only to mine a fixed amount of metal ore / cut down a fixed number of trees - unless the king gets a noble gift to set the number higher)?   
Fortress diplomacy in this case is focused entirely on artifact claims for starting/stopping wars and upsetting other folk.

Relations with the parent civ is still a way off (it's part of the releases after the mythgen/magic releases which are up next after this artifact release is complete).

Thanks for the info! Do you know, if there is a plan to connect artefacts with noblesse (artefacts as crown and scepter are natural candidats)?
I don't think anything specific has been mentioned, but it's a reasonable assumption as the new artifact claims are owned by families. It'd be reasonable to expect a royal family (if such a thing were to exist after the society releases) to pass down artifacts like crowns or maybe the royal pigtail socks...
Title: Re: Future of the Fortress
Post by: DG on May 22, 2017, 07:53:44 am
I expect the artifacts creator to tantrum hard if an artifact is handed over.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 08:27:11 am
I expect the artifacts creator to tantrum hard if an artifact is handed over.
I'm hoping losing an artifact (to theft or diplomacy) would upset the whole fortress. That'd give some motive for sending people out on recovery missions. Toady mentioned fortress-wide trauma for abandoning rescued children so perhaps something similar?

On the other hand it's tricky. Ensuring everlasting peace with rich human traders by gifting an artifact might be cause for celebration, not despair.
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 22, 2017, 09:00:28 am
Artifact gifting (in its various forms) is not artifact destruction. Masterwork creators do not fall into shock when their creations are sold (after that bug was fixed).
Creation of an artifact that's gifted to another entity for the good of the fortress should not cause shock and despair in its maker. I can easily accept of a maker with specific traits (insular, hating elves/humans/goblin/..., mistrustful of foreign cultures, etc.) might be unhappy, but that should be on individual grounds. A vain dorf might be elated to have the masterpiece being shown to the rest of the world...

Theft of artifacts currently results in heavy shock, I believe (I've never let Keas in far enough to get at any artifacts, so I don't have first hand experience), and there's not any reason for that to change.
Title: Re: Future of the Fortress
Post by: Hartsteen on May 22, 2017, 02:48:27 pm
Quote
Thanks for the info! Do you know, if there is a plan to connect artefacts with noblesse (artefacts as crown and scepter are natural candidats)?
I don't think anything specific has been mentioned, but it's a reasonable assumption as the new artifact claims are owned by families. It'd be reasonable to expect a royal family (if such a thing were to exist after the society releases) to pass down artifacts like crowns or maybe the royal pigtail socks...

Good to know. Just that I understand right, to have an artefact in your {i}nventory does not count as possession, right? You have to tal{k} to someone specific to make the claim for the artefact (similar to the claim of sites)?
Title: Re: Future of the Fortress
Post by: JahldeVautban on May 22, 2017, 02:51:41 pm
Hey ! Some questions regarding the update of the 20th of May (hope none was already asked, if so, forgive me, I'm new there).

As you mention negociations, will it be possible to trade/exchange the requested artefact?

If so, will it be possible to ask for something the attacking army/civ don't currently have (like another artifact) or a specific task (kill that dragon), the attacking army sending then a group of soldier to fulfill the demand?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 04:43:37 pm
Quote
Thanks for the info! Do you know, if there is a plan to connect artefacts with noblesse (artefacts as crown and scepter are natural candidats)?
I don't think anything specific has been mentioned, but it's a reasonable assumption as the new artifact claims are owned by families. It'd be reasonable to expect a royal family (if such a thing were to exist after the society releases) to pass down artifacts like crowns or maybe the royal pigtail socks...

Good to know. Just that I understand right, to have an artefact in your {i}nventory does not count as possession, right? You have to tal{k} to someone specific to make the claim for the artefact (similar to the claim of sites)?
No idea if you'll be able to claim an artifact for yourself. Not much point right now since adventurers don't have (and can never have) families. Take it and it's yours (until someone stronger than you comes looking for it...).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 04:54:04 pm
Hey ! Some questions regarding the update of the 20th of May (hope none was already asked, if so, forgive me, I'm new there).

As you mention negociations, will it be possible to trade/exchange the requested artefact?

If so, will it be possible to ask for something the attacking army/civ don't currently have (like another artifact) or a specific task (kill that dragon), the attacking army sending then a group of soldier to fulfill the demand?
Negotiations will be with the smaller groups and individuals. Will be interesting to see if they offer anything in return (perhaps only 'good relations' for now).

Armies surely aren't going to offer you anything (except your lives if you're lucky).
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 22, 2017, 05:06:42 pm
Armies surely aren't going to offer you anything (except your lives if you're lucky).

Depends if they are just passing through the neighbourhood or on business i suppose. Id like to relinquish some of thier loot & spare supplies and if im playing a particularly ethically dubious race maybe i can exchange some of my own slaves for some of theirs captured from their raid.

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 06:24:14 pm
Armies surely aren't going to offer you anything (except your lives if you're lucky).

Depends if they are just passing through the neighbourhood or on business i suppose. Id like to relinquish some of thier loot & spare supplies and if im playing a particularly ethically dubious race maybe i can exchange some of my own slaves for some of theirs captured from their raid.
An army that's crossed the world and is about to attack you that demands your artifact socks because the ruler of the nation has decided they belong to his family aren't just "passing through".

And if we're to interpret the question as not being about the latest devblog update and actually about some far future version of diplomacy, then sure, SGNT.

The thought of a passing army of 500 elves just turning up at your site, setting up camp then indulging in idle chit-chat and artifact trading is pretty amusing though.
Title: Re: Future of the Fortress
Post by: pikachu17 on May 22, 2017, 07:17:05 pm
Will non-dwarven player entities have different civ-mode raiding actions? Goblins raiding for slaves/babies; Kobolds doing general thievery, with the option of them attacking enemy forces directly, or doing it stealthily.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 22, 2017, 08:11:44 pm
Will non-dwarven player entities have different civ-mode raiding actions? Goblins raiding for slaves/babies; Kobolds doing general thievery, with the option of them attacking enemy forces directly, or doing it stealthily.
Yeah, it would be a nice easter egg to see goblins civs replace "rescue children" with "swipe children". I imagine 'general raid' is the same as what kobolds do now.

Other than that, players won't have options on how to carry out their missions only 'get this artifact', 'general raid' and 'rescue children'.
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 23, 2017, 10:07:56 am
snip
snip
The thought of a passing army of 500 elves just turning up at your site, setting up camp then indulging in idle chit-chat and artifact trading is pretty amusing though.

I meant it more as a sort of free opportunity to actively give charity, say if a army has run out of munitions and you're the nearest friendly site to resupply, so the leader wanders in and ask for a petition to speak.

(what does SGNT mean? I've not heard the phrase before)
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 23, 2017, 11:20:10 am
I meant it more as a sort of free opportunity to actively give charity, say if a army has run out of munitions and you're the nearest friendly site to resupply, so the leader wanders in and ask for a petition to speak.

(what does SGNT mean? I've not heard the phrase before)

The opportunity to act as essentially a FOB for allies would be interesting, though probably not on the to-do list for a long time, if it's on at all.

However, that might also open the possibility of moving armies stopping by for more hostile forms of foraging. In fact case it might be logical that they'll petition you to hand over supplies rather than artifacts, and whether they offer any compensation might depend on whether they're allied with your civ or not.

All of this is probably Sounds Good, No Timeline (SGNT) stuff.
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 23, 2017, 05:51:17 pm
Yeah yeah, go figure.

Toady, with the current direction of a diplomacy, could this lead to influencing the decisions of civs/war leaders into actively turning around armies to help you with reinforcements by delivering friendly forces to help fight on the map?

It'd be nice to get some recognition by armies for being a 'safe haven' to rest with the FOB thing Random_Dragon when you actively put your citizens at risk bordering a goblin civilization or in a extremely hostile & monster ridden environment that armies are too scared to cross over.
Title: Re: Future of the Fortress
Post by: GoblinCookie on May 26, 2017, 05:56:42 am
When can we expect to see the sizes of weapons (and possibly other non-resizing items like backpacks) resize in the sense that clothing presently does. By this I mean not that the items resize automatically to fit the creature carrying it but that the actual items are made according to the size of a specific creature.  So for instance a sword made for a kobold is far smaller (and lighter) with a lower contact area than a sword made for an elephant person.   
Title: Re: Future of the Fortress
Post by: Putnam on May 26, 2017, 07:15:36 am
Weapon sizes are actually defined in the raws, so the current system of kobolds using daggers seems fine.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on May 26, 2017, 07:14:40 pm
How much time do you think you could have saved if you hadn't added the raws?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 26, 2017, 09:02:26 pm
How much time do you think you could have saved if you hadn't added the raws?
Making the game mod-friendly has no doubt increased the number of fans who have deep technical knowledge of the game and have stuck around for years. They've helped out several times (running the bug tracker, advising on the Linux compiler upgrade, etc). Who knows if they'd still be here if the game was deliberately non-friendly to modders. Can you measure that time saved?

Since the plan has always been flexibility and modability, you may as well ask, how much time could you have saved by making a different game...?
Title: Re: Future of the Fortress
Post by: PatrikLundell on May 27, 2017, 04:51:28 am
As Shonai_Dweller said, the deep core of DF is its usage of procedural generation based on rules, so the saving would be that the file parsing would be removed and the data written directly into a structure corresponding to the raws data structure where they're stored internally currently. It should also be considered that once the file structure is in place, it's probably less work to add something to the files and start DF up to read them than it is to type it into the source code, recompile and run DF.
I don't know if Toady has done that, but given his side project activities he may very well may have had the data interpretation logic separated into a test program that just takes the files as input and produces output that's reasonably easy to check that it does match what was intended, rather than having to go through DF itself.
Title: Re: Future of the Fortress
Post by: GoblinCookie on May 27, 2017, 10:14:10 am
Weapon sizes are actually defined in the raws, so the current system of kobolds using daggers seems fine.

It is not fine because you have to manually define a custom weapon of the appropriate size for every creature in the raws.  While this, while tedious and time consuming works for civilizations that are uniform, civilizations are generally made up of more than one different type of creature which are potentially of different sizes. 
Title: Re: Future of the Fortress
Post by: Jimmius on May 27, 2017, 04:35:32 pm
when it comes to tying squads into the larger military side of things, will the 'army' be made up of different dwarf squads doing the same task? I.E instead of telling Squad A to do X, you would 'form an army' consisting of Squad A and Squad B to go do X.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on May 27, 2017, 04:59:52 pm
when it comes to tying squads into the larger military side of things, will the 'army' be made up of different dwarf squads doing the same task? I.E instead of telling Squad A to do X, you would 'form an army' consisting of Squad A and Squad B to go do X.
Armies are a long, long way off. All that's been mentioned so far is that it will involve recruiting from the actual surrounding populations of deep dwarves and hill dwarves. It's not likely that you'll ever have 5000 'live' dorfs to pick up and form an army from in the current form of fortress mode.
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 28, 2017, 11:20:19 am
Quote
Just some grinding away this week, including the weapon trap crash that has been around since the last release. The last major step is to get the kobold cave maps up to a point where they are suitable for retrieving artifacts from. I started refamiliarizing myself with the relevant cave/site code today. Aside from that, it's a bunch more random tweaking and cleaning and promises to keep, but at least the end is in sight out there.

Quote
Just some grinding away this week, including the weapon trap crash that has been around since the last release.

Quote
w͓̟ͅe҉̭̦̼̬̰̪͕a͇̥͎͓̠̼͍p̢̰͙͇̺̤o̴̗̺͎n͎̻̫̼̤͇ ̙͉̯̣͚̮̼ṯ̰ṟ͈͕̘̟̟a͏̪͕̭͇̲p̵͕ ͖̮͔͉̱͡c̛̺͕̲̻̣͚r҉̦͉̜a̠̥̞͍s͚̖̠̱̜h̵

Yesssss.

On a side note, what will kobold caves end up looking like in terms of population actually existing there and performing normal civilian behavior?

In other mods the best I've been able to do is give them a "chieftain" like profession with hearthperson-equivalents, which causes camping soldiers to populate the area around the cave. Sadly these soldiers can't be recruited if you make kobolds playable, because they count as being constantly being on the move.
Title: Re: Future of the Fortress
Post by: ZM5 on May 28, 2017, 12:25:07 pm
The weapon trap crash reminds me - will that also fix the crashes occuring when ammo breaks? It's not as noticable in vanilla, however with my own modpack I noticed that when a certain type of ammo breaks it also causes a crash.
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 29, 2017, 03:20:23 pm
In other mods the best I've been able to do is give them a "chieftain" like profession with hearthperson-equivalents, which causes camping soldiers to populate the area around the cave. Sadly these soldiers can't be recruited if you make kobolds playable, because they count as being constantly being on the move.[/color]

I can answer this one, you need to set non-duty bound militias & militia leaders (like a dwarf setup) to mill around the site, if they aren't duty bound they'll team up with you, duty bounds will refuse and stay at the site. Im not sure if your problem is specific to militia units having nowhere inside the cave/settlement to pitch up.
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 29, 2017, 04:29:12 pm
I can answer this one, you need to set non-duty bound militias & militia leaders (like a dwarf setup) to mill around the site, if they aren't duty bound they'll team up with you, duty bounds will refuse and stay at the site. Im not sure if your problem is specific to militia units having nowhere inside the cave/settlement to pitch up.

Code: [Select]
[POSITION:CHIEFTAIN]
[NAME:chieftain:chieftains]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:20:warrior:warriors]
[PRECEDENCE:1]
[DO_NOT_CULL]
[FLASHES]
[COLOR:2:0:1]

No, you can't answer that. That is wrong in multiple ways. This exact same position, given to a non cave-dweller civ, gave me soldiers I could recruit. Notice how that ALREADY lacks DUTY_BOUND?
Title: Re: Future of the Fortress
Post by: FantasticDorf on May 29, 2017, 05:15:16 pm
Without derailing thats because its a personal squad assigned to the leader, you actually want militia positions present at each site, that chieftain just has a surrounding squad around them at all times, its not actually a military unit. Here's a mock up based off my own modified goblin raws with localised militias within the spoilers.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Random_Dragon on May 30, 2017, 10:47:59 am
Hmm. I'll need to test that then, when I get the chance to.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 01, 2017, 01:35:50 am
One of the few usages of the current Civ screen is to allow you to determine if a civ is truly dead (completely blank on embark), and it is the only known way to make that determination. Will the replacement take over that functionality and, if not, is it planned to provide that information in some other way in the next release?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 01, 2017, 03:05:53 am
Hate to say it, but that suggestion Fantastic gave hasn't worked out so far. To remain on-topic, will PM.
Title: Re: Future of the Fortress
Post by: ZM5 on June 01, 2017, 09:25:27 am
Moreso a modding related question, but will we eventually be able to have separate graphics for different creature castes?
Title: Re: Future of the Fortress
Post by: Urist McSadist on June 01, 2017, 12:30:17 pm
When magic's gonna be added, will the npc know how to use it properly?

Example: If they have the ability to conjure an adamantine sword with the cost of their life, will they just kill themselves whenever they feel like, or will they do it when they're about to die in order for someone else to get it?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 01, 2017, 06:42:27 pm
I figure you've already written this month's fotf reply and are about to hit 'post', but just in case:
 Poison from poison pets! Awesome,
moddable? Usable by players in any way? Poison coated weapons?
Title: Re: Future of the Fortress
Post by: Toady One on June 01, 2017, 06:59:20 pm
Thanks to Shonai_Dweller, PatrikLundell, DG, MrWiggles, Valtam, Bumber, Putnam, and anybody I missed for helping to answer questions!

Quote from: Detros
How many dwarves (or citizens of other races) are you able to send out? Both in one group and as a percentage of the whole population of your fort. Or the other way around, will just one citizen staying home be enough? I guess you can't send all of them out.

You can send out all of your squads, even to the point of depopulating your fortress entirely.  In the case of zero population at your fort, it won't end the game unless the army is killed completely or becomes unlinked to your fort's government (the latter shouldn't happen, so far as I know).

Quote from: voliol
When will we be able to peddle/become fake prophets?

There has been no economy work, so acting as a peddler would just be the current adv mode barter system if you get your hands on some crap.  You can select "peddler" for your identity's profession when you assume an identity.

You can select a deity and the prophet "profession" when creating an identityv as well.  I have the random prophecy generator for you to shout out, but no specific interface for you to build your prophecy.  Not sure if I'll get to that now, though I'll need something eventually since it is also the underpinning of wherever the language system is going generally.  Also not sure if I'll allow non-identity advs to be false prophets in earnest, as themselves...  the brain gets tied up.

Quote from: Bumber
How long are these reports going to stick around? Old combat reports tend to disappear.

The current release's combat reports rely on the general announcement system, and those get cycled out.  The new squad reports are self-contained objects and remain for the duration of the fort.  At some point, we could merge them in with the history collection reports for the world gen battles, when we have more info there -- then we can watch little army paths and so on, though we'd have to be more careful with memory/speed for world gen army paths.

Quote from: CLA
For the upcoming version, will there be diplomatic consequences for accepting/denying such a request other than war? Say, traders bringing more goods or offering it cheaper?
Or more generally, will there be any other diplomatic relations besides war and trade caravans at all? Will there be anything the player has an influence on?
I'm thinking about - analogous to the trade requests - deals like encouraging or deterring migrants/visitors (possibly limited to a certain skill profile), recruiting soldiers from other civs for future allied raids, etc.

Yeah, we'd like to do more with it, but we need more systems first.  The economy is the ultimate one, but just having the law/property/status stuff should help a bit.  Humans for instance could negotiate the status/treatment of humans in your fort, etc.  It's unclear of course how it's all going to unfold.

Quote from: TheBiggerFish
Hey Toady, have you seen this at all?

Dwarf Fortress For The Blind (http://www.bay12forums.com/smf/index.php?topic=145179.0)[/color]

The latest discussion about blinking characters isn't as straightforward as a bit-flip -- there are a lot of interleaved timers and so forth, so it's a mess to turn it on and off, and it's also not simple to use background to convey a state like a creature on a ramp (since background colors mean different things already and we'd need to sort that out somehow).  There'll be complications like this, and there might not be time to rewrite things a certain way, but I'm up for suggestions or places where I can help on my end (as opposed to mods etc.).

Quote from: iceball3
Does artifact theft, looting, etc take into account whether the artifact is currently utilized in a building construction? (A crucial artifact floodgate, for instance.) A question both for how raiders will handle this behind-the-scenes, and when they eventually turn up to take try to diplomatically/forcefully take that artifact floodgate burried deep in the earth and surrounded by lava.
Is/will the accessibility of the artifact within a site (behind walls, etc) be taken into account, either?
What happens to an artifact mission when the artifact is atom-smashed or something similar? Do artifacts generate historical logs about their destruction by these means?

They don't traffic in building-level artifacts to side-step these issues.  Thieves are just frustrated by inaccessible artifact, but that doesn't mean a siege won't eventually come into play (not that those are much better in terms of being able to wall them off).

I'm not sure how artifact states react to atom-smashing, since I changed it once pretty early on in this release when I wasn't doing fort mode.  I'll make a note to be sure the events and rumors are managed.  This would still mean getting some questers/etc. until you pass along the artifact state to them and it gets back to the quest giver, assuming people were coming at all.

Quote from: Colev0
Regarding the magic system, are there plans to make magic capable of changing biomes from one type to another? For example, if magic could affect the weather, could it eventually change a rainforest into a desert during world gen, or vice versa?

PatrikLundell gave a full reply to this -- I just wanted to reiterate that change is a major theme of the magic release and something we'll try to work in where we can.  It's hard to say which ones will make it in on the first pass (a lot of it will depend on which code is easiest to work with), but broad, deep, permanent changes to the world will be in the cards, as a specific object of the release.

Quote from: PatrikLundell
The "Current Development" note 05/06/2017 mentions fortress artifact theft using essentially the same mechanics as current Kobold theft does, which is not going to work to get an artifact unless you deliberately build a very unsafe fortress (and even then, Keas are much more likely to be able to steal an artifact than anything on foot for a pure theft [i.e. no combat] path).
Are there plans to add fortress artifact theft mechanics that have better chances to succeed, and if so, would the target be for later in the current arc or for a future one?
I have to delve into suggestion-y territory to explain what I mean: Something along the line of tavern visitors who just happen to wander into the museum and drop the artifact into their pockets (basically the way vampires operate: hidden in plain sight). However, for this to be balanced, there would need to be some means by which the fortress could deal with those wanderers (guards who react to crimes [or at least theft of artifacts they're set to guard], restricted access areas [artifact thieves and vampires wouldn't respect them, but they would be respected by "legitimate" visitors, such as diplomats and petitioners], working [as in "activated by visitors"] pressure plates/traps or the like), short of just banning all visitors.

It's not going to happen for this time.  It's a difficult problem, as you note, to handle, requiring auxiliary mechanics and fairness to the player.  DG's mention of the law/crime stuff coming in with adv thieves might indeed be where we end up working more of this in.

Quote
Quote from: Eric Blank
Are questers able to attempt to make trades for artifacts in making requests?
Quote from: JahldeVautban
As you mention negociations, will it be possible to trade/exchange the requested artefact?

If so, will it be possible to ask for something the attacking army/civ don't currently have (like another artifact) or a specific task (kill that dragon), the attacking army sending then a group of soldier to fulfill the demand?

Nope.  Would be cool to do something there, but right now it's all based on good will or something.  I have no idea when we'll get to trades of services like that -- it would be great to eventually have a general system in place that'll allow both parties to truly benefit.

Quote from: omada
1. We can't raid our dwarf-civ but we can attack other dwarf-civs?

2. If yes we will see dwarves siege our fortress in retaliation?

Yeah.

Quote from: Prismatic
Will artifact thieves in fortress mode enter the map with intuitive knowledge of their target's specific storage location, or will they sneak around until they happen upon it? If the former is true, will the existence and accuracy of such information depend on reports by affiliated agents who witnessed the artifact during prior reconnaissance operations?

It's not practical at this point to have them not know anything once they know the artifact is on-site, both for game reasons (they'd never find it) and because of how rumors work.  If it's not a giant nightmare of memory/etc., we could have the artifact rumors contain additional information, and that would also let us loosen up the pathing knowledge for invaders, but not for this release.  They won't try to steal a specific artifact without having a rumor, so the reports matter in that sense.

Quote from: Phenoix12
With the new magic system will there be ways mod in races with specific inborn magical skills?  Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.

Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?

(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower...  Though if it is something that was being thought about it probably be a long while before we get it)

It's unclear exactly what we'll get with modding vs. generation -- the optimistic note is that our creature generators generally create internal raw files with a syntax nearly the same as the public syntax (there are a few private tags, like [GENERATED]).  We already have the myth generator side project creating versions of the existing races with inborn skills in particular blood lines, or available to everybody, or learned through study, etc. and some of that should be guidable by modding.  The complications comes in through how that ties into the myth which explains it.  Ideally, you could require a tag for a creature and force the myth to explain it, or exclude a tag, or leave it up to the generator, but that will require the generator to do some lifting (which we can hopefully manage).

I'm still not sure what'll happen with site raws.  Sites are complicated in their intersections with systems in the game, and it's difficult to just set up little modules that will work with everything, though we still hope to land there somehow.

Quote from: Valtam
why are those masks currently disabled in both Fortress and Adventure mode?

I'm not sure if I missed something here -- masks are uncommon for goblin civs and rare for human civs, as the raws currently stand, and others don't get them.  Were they broken in some way?  They aren't explicitly ruled out anywhere.  I recollect seeing humans wearing them in a town, but that was years ago.

Quote
Coming up next is the Myth & Artifact release

Just to be clear, artifacts only for this one.  The myth generator stuff will come with the first magic release afterward.

Quote from: Max^TM
Although the (hopefully next update) linked up ties to the civ parent of your adventurer groups might cover it, will there be other ways for the world to become aware of artifacts you stashed in your campsite?
...
I more meant like if they will be aware of the location, as right now there is the missing awareness of it as belonging to your parent entity so people only note if they are directly told someone is there/killed there, versus knowing it exists as part of a given civilization's children entities via normal information dispersal.

I might be wrong, since there's a lot of code, some oldish, and I wasn't able to check everything, but I don't know that there is civ-level information transfer like that at all anymore -- there are enough people moving around now that the idea is that rumors spread between sites, and are generally stored at the site-level entity, site "cultural identity", and individuals (there are some civ-level rules from world gen, and maybe a few other places).  So the artifact rumor would need to pass around.  There's a caveat that if you are seen holding the artifact, they try to track you down, and they have some abstract advantages there (at least until we have more systems in place to make it more workable).

Quote from: WordsandChaos
Will we be able to lie to the invaders and redirect/distract them?
"Nope, sorry, you're a week late, unfortunately. It's a real shame, but, as chance would have it, we've just had the Horn of Undulating Phlegm stolen last week by those damn humans from the Clanging Spandex. Very rude of them! I'm sorry you've come all this way, but you'll have to go and poke them with your shiny sticks. You look very tired, could I interest you in some tea?"

Nope, lying still unsupported!  Handling false information in the rumor system is a difficult problem.  You can withhold information and refuse them if you like, but you can't plant a lie.

Quote from: Shonai_Dweller
Will we get an indication of the size of the invading force when we go out to hear their demands?

If an army is negotiating with you, their army will actually be on the map at the fringes, as if the siege is underway (but they'll be non-hostile).  Otherwise, you don't get a really good idea, though you do get population estimates of their cities if you scroll over them in the new view.  We could work some stuff into the dialogue eventually.

Quote from: Ziusudra
Will surrendered items count as exports? Stolen items? Will items our raids bring back count as imports?

I think the export numbers are calculated during official merchant trades, so probably not.

Quote from: Hartsteen
(is there) a plan to connect artefacts with noblesse (artefacts as crown and scepter are natural candidats)?

It's at a sort of in-between place right now.  There are artifacts officially linked to entity positions, and position holders will wear them coming out of world gen.  There are complications getting that to work in fort mode though.  There were also apparently complications in world gen...  I think there's currently an outstanding issue where a demon leading a goblin civ was caught holding and wearing 25 different artifacts, but I don't remember what percentage of them were official symbols (as opposed to personally treasured trinkets).

Quote from: pikachu17
Will non-dwarven player entities have different civ-mode raiding actions? Goblins raiding for slaves/babies; Kobolds doing general thievery, with the option of them attacking enemy forces directly, or doing it stealthily.

It would have been cool, but I haven't done any mod support here for unusual tags.

Quote from: FantasticDorf
Toady, with the current direction of a diplomacy, could this lead to influencing the decisions of civs/war leaders into actively turning around armies to help you with reinforcements by delivering friendly forces to help fight on the map?

It'd be nice to get some recognition by armies for being a 'safe haven' to rest with the FOB thing Random_Dragon when you actively put your citizens at risk bordering a goblin civilization or in a extremely hostile & monster ridden environment that armies are too scared to cross over.

Anything helps there, though what we really need are better army positioning/fights to get to that sort of thing, so that reinforcements/rescues generally can make sense in a battle (which would last a period of time, instead of the instant battles we have now).  An advantage you'd have in the fort is that most sieges would last a number of days, and you'd have time for help to make the abnormally quick journey over the world map -- a downside would be if we required you to get a messenger out, they'd have to get to the edge of the map, so maybe the timing all evens out.

Quote from: GoblinCookie
When can we expect to see the sizes of weapons (and possibly other non-resizing items like backpacks) resize in the sense that clothing presently does. By this I mean not that the items resize automatically to fit the creature carrying it but that the actual items are made according to the size of a specific creature.  So for instance a sword made for a kobold is far smaller (and lighter) with a lower contact area than a sword made for an elephant person.

I have no idea.  It would be nice if giants could suddenly be walking around with giant swords, but there are some exposition complications that stopped it from happening before.

Quote from: Jimmius
when it comes to tying squads into the larger military side of things, will the 'army' be made up of different dwarf squads doing the same task? I.E instead of telling Squad A to do X, you would 'form an army' consisting of Squad A and Squad B to go do X.

There's a mission screen where you organize which squads are assigned to a given task (the mission is stored internally using the current "army controller" framework, which can coordinate multiple groups in case they get split up).  The squad members all leave off the map and join up into an army on the world map (if you've seen them running around in adv mode, that sort of army).  When an army returns, the squad members delist their squad from the controller and then they can be sent off again.

Quote from: Random_Dragon
On a side note, what will kobold caves end up looking like in terms of population actually existing there and performing normal civilian behavior?

Nobody performs normal civilian behavior except for your dwarves, unless you count wandering around or the w.g. economy.  There'll be a few different places in the caves but not much going on, as is usual so far.

Quote from: ZM5
The weapon trap crash reminds me - will that also fix the crashes occuring when ammo breaks? It's not as noticable in vanilla, however with my own modpack I noticed that when a certain type of ammo breaks it also causes a crash.

Yeah, it was a problem with the broken item being unlinked from a temporary combat object before it could make the combat announcement, and that unlinking system has been generally updated, so all cases should be fixed.

Quote from: PatrikLundell
One of the few usages of the current Civ screen is to allow you to determine if a civ is truly dead (completely blank on embark), and it is the only known way to make that determination. Will the replacement take over that functionality and, if not, is it planned to provide that information in some other way in the next release?

You can still look at the old civ list, the way it used to be (as a menu item), and you can also see approximate populations of towns now from the map.

Quote from: ZM5
Moreso a modding related question, but will we eventually be able to have separate graphics for different creature castes?

I have no idea what'll happen there.  Creature graphics could be made arbitrarily more complicated, and there's the matter of stuff like item graphics, and what data should be used there (since it could also easily get out of control).  I'm sure there are already suggestions on these lines, but whenever we next look at that, we'll be trying to take everything posted over in suggestions into consideration.

Quote from: Urist McSadist
When magic's gonna be added, will the npc know how to use it properly?

Example: If they have the ability to conjure an adamantine sword with the cost of their life, will they just kill themselves whenever they feel like, or will they do it when they're about to die in order for someone else to get it?

One of the interesting and core problems of that release will be getting them to tie together effects and costs in their decision-making.  There'll be specific work in this direction, but I'm sure it'll still be broken enough that horrifying things happen (as usual).

Quote from: Shonai_Dweller
Poison from poison pets! Awesome, moddable? Usable by players in any way? Poison coated weapons?

We'll know in a few days!  It's the stuff I'm working on now.  There'll be new mod tags, but I'm not sure how much will escape from kobold land.  Trying to avoid tangents, but the kobs needed something.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 01, 2017, 08:14:50 pm
Quote
Nobody performs normal civilian behavior except for your dwarves, unless you count wandering around or the w.g. economy.  There'll be a few different places in the caves but not much going on, as is usual so far.

I mean with respect to things like kobolds not actually populating the cavern (issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=7966 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7966)) and also the more minor issue of any militia positions added populating the area AROUND the cave with soldiers that are permanantly in "on the movie, on duty and can't be recruited by modded-in kobold adventurers" mode.
Title: Re: Future of the Fortress
Post by: Toady One on June 01, 2017, 10:23:13 pm
Yeah, that's fixed now.  The kobolds you did see were probably in an army patrol (which is why you could find them) so would not be hireable.
Title: Re: Future of the Fortress
Post by: Max™ on June 01, 2017, 10:33:18 pm
Just struck me how weird it is seeing the dfhack global names popping up in these replies, as for the site entity/parent links I meant the way a site is included in say, a list of targets for sieges where "the skirt of flies attacked the irons of bolting of the broken hames at mountgold" while an adventurer site is just "adventurer entityname of _____ (no parent civ)" even if you yourself belonged to the broken hames, so it wouldn't be included in lists of sites available as targets to be sieged by the aforementioned skirt of flies in their war with the broken hames.

Similar sorts of connections seem to carry the information about taverns and such to visitors, though it's good to know we can be tracked if we're showing off too much bling.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 02, 2017, 12:33:33 am
Yeah, that's fixed now.  The kobolds you did see were probably in an army patrol (which is why you could find them) so would not be hireable.

Problem is the second scenario I'm mentioning is related to modding-related shenanigans (there wouldn't even BE soldiers to try and recruit in vanilla), so I won't really know how this behaves until the update hits.

Regardless, interesting to see answers.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 03, 2017, 09:02:24 am
Quote from: threetoe
Soon kobold hives will be added to the game.  Poisonous spiders and reptiles are used as pets and to poison traps!  Can you fight your way to the egg chamber and recover the stolen artifacts?

This struck me as very interesting from the report, though its hard to discern the thin line where we could ever really speculate.

The former part of reponse obviously mentions using poisons but in general by the next release, will additional 'emissions' such as poisons, blood and sweat (the last two probably situtional to the creature, dragon blood is extremely hot) have more of a purpose for existing upon the import and trading screen, given that copious amounts of honeybee poison is more useful than gremlin tears (unless gremlin tears is used in a specific way possibly related to magic)

Tangental additional question, how do you propose to harvest emissions from monsters that cannot be tamed without first encouraging players to either mod around the problem or somehow scooping reagents off the floor (as to say it spat its poison or dustcloud at you)

> Melting gnomes in gnomeblight coated swords, purposefully applied or throwing captive gnomes into gnome blight tipped trap pits. Looking foward to it.

From the second latter half of the response, does this imply that the kobold caves follow more rules on how to manage egg laying populations, and is this behaviour only doable on cave sites, or will however its implemented (eggboxes? special citizen laying beds) be applicable to all races in all sites?

A very informative devlog & report is very nice to see and a treat for those who follow your progress.
Title: Re: Future of the Fortress
Post by: Bainin on June 03, 2017, 03:10:17 pm
How does Attacking other Civs for Artifacts work exactly? Especially regarding military strenght what happens if i send out a Candy Brigade of Top notch warriors into for example a human Kingdom to steal theior Artifact crown of their king, how does the combat play out? do the Candy warriors destroy the enemy if they don't have equally good troops or does it not matter what kind of Dwarf i send out? i looked around a bit and could not find a explenation how this feature exactly works out.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 03, 2017, 04:07:05 pm
How does Attacking other Civs for Artifacts work exactly? Especially regarding military strenght what happens if i send out a Candy Brigade of Top notch warriors into for example a human Kingdom to steal theior Artifact crown of their king, how does the combat play out? do the Candy warriors destroy the enemy if they don't have equally good troops or does it not matter what kind of Dwarf i send out? i looked around a bit and could not find a explenation how this feature exactly works out.
If the question was aimed at Toady, the convention is that you paint it in (lime) green so he can find it when answering.
If I remember correctly, earlier answers have indicated equipment, troop quality, and troop quantity all play a role. However, the dorfs will almost always be significantly outnumbered, so it's not going to be a regular invasion.
Title: Re: Future of the Fortress
Post by: bluephoenix on June 03, 2017, 05:19:35 pm
How does Attacking other Civs for Artifacts work exactly? Especially regarding military strenght what happens if i send out a Candy Brigade of Top notch warriors into for example a human Kingdom to steal theior Artifact crown of their king, how does the combat play out? do the Candy warriors destroy the enemy if they don't have equally good troops or does it not matter what kind of Dwarf i send out? i looked around a bit and could not find a explenation how this feature exactly works out.
Someone already asked that, Toady mentioned that equipment and skill matters. My internet is super slow at the moment otherwise I would try to find you the quote from one of his replies in here.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 03, 2017, 05:47:04 pm
Also bear in mind that for the most part dorfs are smart enough to know that a ten man squad isn't going to last long in a frontal attack on a dark fortress, population 10,000, so they'll almost certainly go for the sneak in and steal option. Unlike everyone else, we don't yet have access to armies to support our diplomatic efforts.

And yeah, there's something around here somewhere where Toady mentions that equipment will matter in any fights that take place. Can't seem to locate it right now.
Title: Re: Future of the Fortress
Post by: Bainin on June 03, 2017, 05:54:20 pm
Intressting thx for the info but im satified with these answers^^ and thx for the heads up, il keep it in mind next time.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on June 06, 2017, 08:32:43 pm
Will I be able to hire people to find artifacts for me in Adventure mode?

*edit* Sorry forgot about the green :P
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 06, 2017, 08:34:17 pm
Will I be able to hire people to find artifacts for me in Adventure mode?

Lime green is your friiiieeend. Like this.
Title: Re: Future of the Fortress
Post by: Valtam on June 06, 2017, 09:46:19 pm
Will I be able to hire people to find artifacts for me in Adventure mode?

Nothing has been said about this but I think it's doubtful, depending on how you define "hire". If you want to pay actual coins so that somebody might bring you a trinket, it hasn't been mentioned and won't probably happen until we have a well defined economy that makes sense of that transaction.

However, if what you want is to bring along people in your search for an artifact, just like you ask people to guide you to a place or become performance buddies, then it sounds reasonable enough.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 06, 2017, 10:04:23 pm
I guess the idea is, as an adventurer you're the squad being sent out to fetch artifacts. Or the mercenary who has to pick up quests for artifacts in town like all the npc questers. You also get to play the spy too trying to root out artifacts with your fake identities.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 07, 2017, 02:49:56 am
Will I be able to hire people to find artifacts for me in Adventure mode?

Lime green is your friiiieeend. Like this.
What Random_Dragon says, in a rather obscure manner, is that the forum convention is that questions aimed at Toady are marked in (lime) green to allow him to find them when answering at the beginning of each month. If your question was aimed at Toady you can just modify your existing post to add the color to it rather than writing a new one.
Title: Re: Future of the Fortress
Post by: CptAWatts22 on June 07, 2017, 08:40:07 am
Yeah I forgot, it was late :P. The answers I got make sense, I just wasn't sure if he had mentioned it yet. It would make having a base more interesting too.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 07, 2017, 04:28:11 pm
Yeah I forgot, it was late :P. The answers I got make sense, I just wasn't sure if he had mentioned it yet. It would make having a base more interesting too.
Now then drunks, listen up. Cut down 30 trees. Build a hut. Set-up a workshop. Now go steal me Crestfallen the Sacred Bone of Knowing. This wondrous object was last seen in the Mires of Hellfire. Giant Elephants roam free out there!

Yeah, that would be kind of fun.
Title: Re: Future of the Fortress
Post by: kontako on June 08, 2017, 12:16:19 am
You state that Maps, sites, entities, historical figures, artifacts, myths, etc. will be part of the myth and magic update.
Does 'sites' include more natural sites? I'm referring to an extension beyond the current mountain peaks and volcanos as to include things like stone pillars, groves or tar pits.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 08, 2017, 08:10:00 am
Just to recap, npc artifacts (in the next release) will consist of:
1) Crafts made by moody dwarves
2) Holy relics (pieces of dead priests and so on) made (blessed?) by humans
What else? Will Elves and Goblins make artifacts, or are they limited to stealing from dwarves and humans and receiving them diplomatically?
If I have a modded town dwelling civ that has no religion or moods, will they make artifacts?
Title: Re: Future of the Fortress
Post by: Knight Otu on June 08, 2017, 11:24:03 am
Just to recap, npc artifacts (in the next release) will consist of:
1) Crafts made by moody dwarves
2) Holy relics (pieces of dead priests and so on) made (blessed?) by humans
What else? Will Elves and Goblins make artifacts, or are they limited to stealing from dwarves and humans and receiving them diplomatically?
If I have a modded town dwelling civ that has no religion or moods, will they make artifacts?
There are also artifacts named by heroes, so as long as there are heroes in the civ (BEAST_HUNTER and the like), they'll have artifacts.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 08, 2017, 12:12:19 pm
Though I'm not 100% sure of how desirable the "lesser" form of artifact will be.
Title: Re: Future of the Fortress
Post by: OluapPlayer on June 08, 2017, 04:50:26 pm
With the coming changes and buffs to kobolds, are we gonna see anything similar for the cavern animal people tribes anytime soon, or is that for later? Right now their presence is almost negligible.
Title: Re: Future of the Fortress
Post by: LorrMaster on June 09, 2017, 02:25:59 am
With the inclusion of different planes of existance, what kind of differences could planes have between worlds? For example, could we have a plane made entirely of gold filled with a single type of creature?

Also, how will these planes interact with the normal world?
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 09, 2017, 02:41:51 am
With the coming changes and buffs to kobolds, are we gonna see anything similar for the cavern animal people tribes anytime soon, or is that for later? Right now their presence is almost negligible.
It's most probably for later. Animal people is a different set of issues than kobolds. The kobolds is a "civilized" major race with "settlements" that are being overhauled now, while animal peoples are split into "tribes" of underground animal peoples and "tribes" of above ground animal peoples, neither of which have any settlements or equipment beyond what's carried. At a guess, animal peoples would fit into the giant pile of law and custom thingies.

With the inclusion of different planes of existance, what kind of differences could planes have between worlds? For example, could we have a plane made entirely of gold filled with a single type of creature?

Also, how will these planes interact with the normal world?
That kind of plane sound quite possible. The first pass of inter planar contact will have one way portals that allow creatures from the other plane to get into the mundane world. The intention is to allow for player interaction to open/close (some) portals.
Later development will allow two way portals, but that's more than two major releases away (upcoming: artifacts, and thereafter myth&magic 1).
Title: Re: Future of the Fortress
Post by: Beag on June 09, 2017, 12:46:31 pm
1. Will our adventurers eventually have family relations like parents?
2. Will our demigod adventurers have godly parents who can grant them divine powers?
Title: Re: Future of the Fortress
Post by: CptAWatts22 on June 09, 2017, 01:10:38 pm
When someone attacks your fort over an artifact that you did not agree to hand over. Is that a deceleration of war or is it just a battle? Can it lead to wars?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 09, 2017, 03:41:48 pm
1. Will our adventurers eventually have family relations like parents?
2. Will our demigod adventurers have godly parents who can grant them divine powers?
1) Yes. One day. One day you may be able to pick from any historical character. You may also get to play as a decendent of a previous adventure.
Title: Re: Future of the Fortress
Post by: Egan_BW on June 09, 2017, 04:17:10 pm
Given that Kobolds lay eggs, what should happen if an adventurer steals a fertilized egg from some kobold caves? Would the egg hatch into a newborn kobold?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 09, 2017, 04:50:59 pm
Will kobolds have any positions and entity tokens defined as a result of these changes to caves, or will some hardcoded behavior be involved there?
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 09, 2017, 06:01:57 pm
Given that Kobolds lay eggs, what should happen if an adventurer steals a fertilized egg from some kobold caves? Would the egg hatch into a newborn kobold?
In principle, if the eggs were kept at a proper temperature, you'd be able to hatch them. However, it's unlikely incubators are going to be included in DF as I think it's a fairly recent invention. It's more probable that leaving the eggs in the nest box and wait for them to hatch will work (it seems fortress egg layers can be butchered a fair while before the eggs hatch without preventing the eggs from hatching). Regardless, newborn kobolds would be hostile to the player.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 09, 2017, 09:16:59 pm
Regardless, newborn kobolds would be hostile to the player.

Butbutbut I want a pet kobold. ;w;
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 09, 2017, 09:30:41 pm
Regardless, newborn kobolds would be hostile to the player.

Butbutbut I want a pet kobold. ;w;
You'll just have to make do with an omelette. Sorry.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 09, 2017, 11:23:44 pm
You'll just have to make do with an omelette. Sorry.

But you know you want a pet cutebold.
Title: Re: Future of the Fortress
Post by: Egan_BW on June 10, 2017, 12:50:29 am
Newborns being hostile to basically anything ever seems like a gameplay limitation, and a prime thing to change at some point.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 10, 2017, 04:29:29 am
Newborns being hostile to basically anything ever seems like a gameplay limitation, and a prime thing to change at some point.
If I understand it correctly it's simply a result of how the taming mechanism is implemented, where children (live birthed as well as hatched) inherit their mother's taming level and civ affiliation. On top of that you have the fact that Kobolds are sapients and the current dwarven ethics don't accept slavery (but goblin baby snatching shows that it's possible to convert enslaved children to the enslavers' civs).
The mechanics involved can very well be refined at some future point, though.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 10, 2017, 04:16:52 pm
If there are changes to animal code and the summary way animals are handled by civs, would this bring in changes to the taming & domestication system, and also properly simulate worldgenerated animal economies rather than the 'killing fields' in human towns where humans warp in world generated tame cavern creatures below them (olms etc) without any form of actual realized connection other than broad adjacency

Sort of bringing us closer to being able to buy a horse from the local market, if there's a little stable area of the market with animals roaming about and in cages within site animal stockpiles/pastures, having a peek at what the local civ has domesticated and how much ready stock they have of it to put towards a army, food or local defence.

One last question on this point, do any races have specific preferences & handling of aquatic or (moreso water bound) amphibious animals in this new scheme?
Title: Re: Future of the Fortress
Post by: squamous on June 10, 2017, 08:37:28 pm
As of this version, bows and crossbows are more or less useless in adventure mode, due to the long reload rate and the sheer amount of bolts needed to put a target down, unless you get a lucky hit in. Are there any plans to increase the effectiveness of ranged weapons any time soon, or give them the ability to target specific body parts?
Title: Re: Future of the Fortress
Post by: Max™ on June 10, 2017, 10:20:27 pm
Alternatively: most likely it is "sounds good, nothing scheduled" but being able to mod firing/reload time or at least having the action of firing and reloading split up--instead of automatically reloading while being hacked at with an axe or chewed on by a giant zombie polar bear--would help provide a reason to actually use the ranged attacks rather than throwing the ammo, not to mention the additional tactical depth coming from choosing when and where to prepare another shot. After the combat/movement speed split for melee weapons it feels like ranged weapons have been left behind somewhat, is this going to be included in the eventual combat styles and such rework or was it sitting on a pile of "wanna get to it if pile gets down this far" stuff?
Title: Re: Future of the Fortress
Post by: RobotFighter7 on June 11, 2017, 03:05:32 am
During the magic arc, will night creatures as they currently exist be touched upon in the initial release? Will we see different rules or origins for things like vampires and night trolls? If you get to magical automatons, do you think you'll do anything with constructed undead as well?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 11, 2017, 10:43:30 am
As of this version, bows and crossbows are more or less useless in adventure mode, due to the long reload rate and the sheer amount of bolts needed to put a target down, unless you get a lucky hit in. Are there any plans to increase the effectiveness of ranged weapons any time soon, or give them the ability to target specific body parts?

I've joked before that Toady has a habit of making the laws of physics themselves dwarf-centric, hence bows have to reload like crossbows.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 11, 2017, 04:53:08 pm
If you raid a civ constantly, stealing their stuff and beating up their people, will that civ respect the regular siege triggers before retaliating? Or will there be a new 'annoyed enough to declare war' trigger now? In fact can a civ declare war without sending an army to attack, or is war only 'officially' started the moment a siege begins?
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 12, 2017, 05:56:31 am
Are the poison vermin one use only wholly consumed in the extraction (requiring recapture or breeding more) or will summary changes to animal-code make vermin on the whole more persistent in the future if they are going to be used in more common commercial use, such as re-milking them for the poison? Such as how mog hoppers have use for making drinks for instance, domesticating them within the dwarven preferences so i can import mog juice ale from the mountainhomes etc.

It's noted that vermin do seem to breed within a certain capacity when they are placed in a 3x3 or 2x2 square for adjacency, so its quite reasonable to use a cave spider silk farm/modified setup and burrowed kennel controls to micro manage a enclosed area. I've made a mint exporting hamsters to the elves before in well decorated cages so it's a piece of cake.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 12, 2017, 12:58:31 pm
Related, is this poisoned weapon stuff going to be accessed via hardcoded behavior, or will there be some way for custom reactions to make use of this?

Because holy shit being able to apply poison to weapons has been on my wishlist for ages, it being a thing that's existed in broken, useless form since the days of Wanderer's Friend mod, and only sorta accomplished in my own mod via reactions to make contact poison to throw.
Title: Re: Future of the Fortress
Post by: pikachu17 on June 14, 2017, 09:53:37 am
So, what do you think the next release will give to modders?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 14, 2017, 10:44:05 am
So, what do you think the next release will give to modders?

That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.

I'm worried the eventual myth arc that allows for generated races will basically fuck over modders that try to set a specific desired flavor for the world.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 14, 2017, 12:21:01 pm
So, what do you think the next release will give to modders?

That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.

I'm worried the eventual myth arc that allows for generated races will basically fuck over modders that try to set a specific desired flavor for the world.
It ought to be that if your modded desired flavor uses the current world as the backdrop things ought to work more or less the same as now, with only minor (myth generated) variations to the standard (and introduced) races. Toady has also said he's looking at ways to allow you to lock down some features while allowing others to run free, forcing myth to explain why the locked down stuff is that way, so it might also work at other points along the line. There will be quirks and bugs, of course...
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 14, 2017, 12:45:59 pm
So, what do you think the next release will give to modders?

That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.

I'm worried the eventual myth arc that allows for generated races will basically fuck over modders that try to set a specific desired flavor for the world.

New animal raws (meaning the modding scene for making creatures will implode in a good way) & civ animal interaction raws initiallly it looks like for choosing classes of creature flexibly (or expanded options since kobolds favour poison creatures). Id personally interpret classes of creature as being a implicit way to group up animals outside of just castes in modding & outside terms

Quote
Etc, this dog is the same class of animal as this other dog but this magic dog can talk without having to define it as a caste or individually because its all from the same family.
Castes usually denote a familiarial or lifestage/gendered application of a creature rather than a genuine subspecies or variation brought about by alternative means. (A way to add in dragon types?)

giant desert scorpions & necrotic paralysis poison to use, good luck extracting it though hahaha.


Will the unique elf arrows gain any new effects in this or the forseeable roadplan with the ability to apply effects onto it? Cichi Cichi poison! (http://www.bay12games.com/dwarves/story/tt_dwarven_assault.html)

It just struck me how useful the dizzying effects of cave spider or otherwise paralysis poisons that aren't explicitly lethal could be versus trap immune creatures, I mean tip a little bit of giant cave spider poison onto a crossbow trap around your other cage traps, and trap immune creatures practically trap themselves.
Title: Re: Future of the Fortress
Post by: Putnam on June 14, 2017, 10:33:28 pm
So, what do you think the next release will give to modders?

That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.

Please try not to complain if you won't even put in the minimum of effort required to do any research.

From the first devlog you'll see on the website right now:

Quote
I've been working with the old entity animal code, but the next step is to update that to allow more control over entities and their animals. For vanilla DF now, that'll be so kobolds can focus on poisonous creatures, but hopefully it'll be a bit more flexible for everybody, probably focusing on creature classes and tokens.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 14, 2017, 11:37:58 pm
That and something about memory layouts, and extra xml and other stuff that no doubt applies to modders (If they bothered to read the devblog).
Title: Re: Future of the Fortress
Post by: Putnam on June 15, 2017, 02:45:14 am
Especially DFHack devs.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 15, 2017, 11:00:51 am
So, what do you think the next release will give to modders?

That's what I've been eagerly awaiting to hear, because I can't easily think of anything the impending update will give just yet.

Please try not to complain if you won't even put in the minimum of effort required to do any research.

From the first devlog you'll see on the website right now:

Quote
I've been working with the old entity animal code, but the next step is to update that to allow more control over entities and their animals. For vanilla DF now, that'll be so kobolds can focus on poisonous creatures, but hopefully it'll be a bit more flexible for everybody, probably focusing on creature classes and tokens.

Thing is that doesn't give me much in the way of details. Flexibility sounds good, but there's no telling what the end results will be. One realistically expects that maybe some of these features will be civ-usable and of use to fortress mode, but you'd also need changes to reactions for a playable fortress to make any adequate use of poisonous critters.

Likewise, none of this implies anything useful for adventure mode, outside of dying horribly in kobold caves or modded-in equivalents thereof.

Creature classes and tokens is very vague and could be useful for any number of TYPES of modding, but without details it's so general a hint as to be worthless. At best it implies the possibility that poisoned weapons might be changed to an entity token instead of a hardcoded association with blowgun ammo, which is way less useful to modders than it sounds compared to being able to poison weapons at will in fortress or adventure mode.

Nevermind the fact that my complaint was about the myth and magic arc, not the updates that are soon to come. Randomly-generated playable civs are absolutely going to fuck with mods that desire a specific creature to be playable, UNLESS modders have a way to forcibly disable this feature without simply trusting players to turn the slider down.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 15, 2017, 12:52:53 pm
Well, modded stuff that depends on the slider settings to match in order to make sense do have such dependencies (High magic modding matched with a no magic slider setting?). Thus, mods will have to come with slider compatibility guides in addition to locking down desired features. Now, if a mod could somehow specify legal slider value ranges, that might work (and cause a headache when someone tries to combine two mods with incompatible settings).
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 15, 2017, 01:22:43 pm
Well, modded stuff that depends on the slider settings to match in order to make sense do have such dependencies (High magic modding matched with a no magic slider setting?). Thus, mods will have to come with slider compatibility guides in addition to locking down desired features. Now, if a mod could somehow specify legal slider value ranges, that might work (and cause a headache when someone tries to combine two mods with incompatible settings).

...yeah. That's what I'm worried about, to be honest. Demanding the player maintain specific world settings for the mod to work is bad mod practice, and it'll annoy me if Toady essentially makes said mod practice mandatory, because that's a regression in mod-friendliness.

Same reason I don't include anything in my mods that requires DFHack to work. The fewer things the user has to do for the mod to function, the better.
Title: Re: Future of the Fortress
Post by: iceball3 on June 15, 2017, 04:43:04 pm
The fact that mod support is being considered for new features at all should be considered giftful, to be honest.
Mods are nice, sure, but the game marches on, in essence. I'm personally elated that the myth arc is getting any support at all, in of itself.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 15, 2017, 05:18:40 pm
I find it somewhat ironic to hear the complaint about DF being expanded along dimensions that make mods that cannot adapt to the new dimensions hard to manage. It's like complaining that a warfare game set in a time period gets expanded to let you play campaigns set at different times will make the mods for any particular era break/work poorly if used outside of the era they're designed for (which possibly was the original setting). It sure would be nice to have support to match the game parameters to the mods (or the selectable mods to the parameters), but the onus should primarily be on the mod makers.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 15, 2017, 05:29:16 pm
The point being missed here is that eventually, the players using the mod will be the ones having to expend effort to make things work right.

I'll happily do whatever needs to be done to keep a mod in working order, but if there's nothing I can do except tell players "yeah no, don't do X" it's less an annoyance to me, and more an annoyance to people using said mods. I already have a few mod features that will do dumb things if the player does specific things, but "breaks when going outside normal usage" is a whole different beast compared to "breaks UNLESS you go outside normal usage."
Title: Re: Future of the Fortress
Post by: Putnam on June 15, 2017, 08:52:56 pm
The point being missed here is that eventually, the players using the mod will be the ones having to expend effort to make things work right.

I'll happily do whatever needs to be done to keep a mod in working order, but if there's nothing I can do except tell players "yeah no, don't do X" it's less an annoyance to me, and more an annoyance to people using said mods. I already have a few mod features that will do dumb things if the player does specific things, but "breaks when going outside normal usage" is a whole different beast compared to "breaks UNLESS you go outside normal usage."

Yeah, no, devlog just now says that none of this is true and you were worrying over nothing.

Quote
The new entity animal framework is set up, though I've only used it for kobolds. It's pretty basic -- you can compel an entity to use creatures that either belong to a list of classes (classes can also be excluded), or by their token, and you can set them to either use matching animals from the environment or to get a free environment-independent starting population as with the current domestic creatures. You can optionally override the mount/wagon puller/etc. roles defined in the creature definition, setting them to always or never be used for those roles.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 15, 2017, 09:21:36 pm
Yeah, no, devlog just now says that none of this is true and you were worrying over nothing.

Quote
The new entity animal framework is set up, though I've only used it for kobolds. It's pretty basic -- you can compel an entity to use creatures that either belong to a list of classes (classes can also be excluded), or by their token, and you can set them to either use matching animals from the environment or to get a free environment-independent starting population as with the current domestic creatures. You can optionally override the mount/wagon puller/etc. roles defined in the creature definition, setting them to always or never be used for those roles.

...read what I say properly before you gripe about it.

Nevermind the fact that my complaint was about the myth and magic arc, not the updates that are soon to come. Randomly-generated playable civs are absolutely going to fuck with mods that desire a specific creature to be playable, UNLESS modders have a way to forcibly disable this feature without simply trusting players to turn the slider down.

EDIT: Side note, this new dev post does answer a question I had about what you could do with the impending changes. Being able to give a civ a specific set of critters for domestic and caravan use far exceeds my expectations.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 15, 2017, 10:04:18 pm
So there's a new poisonous class of animals. And scorpions are poisonous (especially really big ones) so...
Title: Re: Future of the Fortress
Post by: burned on June 15, 2017, 11:57:38 pm
So there's a new poisonous class of animals. And scorpions are poisonous (especially really big ones) so...


Ha!
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 16, 2017, 01:18:35 am
Oh hey, it's not like that's the second or third time that someone's hinted at something that I'd normally pestyer Toady about. And it's not like I've been busy having to explain to someone repeatedly that they're misreading my posts several times in a row.

But alright, if you insist.

[Insert Obligatory Scorpionpost Here]
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 16, 2017, 04:33:06 am
Fine. Just thought you might want to ask yourself.
When you were working on the new poisonous animals class, did you put giant desert scorpions back in?

Because we all want to mod in desert kobold merchants with their giant scorpion lead wagons.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 16, 2017, 01:59:11 pm
Oh yay, scorpionposts are contagious. Too be honest, I hadn't even thought about the GDS fuckery until you brought it up.

...thanks for that, I didn't want to be reminded about Toady handling the "eh, I'll add normal desert scorpions and scorpimen later" in the worst possible manner. ;w;
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 16, 2017, 03:27:54 pm
Will kobolds thieves bring their pets with them on raids?
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 16, 2017, 06:29:15 pm
It wouldn't make sense to bring the pets on their normal thieving raids, but a bunch of GCS' included in an ambush would be nasty.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 16, 2017, 06:37:37 pm
Kobolds ambush too? Never seen that. Ok. That's what I meant then.
Title: Re: Future of the Fortress
Post by: LordBaal on June 16, 2017, 06:55:01 pm
So... This means we can put animals to pull carts now?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 16, 2017, 09:09:23 pm
Kobolds ambush too? Never seen that. Ok. That's what I meant then.

Allegedly they can, and it's also allegedly based on whether they steal enough..

Since you'd have to basically have to bait them into it, I've never seen it occur.
Title: Re: Future of the Fortress
Post by: Orangefriedegg on June 16, 2017, 10:10:35 pm
When will plant like the willow actually be dioecious?(Gendered plants)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 16, 2017, 10:25:47 pm
When will plant like the willow actually be dioecious?(Gendered plants)
Don't think plants are part of this next update. If that's what it's meant to be then the answer will almost certainly be 'One day. No timeline'. When development focusses again on shrubs no doubt.

If it's causing issues for some reason, report it to the bug tracker.
Title: Re: Future of the Fortress
Post by: KittyTac on June 17, 2017, 06:18:51 am
The development page mentioned turning off magic in the world, what would happen if you turn off magic while playing as a creature that depends on magic to survive? Do you get a special death message, or possibly something mocking you for it?

Also, hello, Bay12 forums!
Title: Re: Future of the Fortress
Post by: Bumber on June 17, 2017, 06:25:10 am
When will plant like the willow actually be dioecious?(Gendered plants)
Would this actually be noticeable outside a few cases like ginkgo biloba?
Title: Re: Future of the Fortress
Post by: DG on June 17, 2017, 07:02:22 am
Also, hello, Bay12 forums!

"Your figmental constitution is no match for the hard truths of reality. You have been struck down."

Welcome to the forums.  :)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 17, 2017, 09:50:33 am
The development page mentioned turning off magic in the world, what would happen if you turn off magic while playing as a creature that depends on magic to survive? Do you get a special death message, or possibly something mocking you for it?

Also, hello, Bay12 forums!
They're settings for worldgen, so that wouldn't happen.

In the wider sense there will apparently be ways to change the world by doing certain things (throwing artifact rings into volcanos, killing gods and other such stuff probably) that will alter the fabric of reality and could result in magic being lost from the world (and so on).

Would be a shame if such a major world changing event was met with 'a mocking message'. Doubt it's been thought through in that much detail yet though.

Also promised are world ending apocalypse disasters in certain circumstances.
'World ended. Have a nice day!'.

Toady mentioned recently (while talking about mages causing total destruction of your fortress after some misguided experiments) that 'death by text message' isn't the way he wants it to be. Kill everyone, sure, but make sure the player has Fun watching everything go to hell.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 17, 2017, 10:15:55 am
Elaborating on Shonai_Dweller's response: Turning off magic during world gen will cause the kind of creature you intended to play never to have existed, and so not being available for adventurer selection (In the same way that a fully mundane setting won't allow you to play a fortress as dwarves, since they are dependent on the existence of cavern farming for their existence).
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 17, 2017, 01:19:09 pm
So... This means we can put animals to pull carts now?

Actually i think Toady meant trading wagons quite specifically, but the function that was created allows civs to choose a class of animal to pull rather than randomly choosing whatever animal is to hand with the relevant tags

The dev post explains it pretty ok actually, most of these features seem to be raw optimisable in that if you want to have horse drawn trade wagons (a big animal with nice capacity), you can just throw horses up. Or if you want to have horses in the wild roaming the grasslands (or not at all) just twiddle the functions, set horses to high priority and everyone will trot around on them when they find them or keep a little stable of them it sounds like without making them appear out of thin air with 'domestic' which is a bit of a trope when horses outnumber every other living thing.

I can see where that function is useful toady.

Edit - *ah i see i could just set the [SEMI-SAPIENT] or [EVIL] tag instead for the EVIL civilisation's creatures and minions, re-reading the devlog post. ill have to rethink a question or let it lie for a little bit.

Do all sites have animal containment pits/areas toady? Or is that a exclusive feature to the kobold caves

Most certainly will be setting trolls to be limited stock in order to make goblin sites lag free in my own personal raw modifications (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526), not that they'd be hard to replace from underground populations.

Quote
When will plant like the willow actually be dioecious?(Gendered plants)
Would this actually be noticeable outside a few cases like ginkgo biloba?

You chop the tree mimic with the copper axe! it is a gelding strike!
The tree mimic reawakens from its dormancy
The tree mimic flies into a fit of rage!

Urist woodcutter's head collapses by the force of tree mimic's hand punch
Urist woodcutter has been struck down


Sorry to drag my post on, but to add onto patrik's point, if magical creatures are introduced/reintroduced via sufficient magic settings for them to exist by inversely adding magic to the world, id imagine they'd probably be as rare as when they could have been dying out in the other scenario. Variable between different creatures because right now it is possible to manipulate creature populations by ensuring they are safe to breed on your embark, such as stopping yeti's going extinct despite having very low numbers etc by forced breeding them in captivity for your own purposes (yeti fur is nice and insulating, besides being menacing animals) or do-gooder conservation work to keep them alive in the wild.

Here's to a plague of rabid flesh hungering unicorns sweeping across the land in a mass rampage because of fast reproductive cycles and a clumsy dwarf dropping a artifact glass orb or some other reason. Ill probably bet it was the elves fault for letting it get out of hand.
Title: Re: Future of the Fortress
Post by: ZM5 on June 17, 2017, 01:55:35 pm
Gonna go ahead and ask a question regarding the new entity pet stuff - will it mean it'd be possible to add sentient beings to always appear with a particular civ? I.e a modded civ always having tigermen citizens in it.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 17, 2017, 02:07:02 pm
Gonna go ahead and ask a question regarding the new entity pet stuff - will it mean it'd be possible to add sentient beings to always appear with a particular civ? I.e a modded civ always having tigermen citizens in it.

I went downstairs, made myself a cup of tea, and thought to myself it's probably the case that beak dogs & trolls etc will be called out by the name token directly because its 10 times more simple than defining the otherwise loose & broad animal classes. And if both of them are 'limited supply' domestic, when the civ dies, without corresponding biomes all the beak dogs die out too.

Quote from: toady's recent devlog
you can compel an entity to use creatures that either belong to a list of classes (classes can also be excluded), or by their token

Or to get a free environment-independent starting population as with the current domestic creatures. (wondering if that implies that the starting population of creatures can also be exterminated without being able to redeem them)

Mind blowing possibilities for modding really if that has any hint of truth and it's really gloves off for setting whatever token you want to reference from. A civ with really weird settings like all their animals are manditory female members of a specific kind of animal, fully possible without DFhack. Maybe i read too much into it.
Title: Re: Future of the Fortress
Post by: Knight Otu on June 17, 2017, 02:10:41 pm
I'd assume that the list of tokens that are usable this way is limited.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 17, 2017, 02:12:24 pm
Probably the most realistic outcome, but its still useful.
Title: Re: Future of the Fortress
Post by: ZM5 on June 17, 2017, 02:25:50 pm
It would be immensely useful if just to have modded civs that always specific types of animals regardless of their rarity - it makes me really excited for whenever the update comes out.
Title: Re: Future of the Fortress
Post by: Putnam on June 17, 2017, 05:31:51 pm
It would be immensely useful if just to have modded civs that always specific types of animals regardless of their rarity - it makes me really excited for whenever the update comes out.

Rather, it will be, since that's what's happening.
Title: Re: Future of the Fortress
Post by: Eric Blank on June 18, 2017, 12:36:48 am
It would be immensely useful if just to have modded civs that always specific types of animals regardless of their rarity - it makes me really excited for whenever the update comes out.

Agreed. Its exactly what ive always wanted.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 18, 2017, 11:05:21 am
I can definitely see there being uses for this, yeah. I wonder what happens if you tell a civ to use its own species as a pack animal...
Title: Re: Future of the Fortress
Post by: ZM5 on June 18, 2017, 11:28:46 am
I can definitely see there being uses for this, yeah. I wonder what happens if you tell a civ to use its own species as a pack animal...
That gives me ideas.

First thing I do when the update hits is put elves as pack animals, mounts and wagon pullers and see what happens.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 18, 2017, 01:26:23 pm
Elves as pets won't really mess with things too much unless you're playing elves, it's when the fort civilians are pets that things break down. Being intelligent but unable to speak also breaks citizens, as I know from experience with Kobold Kamp.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 18, 2017, 01:41:53 pm
I don't think this system will make owning intelligent creatures any easier but i do think that there will be cases where creatures without [PET] or other compatible tags somehow breaking the experience could slip through.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 20, 2017, 05:58:42 pm
A while ago, fotf reply? Interview? Sorry I forget exactly when, you mentioned that you'd be looking into optimizing sites in adventurer during this release.
Is that still on the schedule? Kobold sites sound like lots of fun, but not if they run at the current speed of some of the bigger dark fortress/city sites.

(Found it, was way back in August 2016 report - haven't seen it mentioned since. But quite hopeful...)
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 20, 2017, 06:14:21 pm
A while ago, fotf reply? Interview? Sorry I forget exactly when, you mentioned that you'd be looking into optimizing sites in adventurer during this release.
Is that still on the schedule? Kobold sites sound like lots of fun, but not if they run at the current speed of some of the bigger dark fortress/city sites.

Something tells me it won't be as much of a problem as with forts and dark forts because kobolds are kinda bad at surviving, plus their caps for population growth are a lot lower.

However, if it does become a problem, I do fear it might be farther in the future. If this was a certain other (non-Toady) game I've had experience with, I'd assume it wasn't even tested, let alone checked for problems.

In this case though, the devlog implies he at least considers it to work under normal circumstances in adventurer mode, so my current guess is Toady won't encounter this issue (which is good for kobold caves, but means it likely won't be fixed) unless some change to the sites allows it to reliably repopulate up to what the entity settings allow, which might push local population to borderline lag levels.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 20, 2017, 09:02:20 pm
Yeah, but when he mentioned it, it was regarding large site lag in general (in adventurer). New update will also involve us wandering around dark fortresses in search of artifacts.

-- Edit. Oh, there it is. August 2016 report:
Quote
Then we'll start working on how site maps relate to artifact storage and display, the site maps that are incomplete (like kobold caves), as well as site lag.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 20, 2017, 09:08:08 pm
That...welp, there goes my confidence that it won't be a problem. I'm having flashbacks to my days as a Cata contributor now. :V
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 20, 2017, 10:09:28 pm
 Are kobolds poison immune?

Since they don't have containers, I imagine it must be great Fun trying to get the poison from spider to trap. Or maybe trained spiders and snakes do it by themselves...?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 20, 2017, 11:05:48 pm
I would speculate that it's going to abstracted away in the same manner as blowdarts being poisoned even for subterranean animal people that have even less of the infrastructure to get poison on darts than kobolds.
Title: Re: Future of the Fortress
Post by: RobotFighter7 on June 21, 2017, 03:51:42 am
When potions are implemented, are there any plans for adding different ways to apply them and other syndrome-causing substances beyond drinking from a container or being struck by a coated weapon?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 21, 2017, 04:04:37 am
When potions are implemented, are there any plans for adding different ways to apply them and other syndrome-causing substances beyond drinking from a container or being struck by a coated weapon?
You mean poisons, right?
Potions are a fair way off yet.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 21, 2017, 07:13:02 am
Technically gnomeblight and harmful reagents are possibly applicable, but that matters on exactly how the coating system works and whether there would be one in the game (nothing has been explicitly said about a coating system, it could be a entity raw for abstract kobold items but some degree of transparency on how to set up the raws would be a treat from toady.)

Adamantine swords for example are strong enough to withstand being lit on fire with fire snake extract for instance because of heat resistances, though you'll probably want to make the dwarf wear gloves or something most certainly like how people try to 'capture' the dust of forgotten beasts then have dwarves die trying to pick it up.

Run around on the battlefield setting elves on fire, watching their rags & flimsy wooden weapons burn, then slice through some solid metal titans and forgotten beasts like butter with the heat of the blade melting them.


Even if they are not particularly a fixture in normal fortress gameplay, will you be able to coat weapons in Arena mode with a liquid of your choice?


I would speculate that it's going to abstracted away in the same manner as blowdarts being poisoned even for subterranean animal people that have even less of the infrastructure to get poison on darts than kobolds.

Poison class (or just coincidentally different classes of animal) animals, subterranean preferences and subterranean locked enviroment in a kobold sized set of mini-civ's, doesn't sound awfully hard to prop up with the upcoming changes with some framework to establish in the law & property arc how to using the existing set of subterreanean creature entity raws.

Title: Re: Future of the Fortress
Post by: Random_Dragon on June 21, 2017, 11:33:09 am
I would speculate that it's going to abstracted away in the same manner as blowdarts being poisoned even for subterranean animal people that have even less of the infrastructure to get poison on darts than kobolds.

Poison class (or just coincidentally different classes of animal) animals, subterranean preferences and subterranean locked enviroment in a kobold sized set of mini-civ's, doesn't sound awfully hard to prop up with the upcoming changes with some framework to establish in the law & property arc how to using the existing set of subterreanean creature entity raws.

Doesn't sound hard you say. You know, like moving a critter (indeed, a giant one) from one now-obsolete creature file to another?

I don't see any compelling evidence that Toady's going to have any real reason to make these pending changes (specifically, Shonai's question about being able to APPLY extracts) accessible fort-side.

EDIT: Pre-emptive clarification before Putnam anyone misreads and assumes I'm being pessimistic about the wrong thing.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 21, 2017, 12:53:49 pm
Well that depends largely on the layout and whether [CLASS] animals are going to remain in their own RAW files as they are or be grouped together.

It doesn't seem like class animals will have any enviromental tags associated, so its literally anything with [POISON] from within the existing underground cavern raws that matches up. There's always copy & paste, and still yet plenty of time for development with the estimated overshooting of the July 1 year mark.

Unless we've misunderstood how the class is applied and POISON refers to a animal material reaction like [MILK] (volume of units etc) found in cows and the class merely references any creatures that have it from the relevant environment. [CREATURE_CLASS:GENERAL_POISON] already exists for interactions with syndrome code but i guess that's not that much special.


Yeah there's no explicit stated but it would be entirely possible optimistically because toady's been itching to use the alchemical (or alternatively chemistry) skill for ages, and we already do have the extracts available to us courtesy of imported materials with numerous effects.

Playing a kobold civilisation (or adventurer) is probably going to be strange, given you could probably import vermin, giant cave spiders & the like, run around the cave picking up artifacts and dropping them there and stabbing giants using poisoned daggers and random loot stashed about the cave. (since a entity not convinced about stealing doesn't mind you rustling through the stash)

Title: Re: Future of the Fortress
Post by: Putnam on June 21, 2017, 06:36:59 pm
Why would creatures of a certain CREATURE_CLASS be grouped together into one file when CREATURE_CLASSes are arbitrary and a single creature can have any amount? CREATURE_CLASS is not a new feature.
Title: Re: Future of the Fortress
Post by: KittyTac on June 21, 2017, 10:16:59 pm
The development page mentioned turning off magic in the world, what would happen if you turn off magic while playing as a creature that depends on magic to survive? Do you get a special death message, or possibly something mocking you for it?

Also, hello, Bay12 forums!
They're settings for worldgen, so that wouldn't happen.

In the wider sense there will apparently be ways to change the world by doing certain things (throwing artifact rings into volcanos, killing gods and other such stuff probably) that will alter the fabric of reality and could result in magic being lost from the world (and so on).

Would be a shame if such a major world changing event was met with 'a mocking message'. Doubt it's been thought through in that much detail yet though.


I meant something like: You get a dramatic message. You die. Then the death message changes to something like "That was suicidal, wasn't it?" or something.
Title: Re: Future of the Fortress
Post by: Putnam on June 21, 2017, 11:31:37 pm
What's important is that magic is a worldgen option. Turning off magic while playing as a creature that depends on magic makes about as much sense as turning off bogeymen while playing as one: you can't actually do it, since bogeymen are baked into the world at generation
Title: Re: Future of the Fortress
Post by: Egan_BW on June 21, 2017, 11:41:07 pm
Though the state of how magic works can change during the game, as evidenced by the most recent threetoe story.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 22, 2017, 07:22:48 am
Why would creatures of a certain CREATURE_CLASS be grouped together into one file when CREATURE_CLASSes are arbitrary and a single creature can have any amount? CREATURE_CLASS is not a new feature.

We don't know how its implemented just yet, that 'class' is just syndrome code right now and probably the closest thing to a identifier we already have. It could take any shape of a RAW right now, rather than just being applied like we already have it.

Most of the creatures are already grouped up outside of biomes, for example the RAW files of creature-birds and creature-reptiles are already sorted into these categories. If you were to say add a few more onto that such as creature-mammal & creature-poison then you've pretty much sorted all the creatures out via 1 kind of family genus and don't need to commit to such strenuous biome profiling unless its nessecary.

Anything that falls far from the tree in being abstract (say if there isn't any more non-obvious 'class families' relevant) then they can just stay where they are.
Title: Re: Future of the Fortress
Post by: Putnam on June 22, 2017, 02:53:35 pm
Why would creatures of a certain CREATURE_CLASS be grouped together into one file when CREATURE_CLASSes are arbitrary and a single creature can have any amount? CREATURE_CLASS is not a new feature.

We don't know how its implemented just yet, that 'class' is just syndrome code right now and probably the closest thing to a identifier we already have. It could take any shape of a RAW right now, rather than just being applied like we already have it.

No, it's definitely CREATURE_CLASS being referred to, a token that already exists and is already capable of having any arbitrary string placed within with each caste being able to have an arbitrary amount of CREATURE_CLASSes. I use it for syndromes and DFHacky stuff.
Title: Re: Future of the Fortress
Post by: vvAve on June 22, 2017, 03:04:14 pm
Is it possible to add game rules (like set of professions and skills) and site generation to moddable RAW-s? If it is, can we expect it some when in the future?
Title: Re: Future of the Fortress
Post by: Valtam on June 24, 2017, 02:29:21 am
Is it possible to add game rules (like set of professions and skills) and site generation to moddable RAW-s? If it is, can we expect it some when in the future?

Sounds (rather) Good, No Timeline. Those raws are not priority yet, so we won't know when are they going to be available. Remember that this Future of the Fortress thread is for questions and concerns regarding the immediately next release (in this case: sending dwarven squads to other sites, artifact retrieval, crude spies and kobold caves, among other small things).
Title: Re: Future of the Fortress
Post by: Hapchazzard on June 24, 2017, 11:42:56 am
1. Will there be a setting for artifact abundance during worldgen?

2. Will there, in the future, exist a need to properly identify an artifact? Right now, everyone is able to immediately recognize an artifact upon seeing it, which usually doesn't make much sense. I'd imagine there'd be several ways to identify an artifact - either someone in your fort has outright seen it before(and is aware of what it is), has heard/read about it somewhere(with varying degrees of certainty), etc. and if you have a suspicion that an item you posses might be an artifact, you could send out a squad of scholars to scour nearby libraries for more info. Even if you know what the artifact is called, you might not know other info, such as origin, magical properties, etc. This could create very interesting situations, for example purchasing a cheap, weird bone crown from a caravan and it turning out to be an ancient artifact that turns the wearer into an extremely powerful lich, causing much fun in the fortress.

3. How much info about the world's creation myth and magic would your average adventurer have access to initially? How about your fort?
Title: Re: Future of the Fortress
Post by: Max™ on June 24, 2017, 09:51:47 pm
The fire snake extract+sword thing makes me wonder when other people will encounter the hilarity I found when I set blood thorn fixed temp to ~12k urists and discovered upon firing the bolts into goblins that the steamy bursts of boiling blood appeared to emanate from my location rather than the target they were stuck into.
Title: Re: Future of the Fortress
Post by: TheFlame52 on June 24, 2017, 10:16:00 pm
The fire snake extract+sword thing makes me wonder when other people will encounter the hilarity I found when I set blood thorn fixed temp to ~12k urists and discovered upon firing the bolts into goblins that the steamy bursts of boiling blood appeared to emanate from my location rather than the target they were stuck into.
Instant matter transmission for boiling blood. That's the Armokiest thing I've ever heard.
Title: Re: Future of the Fortress
Post by: Bumber on June 25, 2017, 09:42:51 am
The fire snake extract+sword thing makes me wonder when other people will encounter the hilarity I found when I set blood thorn fixed temp to ~12k urists and discovered upon firing the bolts into goblins that the steamy bursts of boiling blood appeared to emanate from my location rather than the target they were stuck into.
Instant matter transmission for boiling blood. That's the Armokiest thing I've ever heard.
I don't think it was the goblins' blood.
Title: Re: Future of the Fortress
Post by: KittyTac on June 25, 2017, 10:32:30 am

3. How much info about the world's creation myth and magic would your average adventurer have access to initially? How about your fort?

It probably would be an advanced worldgen setting to hide it.
Title: Re: Future of the Fortress
Post by: ZM5 on June 25, 2017, 01:44:46 pm
This probably has been asked before, but will sieges and megabeasts be eventually able to path faster to the player's fort? It's somewhat annoying to have to go through five years without a single siege or megabeast attack.

Alternatively, would an arena mode that is moreso for fort mode testing be possible, with the ability to call sieges/ambushes from any available civ, or a megabeast attack? It'd be really handy for modders.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 02:07:16 pm
That's right up there with the stress system on my list of broken features, yeah.
Title: Re: Future of the Fortress
Post by: GoblinCookie on June 25, 2017, 02:21:45 pm
Under the new predefined pet function that now exists, what happens were I to add in an intelligent creature as an environment independent 'pet' of a civilization started by another type of creature. How well would this work as a workaround for the inability to define a multi-species civilization in the raws? Presumably things work generally as they do with trolls at the moment, no historical figures would be automatically generated but those promoted during play would be able to take up positions (though trolls will never because they cannot speak, so not a perfect analogy).

Another question is what happens if I define a creature in an entity file to be the pet *of* itself. Does this cause everything to crash, or do we end up with two populations, one of which is the pet population and the other the citizen population.  I ask not merely out of curiosity but because having a second pet population of the main creature sounds like a good way to prevent population replacement of dark fortresses by stolen children.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 25, 2017, 04:37:34 pm
This probably has been asked before, but will sieges and megabeasts be eventually able to path faster to the player's fort? It's somewhat annoying to have to go through five years without a single siege or megabeast attack.
It takes less than a week for an 'army' to cross an entire medium sized world from point to point. I don't think their speed is the issue. The reason you don't get invaded soon is the population and wealth triggers. Take a look at the wiki. It's literally just a matter of changing the number 3 to the number 1. Anyone can do it. Even works mid-save.  Not something that needs "fixing". Making sieges come sooner, isn't fun for some people so we have a choice.

A possible  improvement might be adding an option for when sieges come in advanced worldgen like the one we have for titans. That might make the system clearer.

But then, this isn't the suggestion board.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 04:47:36 pm
It takes less than a week for an 'army' to cross an entire medium sized world from point to point. I don't think their speed is the issue. The reason you don't get invaded soon is the population and wealth triggers. Take a look at the wiki. It's literally just a matter of changing the number 3 to the number 1. Anyone can do it. Even works mid-save.  Not something that needs "fixing". Making sieges come sooner, isn't fun for some people so we have a choice.

A possible  improvement might be adding an option for when sieges come in advanced worldgen like the one we have for titans. That might make the system clearer.

But then, this isn't the suggestion board.

Your math is wrong. I've had forts go for multiple years after hitting all triggers without seeing even thieves, let alone sieges. Even when parked dangerously close to goblin sites.

Something is absolutely unbalanced with invaders.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 25, 2017, 05:23:31 pm
I was referring to the speed it takes for sieges to become possible (thieves have been broken for ages) in response to the question. 80% of the 'I've got no goblins' posts on this forum are a result of having the triggers set too high and not realizing it.

There are other reasons they don't come of course. That's not something that can be just balanced simply though without making player fortresses more 'special' than they already are. Artifact claims should hopefully help increase sieges a little (at least armies will be able to come from further away sites). Society, politics, economy, etc will all add reasons for you to be attacked. It's just so far away right now.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 05:50:27 pm
I was referring to the speed it takes for sieges to become possible (thieves have been broken for ages) in response to the question. 80% of the 'I've got no goblins' posts on this forum are a result of having the triggers set too high and not realizing it.

Is that so?

This probably has been asked before, but will sieges and megabeasts be eventually able to path faster to the player's fort? It's somewhat annoying to have to go through five years without a single siege or megabeast attack.

Your answer seemed to be pretty clearly (yet inaccurately) addressing the actual question, which was how slow sieges are. 5 years is absolutely enough time to go beyond the siege triggers.
Title: Re: Future of the Fortress
Post by: bluephoenix on June 25, 2017, 07:51:41 pm
I don't know why people are so obsessed with huge sieges coming every year, there are more things to do in the game.

It does not make sense, your fortress is no more special than the other fortresses in the world.
Why should you get a full 100 man siege every year? Maybe make all the megabeasts and were beasts attack only the player fortresses so that you guys have more things to kill.

Dwarf fortress is not a tower defence game, it is a fortress/town building game (until later versions where it gets strategy elements added with attacking other sites).
It's nice not having to deal with huge sieges every year part of it being it just doesn't make sense for the goblins to single out your fortress and send everything they got only to you.
Title: Re: Future of the Fortress
Post by: Max™ on June 25, 2017, 09:24:36 pm
The fire snake extract+sword thing makes me wonder when other people will encounter the hilarity I found when I set blood thorn fixed temp to ~12k urists and discovered upon firing the bolts into goblins that the steamy bursts of boiling blood appeared to emanate from my location rather than the target they were stuck into.
Instant matter transmission for boiling blood. That's the Armokiest thing I've ever heard.
I don't think it was the goblins' blood.
It was their blood (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9942), that much I can be sure of (http://i.imgur.com/ZkwMLdi.png).
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 09:34:53 pm
I don't know why people are so obsessed with huge sieges coming every year, there are more things to do in the game.

Because it's a part of the game that doesn't even remotely work anymore. Protip: disabling siegers entirely if you don't want them is a lot easier than getting invaders to hurry their asses up and invade you when the feature's broken. You disliking the feature is not relevant to the problem of the feature being broken.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 25, 2017, 10:03:37 pm
 
I don't know why people are so obsessed with huge sieges coming every year, there are more things to do in the game.

Because it's a part of the game that doesn't even remotely work anymore. Protip: disabling siegers entirely if you don't want them is a lot easier than getting invaders to hurry their asses up and invade you when the feature's broken. You disliking the feature is not relevant to the problem of the feature being broken.
But, what about it is broken? Boring, yeah, sure. But without adding artificial 'player fortress magnets' will stay that way until the game provides more reasons for critters to come and attack you (oh, like artifacts. And sliders. And disputes over land. Hmm. It's almost as if the game's actively being developed.)

I just put the triggers down a bit and embark near goblins right now. Works pretty much every time.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 10:08:05 pm
Thing is, it used to be that goblins would show up within a reasonable time frame without modding. It's like the happiness system. Yes, it technically works, but it's balanced so poorly that you don't need to worry about invaders anymore.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 25, 2017, 10:10:51 pm
Thing is, it used to be that goblins would show up within a reasonable time frame without modding. It's like the happiness system. Yes, it technically works, but it's balanced so poorly that you don't need to worry about invaders anymore.
They would appear out of thin air when required. But you already knew that.

Would sure be nice to have siege triggers in the regular options though (or even just advanced worldgen - weird that it's limited to titans only). Would make it easier for new folk to see what's up. Does the Starter Pack feature this yet? Seems like it's even easier than disabling aquifers.
Title: Re: Future of the Fortress
Post by: bluephoenix on June 25, 2017, 10:45:19 pm
I don't know why people are so obsessed with huge sieges coming every year, there are more things to do in the game.

Because it's a part of the game that doesn't even remotely work anymore. Protip: disabling siegers entirely if you don't want them is a lot easier than getting invaders to hurry their asses up and invade you when the feature's broken. You disliking the feature is not relevant to the problem of the feature being broken.
I never said I dislike sieges, just that I'm happy with not having them every year.

Like Shonai_Dweller said, they used to appear out of thin air where as now they are real armies from real populations.
The feature is not broken at all, you seem to not understand how it works.
I think you are looking for the wrong game here, Toady will most likely never re-introduce those goblin armies that came out of nowhere just so there is something to siege your fort and I'm glad for it.

You know, you can download the older version where sieges weren't "broken". I remember 0.28.40d used to have armies that showed up every year which didn't make too much sense but there you go, go nuts.
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 25, 2017, 11:07:15 pm
...do neither of you comprehend what I said? I explicitly said they aren't broken in theory, just poorly balanced. When invasions take so long that players have to go out of their way to confirm the feature even works at all, that's a sign that balance isn't working.

I'm not saying that goblin armies should start appearing out of thin air, I'm saying that something needs to be rebalanced in some way. Bare minimum, while an army is IN THEORY capable of crossing the world in a few weeks as you , that sure as shit never happens in actual gameplay. I'd be fine with goblin armies taking up to a year or a year and a half to arrive, because that would be an improvement over it taking several years for them to arrive.

To preempt the inevitable misreading, let me further clarify that: I mean that I have had goblin armies, from civs that're well within neighbor range, take multiple years to arrive after reaching the siege triggers.
Title: Re: Future of the Fortress
Post by: bluephoenix on June 25, 2017, 11:26:09 pm
...do neither of you comprehend what I said? I explicitly said they aren't broken in theory
Because it's a part of the game that doesn't even remotely work anymore.


Anyway,
I mean that I have had goblin armies, from civs that're well within neighbor range, take multiple years to arrive after reaching the siege triggers.
You see, siege triggers are not a guarantee that you are going to get sieged. They simply tell the game that you are free game now.
The goblin civ still has to decide to attack you instead of "Helmsgood" a few region tiles to the left of you, they need to be close enough, they need to have enough population and they need to not be fighting anyone else at the time.
These are additional checks after the siege triggers that need to be met before they will send an army to you. So it is working as intended, if you want a higher frequency of attacks you will have to mod the game in one of several ways.

The game is super easy to mod so if you don't like the way vanilla works, you can always change it to your hearts desire.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 26, 2017, 12:54:18 am
Ok. So before this bit of the thread gets removed and placed in it's own section for us to dispute the difference between words like 'broken' and 'not working' in minute detail, let's recap. The question boiled down to 'please balance the game' the answer is (almost certainly), 'Sure, one day. No timeline'. Sound about right?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 26, 2017, 01:05:37 am
Which was the answer I expected. I mean yeah, I wish it'd be fixed, but I know it eventually will be fixed (or be obsoleted by other problems).

Only in this thread would saying "yes I agree, it'd be nice to see this fixed" spark a shitstorm via some pedant arguing over goddamn semantics.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 26, 2017, 03:19:26 am
The main "broken" part about armies (ignoring bugs like hello/goodbye sieges) is probably that the game currently doesn't know how to make armies that come from the civ, but produces armies exclusively drawn from a single site. When the site is depopulated (or too small from the beginning) you're out of bodies for the armies. Also, sieges come from that same site: the game doesn't know how to shift the origin. These issues probably belong to the army revamping, but might be touched on when civs are updated. Anyway, it's not likely to happen within the next two arcs.

Siege triggers for races and megabeasts are in the raws rather than the world gen. My guess is that it's to allow them to be set individually. Personally I would prefer them to be set by world gen and have that value be possible to override by introducing tags to the raws.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 26, 2017, 04:26:07 am
But there are armies being produced from other sites who go to attack non-player sites, so even if it's somewhat abstract, it's not true to say the game doesn't know how to do it.

Artifact seeking armies and armies of sites who've had enough of your raids will (if they work properly) come from sites other than the closest one to you, so it's also not true to say nothing will happen in the next two updates (probably).
Title: Re: Future of the Fortress
Post by: ZM5 on June 26, 2017, 04:35:09 am
Sheesh, didn't think such a huge debate would come from me asking that question :E
Title: Re: Future of the Fortress
Post by: LordBaal on June 26, 2017, 05:15:55 am
Armok will not be pleased with this discussion. Instead he will send monthly goblin sieges for some, and stinky hippie visits with floral bouquets to others.
Title: Re: Future of the Fortress
Post by: FantasticDorf on June 26, 2017, 02:07:04 pm
I've always seen it presented as poor/changable military goal leader's fault, goblins and invaders are usually too busy bashing the rest of the world/own conflicts to beat up some backwater player fortress unless you have a enormous adamantine sign saying "INVADE HERE" to re-prioritize you as important. Again we can hope that more complex diplomacy & disputes can help iron those things out momentarily ahead of future arcs so civ's don't get so confused.

That thing you mention Max sounds like the blood got confused on the point of origin without being able to splatter from the wound when it entered and the bolt vanished inside the goblin instead of bouncing off and getting dislodged, so jumped straight to the weapon instead because the bolt is a literal extension of the weapon rather than a component, as a layman's analysis.
Title: Re: Future of the Fortress
Post by: LordBaal on June 26, 2017, 02:54:58 pm
Remember we are getting scenarios, some of them might involve to man choke points fortress or reclaim and hold strategic places. Those might be action packed fortress some of you yearn for.
Title: Re: Future of the Fortress
Post by: Putnam on June 26, 2017, 06:23:07 pm
To preempt the inevitable misreading, let me further clarify that: I mean that I have had goblin armies, from civs that're well within neighbor range, take multiple years to arrive after reaching the siege triggers.

You are almost definitely wrong about that. I have actually tracked armies on the march, they can cross a medium world in less than two months. How can you tell they're taking multiple years to arrive rather than, you know, just deciding not to besiege you until then?
Title: Re: Future of the Fortress
Post by: Random_Dragon on June 26, 2017, 07:45:05 pm
Again, just because they can cross the land that fast doesn't mean they will in practice. Some element of this along the way is functioning differently to such an extent that it messes with gameplay balance.

It can and does take over two years to receive any sieges after reaching the siege triggers. I know this from personal experience in prior forts. Or are you calling me a liar?
Title: Re: Future of the Fortress
Post by: Egan_BW on June 26, 2017, 08:32:27 pm
The point is that goblins don't just send armies the moment that you reach the triggers, those triggers just mean that it becomes possible for goblins to attack you. Goblins will launch attacks when they feel like it, which is totally arbitrary and probably poor game design, but it does reflect the fact that the world does not revolve around your fortress anymore.
Title: Re: Future of the Fortress
Post by: lethosor on June 26, 2017, 09:55:53 pm
Does the Starter Pack feature this yet? Seems like it's even easier than disabling aquifers.
I may have missed some context here, but forcing sieges in 0.40+ is much harder than disabling aquifers (meaning nobody has figured out how to do it reliably in almost 3 years).
[Edit: I saw some reference to "changing 3 to 1". I couldn't find the wiki page you were referring to, but I'm assuming you're talking about some entity-level change, which I agree is probably simple.]


The conditions that cause sieges are more complex now, which makes it harder to know exactly why a siege isn't showing up. It may seem like they take longer compared to previous versions, but that doesn't necessarily mean they're broken (although they could be). If you have evidence of sieges not showing up when they should (e.g. like the "invisible caravan" bugs), providing a save could be helpful. Otherwise, it would be nice to remain civil and keep this thread focused on current development.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 26, 2017, 10:27:17 pm
Not forcing sieges. Selecting triggers.
http://dwarffortresswiki.org/index.php/DF2014:Entity_token

New DF players using the pack are presented with the option to limit population (great for fps) but not the option to make sieges come at a lower population or on a wealth trigger (so they end up with none after setting their pop cap too low). It's all in the individual entity raws, which most new players won't feel confident about messing with at first.

At least, that used to be the case. I was just asking if it still is.

(Were we not being civil? Sorry. But yeah, very off-topic).
Title: Re: Future of the Fortress
Post by: Putnam on June 26, 2017, 11:58:01 pm
Though, again, those numbers aren't "trigger a siege when this is reached" but "sieges may be triggered when this is reached".
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 27, 2017, 01:43:11 am
Though, again, those numbers aren't "trigger a siege when this is reached" but "sieges may be triggered when this is reached".
At the very least it will stop all those threads here and at Reddit which start "I've exported billions but still no goblins" and end "...pop cap 50 for fps reasons".
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 27, 2017, 05:51:52 am
 Did you ever find out what happened to the missing monster hunters and their petitions to hunt in your caverns from the last release? Might they finally make an appearance in the upcoming release?

And...
What role will prophets (fake or otherwise) play in fortress mode? Will they preach in the taverns (or temples)? Will dwarves get stressed about the future just listening to them? Will they petition? If so, what as? Entertainers? Something new?

I'm thinking sprawling nightclub tavern here. Happy dorfs grooving with the naked Elf troupe in one room, goth kids listening intensely to prophecies of doom in the next...
Title: Re: Future of the Fortress
Post by: LordBaal on June 27, 2017, 06:37:13 am
Did you ever find out what happened to the missing monster hunters and their petitions to hunt in your caverns from the last release? Might they finally make an appearance in the upcoming release?
Its obvious they got eaten by the monsters in the caverns so don't expect to see them ever again.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 27, 2017, 06:49:05 am
Did you ever find out what happened to the missing monster hunters and their petitions to hunt in your caverns from the last release? Might they finally make an appearance in the upcoming release?
Its obvious they got eaten by the monsters in the caverns so don't expect to see them ever again.
Beware the horrors that lurk deep within the Dwarf Fortress code...
Title: Re: Future of the Fortress
Post by: Fleeting Frames on June 27, 2017, 07:39:17 pm
Technically gnomeblight and harmful reagents are possibly applicable, but that matters on exactly how the coating system Adamantine swords for example are strong enough to withstand being lit on fire with fire snake extract for instance because of heat resistances, though you'll probably want to make the dwarf wear gloves or something most certainly like how people try to 'capture' the dust of forgotten beasts then have dwarves die trying to pick it up.

Run around on the battlefield setting elves on fire, watching their rags & flimsy wooden weapons burn, then slice through some solid metal titans and forgotten beasts like butter with the heat of the blade melting them.
I imagine this is a case of "Sounds good, my dwarf went to take a soapy bath and now my cats explode when they clean themselves" (provided it works; it seems like bug-testing would have caught "sold some fire snake extract to elves and they're now on fire"). My own testing with husking dust coated pick resulted in strikes husking enemies as their limbs flew off with that same cutting motion, and then cat-husks in post-combat cleanup - due the picklord being coated in their enemies' blood.

I imagine this washing-off problem would be present with any poisons applied to wielded melee weapons, unless being coated in poison becomes an aspect of that particular weapon. Of course, Kobolds don't wash themselves and you can use weapon traps or ammo, but it's bit of a problem to utilize.
Again, just because they can cross the land that fast doesn't mean they will in practice.
I'm like 95% sure you know this (f you do, don't need to reply), but in case you don't there's a chance they would (http://www.bay12forums.com/smf/index.php?topic=158646.msg7051512#msg7051512).
Title: Re: Future of the Fortress
Post by: Rockphed on June 28, 2017, 12:34:17 am
The fire snake extract+sword thing makes me wonder when other people will encounter the hilarity I found when I set blood thorn fixed temp to ~12k urists and discovered upon firing the bolts into goblins that the steamy bursts of boiling blood appeared to emanate from my location rather than the target they were stuck into.
Instant matter transmission for boiling blood. That's the Armokiest thing I've ever heard.
I don't think it was the goblins' blood.
It was their blood (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9942), that much I can be sure of (http://i.imgur.com/ZkwMLdi.png).

My favorite part of that bug report: "sorry about the mess, the camp is full of goblins and such from the nearby pits, but they make handy test subjects!"  I think it encapsulates so much of my experience with dwarf fortress.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 28, 2017, 07:34:41 am
I forget how it works exactly, but do kidnapped children retain any of their original entity settings once they reach adulthood, or do they become completely goblin entity members? Specifically I'm thinking about beards. It's all very well goblins sending evil dwarf spies to your fortress with false identities, but lack of beard is going to give them away every time, isn't it?

New migrant: Great to see you all! I'm your long, lost cousin Uldric.
Urist: Where's your beard?
Uldric: Urm...kea stole it...
Urist: You're a goblin spy, aren't you?
Uldric: ...yeah. I'll get my coat.
Title: Re: Future of the Fortress
Post by: PatrikLundell on June 28, 2017, 10:32:41 am
Hair growth is a physical property, not a cultural one, so unless the goblin culture mandated everyone to be clean shaven (and doesn't except spies), the goblin civ dwarven spy is more likely to give himself away by performing goblin permitted acts not accepted by dwarves while on a mission (such as killing people for private reasons).
And the current dwarven definition could even work around a cultural taboo on beards, as females do not have facial hair...
Title: Re: Future of the Fortress
Post by: Rose on June 28, 2017, 11:01:23 am
Also plenty of dwarves actually do shave their beards and/or head.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 28, 2017, 04:23:42 pm
Hair growth is a physical property, not a cultural one, so unless the goblin culture mandated everyone to be clean shaven (and doesn't except spies), the goblin civ dwarven spy is more likely to give himself away by performing goblin permitted acts not accepted by dwarves while on a mission (such as killing people for private reasons).
And the current dwarven definition could even work around a cultural taboo on beards, as females do not have facial hair...
Pretty sure that without beards defined in the goblin entity raws they won't get beards even if it's physically possible. My question was more from a player's point of view. Fake background is fine, but no beard description on a regular male dwarf would be a bit of a giveaway.

Just try starting as a dwarf adventurer from a human civ. It plays as if human civs actually had mandated no beards.

But like, I said, I forget how it works exactly. Maybe all dwarves (and humans) start growing beards naturally but without stylings after wandering around in the wild for a few years.
Title: Re: Future of the Fortress
Post by: Dorsidwarf on June 29, 2017, 01:58:55 am
I was doing some modding lately and I could have sworn that the default dwarven beardliness was close cropped, with beards being civ controlled?
Title: Re: Future of the Fortress
Post by: LordBaal on June 29, 2017, 06:03:45 am

For that kind of stuff work out more organically we'll need fashion to be integrated onto the game and culture to be more fleshed out perhaps.

Dwarves are physically capable of growing formidable bears yes, but how they are upkeep or grown are a different matter. Dwarblins (dwarves coming from goblins civs) could have bears but not breaded and shaven into especial forms, or could not have at all, really don't know how it works right know.

But beyond beards even clothes could given away. That's something that need development if Toady wants to be more realistic, and honestly don't know how high could this be on the priority list, if it's even there in the first place.

Title: Re: Future of the Fortress
Post by: Random_Dragon on June 29, 2017, 12:36:19 pm
But beyond beards even clothes could given away. That's something that need development if Toady wants to be more realistic, and honestly don't know how high could this be on the priority list, if it's even there in the first place.

This presents an interesting thought.

If NPCs ever gain the ability to scrutinize clothing choice, how will they handle a player that develops a preference for clothing or armor that doesn't match up with their natural identity? This could come about via gear stolen from another civ (taken as trophies for example), via reaction mods, or other methods both within and without the vanilla game's abilities.
Title: Re: Future of the Fortress
Post by: Max™ on June 29, 2017, 08:13:46 pm
Hair growth is a physical property, not a cultural one, so unless the goblin culture mandated everyone to be clean shaven (and doesn't except spies), the goblin civ dwarven spy is more likely to give himself away by performing goblin permitted acts not accepted by dwarves while on a mission (such as killing people for private reasons).
And the current dwarven definition could even work around a cultural taboo on beards, as females do not have facial hair...
Most interestingly, you can define the lengths individually for the head/facial hair instead of lumping them under hair in the raws, doing so means your outsiders and such will have long beards AND hair instead of figuring out how to shave while roaming the wilds. On the entity level you can mess with the TS_MAINTAIN_LENGTH values, I did this with goblins by setting them to like 10~15 to represent them shaving their kidnapped children regularly, though this reminds me of a question.

Does the TS_PREFERRED_SHAPING tag need a certain format besides just trying stuff like BRAIDED or SHAVED or whatnot? I couldn't get it to work with anything but the STANDARD_*_SHAPINGS entries, which brings up another question, are there any plans to move things like styling/jewelry/where jewelry can be equipped out to the raws in the near future?
Title: Re: Future of the Fortress
Post by: Bumber on June 30, 2017, 01:26:38 am
Quote from: Toady One
Kobolds are also no longer allowed to make claims on artifacts (they still steal them, of course). They always store them in the trophy room now -- finding a single artifact held by a kobold somewhere in the living area was too difficult. Artifacts were disappearing out of my backpack, and that's sorted out.
Kobold pickpockets? And by "sorted", I take it you mean you chopped their thieving little hands off?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 30, 2017, 01:42:30 am
Do retired adventurers contribute towards site rumours? For example, if my adventurer has visited or actually started at a fortress with a secret stash of artifacts, or if he's visited other retired adventurers in their own sites and seen their artifacts, is this knowledge recorded and can it then become rumours in the site I retire at? Let's assume I forgot to actively tell everyone about everything I'd seen before retiring.
Title: Re: Future of the Fortress
Post by: Knight Otu on June 30, 2017, 04:33:51 am
Quote from: Toady One
Kobolds are also no longer allowed to make claims on artifacts (they still steal them, of course). They always store them in the trophy room now -- finding a single artifact held by a kobold somewhere in the living area was too difficult. Artifacts were disappearing out of my backpack, and that's sorted out.
Kobold pickpockets? And by "sorted", I take it you mean you chopped their thieving little hands off?
More likely an instance of this bug (http://bay12games.com/dwarves/mantisbt/view.php?id=1179) or its relatives. :P
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on June 30, 2017, 10:25:32 pm
 What made you remove claims for kobolds? Or were they not meant to have them in the first place? Makes sense I suppose. Will there be a way to set 'claims artifacts' races when modding?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 01, 2017, 12:11:39 am
What made you remove claims for kobolds? Or were they not meant to have them in the first place? Makes sense I suppose. Will there be a way to set 'claims artifacts' races when modding?

My guess is that artifact claims ultimately lead to diplomatic interaction, and an ancient bit of the wiki claims that critters with the UTTERANCES token (likely without CAN_SPEAK as with bolds) don't handle diplomacy (currently, suing for peace to end wars) well.
Title: Re: Future of the Fortress
Post by: wierd on July 01, 2017, 07:49:35 am
Oh come on! A kobold diplomat with a screen full of *FRIBLDSKRT!* would be epic. It deserves to be a thing!
Title: Re: Future of the Fortress
Post by: golemgunk on July 01, 2017, 09:25:12 am
Oh come on! A kobold diplomat with a screen full of *FRIBLDSKRT!* would be epic. It deserves to be a thing!

It'd be funny if they could attempt diplomacy and get mad when you don't understand them. Maybe we're the uncivilized ones for not listening to them...
This actually makes me wonder though if there will ever be non verbal forms of communication for people who can't speak or don't know the same language. Like writing or sign language, maybe telepathy or something when magic comes in.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 01, 2017, 10:02:51 am
Well a kobolds mind is probably full of its garbled language and alien/primal concepts to the reader that it might not be worth the effort, and with the skulking civ tags & no positional places they don't have anybody to assign to the task of formal diplomacy or discussing terms, and let alone spend most of their time sneaking around.

Title: Re: Future of the Fortress
Post by: Knight Otu on July 01, 2017, 10:12:32 am
I think it's more likely that kobolds no longer get to claim artifacts to make sure the artifacts are, in fact, stored in their trophy room, as indicated by the following sentence.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 01, 2017, 11:54:04 am
I think it's more likely that kobolds no longer get to claim artifacts to make sure the artifacts are, in fact, stored in their trophy room, as indicated by the following sentence.

Ah, that makes more sense. It looks like in other cases (like the duchess' family losing an artifact on death) the artifact ownership is still at the family level, which Toady said was his idea basically last year (July 22nd). This leads to another interesting question though:

With kobolds stealing artifacts and such, how will they react if an artifact is stolen from them? Will they act as if they have an informal, civ or site-level ownership of the artifact by deliberately trying to take it back, or will any re-theft of the artifact be an incidental consequence of kobolds just thieving in general?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 01, 2017, 12:04:31 pm
Kobolds don't have ethics in place to react to things being stolen, so the likelyhood is that they wont care or it'll be on a strictly personal basis (but kobolds can't claim anything and will attack/run from you on sight so its not going to be a longstanding issue)
Title: Re: Future of the Fortress
Post by: Toady One on July 02, 2017, 12:13:20 am
Thanks to Valtam, Shonai_Dweller, Knight Otu, PatrikLundell, FantasticDorf, and anybody else that helped to answer questions this time!

Quote
Quote from: FantasticDorf
The former part of reponse obviously mentions using poisons but in general by the next release, will additional 'emissions' such as poisons, blood and sweat (the last two probably situtional to the creature, dragon blood is extremely hot) have more of a purpose for existing upon the import and trading screen, given that copious amounts of honeybee poison is more useful than gremlin tears (unless gremlin tears is used in a specific way possibly related to magic)

Tangental additional question, how do you propose to harvest emissions from monsters that cannot be tamed without first encouraging players to either mod around the problem or somehow scooping reagents off the floor (as to say it spat its poison or dustcloud at you)

> Melting gnomes in gnomeblight coated swords, purposefully applied or throwing captive gnomes into gnome blight tipped trap pits. Looking foward to it.

From the second latter half of the response, does this imply that the kobold caves follow more rules on how to manage egg laying populations, and is this behaviour only doable on cave sites, or will however its implemented (eggboxes? special citizen laying beds) be applicable to all races in all sites?
Quote from: Egan_BW
Given that Kobolds lay eggs, what should happen if an adventurer steals a fertilized egg from some kobold caves? Would the egg hatch into a newborn kobold?

I haven't done anything with substance collection, and don't really have a proposal at this time for setting up harvest for untamed creatures.

I haven't done anything fancy with civilized eggs either.  They aren't fertilized.  There's quite a bit of work to be done there, but it's a little more annoying than pregnancy since the egg is off rolling around early.

Quote from: kontako
You state that Maps, sites, entities, historical figures, artifacts, myths, etc. will be part of the myth and magic update.
Does 'sites' include more natural sites? I'm referring to an extension beyond the current mountain peaks and volcanos as to include things like stone pillars, groves or tar pits.

Yeah, magical/fantasy landforms are on the menu, with a pretty solid goal of doing at least one drastic world-level possibility for the first release.  This doesn't mean there will be an extension to more mundane landforms though (e.g. regular groves or tar pits).

Quote from: Shonai_Dweller
Just to recap, npc artifacts (in the next release) will consist of:
1) Crafts made by moody dwarves
2) Holy relics (pieces of dead priests and so on) made (blessed?) by humans
What else? Will Elves and Goblins make artifacts, or are they limited to stealing from dwarves and humans and receiving them diplomatically?
If I have a modded town dwelling civ that has no religion or moods, will they make artifacts?

Knight Otu mentioned the named ones (everybody but kobolds does that), and that might be it.  Goblins get plenty of artifacts from kidnapped dwarves which then get moods.  Your modded town would just get the hero-named artifacts.  Of course, part of the idea of this release was to lay a groundwork for any number of magical artifacts later on, so the hope is that the situation will be quite a bit more interesting after the next step.

Quote from: LorrMaster
With the inclusion of different planes of existance, what kind of differences could planes have between worlds? For example, could we have a plane made entirely of gold filled with a single type of creature?

Also, how will these planes interact with the normal world?

This is the idea!  We'd like to have several types of linkages, but we'll see what happens for the first release -- since it is an extensive rewrite, planes might not even make it, though we are currently planning on taking the plunge.  Once the geometry of the game is rewritten, we should be able to attach planes in various ways -- portal tiles, portals you can walk through from one direction, plane shifts into a shadow/mirror/astral/mental plane/state, boundary transfers like wandering into a block that becomes dual with and then restricted to a "fairy" world (so you can't go back the way you came once you drift), weird other-dimensional dwarf mines (who knows how to do the interface for that...), proper underworlds...  lots of possibilities, and we'll try to tackle them.  The rewrite should also support cylindrical worlds, finally, since blocks would just be stitchable on the e/w edge.  Doing a proper sphere is much more difficult (technically impossible with square tiles, though there are workarounds).

Quote from: Beag
Will our demigod adventurers have godly parents who can grant them divine powers?

We were hoping to do this at some point, even hacking something in when we added them originally, but we aren't there yet.

Quote from: CptAWatts22
When someone attacks your fort over an artifact that you did not agree to hand over. Is that a deceleration of war or is it just a battle? Can it lead to wars?

I think the way sieges are set up it would always be the start of a legitimate war.

Quote from: Random_Dragon
Will kobolds have any positions and entity tokens defined as a result of these changes to caves, or will some hardcoded behavior be involved there?

I haven't added any kobold positions, and I don't think we intend to add them.  I devlogged a bit after this question about the new animal and no artifact claim stuff for them, and those are the new changes.

Quote from: FantasticDorf
If there are changes to animal code and the summary way animals are handled by civs, would this bring in changes to the taming & domestication system, and also properly simulate worldgenerated animal economies rather than the 'killing fields' in human towns where humans warp in world generated tame cavern creatures below them (olms etc) without any form of actual realized connection other than broad adjacency

Sort of bringing us closer to being able to buy a horse from the local market, if there's a little stable area of the market with animals roaming about and in cages within site animal stockpiles/pastures, having a peek at what the local civ has domesticated and how much ready stock they have of it to put towards a army, food or local defence.

One last question on this point, do any races have specific preferences & handling of aquatic or (moreso water bound) amphibious animals in this new scheme?

I haven't done anything with this.

Quote
Quote from: squamous
As of this version, bows and crossbows are more or less useless in adventure mode, due to the long reload rate and the sheer amount of bolts needed to put a target down, unless you get a lucky hit in. Are there any plans to increase the effectiveness of ranged weapons any time soon, or give them the ability to target specific body parts?
Quote from: Max^TM
Alternatively: most likely it is "sounds good, nothing scheduled" but being able to mod firing/reload time or at least having the action of firing and reloading split up--instead of automatically reloading while being hacked at with an axe or chewed on by a giant zombie polar bear--would help provide a reason to actually use the ranged attacks rather than throwing the ammo, not to mention the additional tactical depth coming from choosing when and where to prepare another shot. After the combat/movement speed split for melee weapons it feels like ranged weapons have been left behind somewhat, is this going to be included in the eventual combat styles and such rework or was it sitting on a pile of "wanna get to it if pile gets down this far" stuff?

There aren't any specific near-term plans, though all of that is in the combat notes.  I'm just not sure when I'll get to them.  Certainly before or during any complicated combat rewrite (such as combat styles).  But that is also at an undetermined spot right now.

Quote from: RobotFighter7
During the magic arc, will night creatures as they currently exist be touched upon in the initial release? Will we see different rules or origins for things like vampires and night trolls? If you get to magical automatons, do you think you'll do anything with constructed undead as well?

Hard to say what's going to happen in the initial release, but night creatures are part of the current myth generator and so they are subject to the changes that happen to creatures there.  It's possible something will happen, but I can't commit to specifics yet.

Quote from: Shonai_Dweller
If you raid a civ constantly, stealing their stuff and beating up their people, will that civ respect the regular siege triggers before retaliating? Or will there be a new 'annoyed enough to declare war' trigger now? In fact can a civ declare war without sending an army to attack, or is war only 'officially' started the moment a siege begins?

Yeah, being a jerk nullifies your right to siege triggers.  The siege triggers are meant to protect forts starting out, not to protect you from the consequences of your actions, he he he.

Your actions can lead to war, not just for yourself, but between the civs.  As far as they're concerned, if your force is caught raiding them
(rather than sneaking in and grabbing an artifact without violence), a state of war already exists at that point (the game technically distinguishes between 'skirmishes' and 'war', but it isn't used everywhere yet and we often just jump up to 'war').

So the consequence of your artifact raid might be a dwarven site being attacked elsewhere.  I really need to make that outpost liaison rumor screen less crappy so that you can see what you're responsible for (probably using adapted post-raid mission report stuff).

Quote from: FantasticDorf
Are the poison vermin one use only wholly consumed in the extraction (requiring recapture or breeding more) or will summary changes to animal-code make vermin on the whole more persistent in the future if they are going to be used in more common commercial use, such as re-milking them for the poison? Such as how mog hoppers have use for making drinks for instance, domesticating them within the dwarven preferences so i can import mog juice ale from the mountainhomes etc.

It's noted that vermin do seem to breed within a certain capacity when they are placed in a 3x3 or 2x2 square for adjacency, so its quite reasonable to use a cave spider silk farm/modified setup and burrowed kennel controls to micro manage a enclosed area. I've made a mint exporting hamsters to the elves before in well decorated cages so it's a piece of cake.

Nothing has changed about this.

Quote from: Random_Dragon
Related, is this poisoned weapon stuff going to be accessed via hardcoded behavior, or will there be some way for custom reactions to make use of this?

I've just added poison weapon traps, not poisoning weapons more generally (aside from the code that already existed).

Quote from: pikachu17
So, what do you think the next release will give to modders?

The animal defs for entities are the biggest thing.  Maybe a bit to do with display furniture.  Artifacts themselves didn't really change the raw files at all.  All the agent/prophet/pilgrim monk stuff piggybacks on existing religious entities and the SCOUT entity role.

Quote from: FantasticDorf
Will the unique elf arrows gain any new effects in this or the forseeable roadplan with the ability to apply effects onto it?

Hard to say what we'll get to, but yeah, there was a time long ago when elf arrows in the game turned into giant thorn balls and there was a little pop of blood.

Quote from: Shonai_Dweller
When you were working on the new poisonous animals class, did you put giant desert scorpions back in?

Will kobolds thieves bring their pets with them on raids?

The squeaky wheel doesn't always get the grease!

If a kobold civ's brazenness is high (due to successful thefts), and they'd be bringing a large distraction/escort already, then yeah, now they'll bring a pet for fun (Llurbin the giant cave spider in the test, killer of my yak).  But they don't do full scale monster attacks.

Quote from: FantasticDorf
Do all sites have animal containment pits/areas toady? Or is that a exclusive feature to the kobold caves

It hasn't changed, so the humans still keep animals in pastures and the muddy areas behind houses in towns.  Goblins still have those giant work pits where the troll shearing occurs.

Quote
Quote from: ZM5
Gonna go ahead and ask a question regarding the new entity pet stuff - will it mean it'd be possible to add sentient beings to always appear with a particular civ? I.e a modded civ always having tigermen citizens in it.
Quote from: GoblinCookie
Under the new predefined pet function that now exists, what happens were I to add in an intelligent creature as an environment independent 'pet' of a civilization started by another type of creature. How well would this work as a workaround for the inability to define a multi-species civilization in the raws? Presumably things work generally as they do with trolls at the moment, no historical figures would be automatically generated but those promoted during play would be able to take up positions (though trolls will never because they cannot speak, so not a perfect analogy).

Another question is what happens if I define a creature in an entity file to be the pet *of* itself. Does this cause everything to crash, or do we end up with two populations, one of which is the pet population and the other the citizen population.  I ask not merely out of curiosity but because having a second pet population of the main creature sounds like a good way to prevent population replacement of dark fortresses by stolen children.

They wouldn't get citizen status if they come in through an animal def -- they'd still be relegated to a pet status, stuck in a different population structure.  Pretty much like trolls, yeah.  I don't think a same-race pet pop would cause a crash, due to the different population structure...  it would just be weird, kind of like if every instance of a troll you found were named goblin instead, living alongside the civilized ones.

Quote from: Shonai_Dweller
A while ago, fotf reply? Interview? Sorry I forget exactly when, you mentioned that you'd be looking into optimizing sites in adventurer during this release.
Is that still on the schedule? Kobold sites sound like lots of fun, but not if they run at the current speed of some of the bigger dark fortress/city sites.

On my first pass, I tried several 1000+ dark forts without running into issues.  I'm going to try again before the release with some newer saves if they are around.  Older saves don't apply since they didn't have the tower sprawl, which spread out the pops to decrease the number of units loaded.  If sites are okay with ~500 units loaded, they should be fine, but I'm sure there are still bad towers I just need to run into.  I didn't have issues in kobold sites.

Quote from: Shonai_Dweller
Are kobolds poison immune?

Since they don't have containers, I imagine it must be great Fun trying to get the poison from spider to trap. Or maybe trained spiders and snakes do it by themselves...?

Nope, they just live in danger with little value for their own lives right now.  But they get along with their pet bugs.  At least I didn't see any deaths.

Quote from: RobotFighter7
When potions are implemented, are there any plans for adding different ways to apply them and other syndrome-causing substances beyond drinking from a container or being struck by a coated weapon?

We have four ways that syndromes can be activated right now, so I imagine ointments/etc. applied to the skin might also be involved.  Not sure about something you breathe in (powder?  some sort of gas?  depends on where item defs are at).

Quote from: FantasticDorf
Even if they are not particularly a fixture in normal fortress gameplay, will you be able to coat weapons in Arena mode with a liquid of your choice?

I haven't done anything with that.

Quote from: Hapchazzard
1. Will there be a setting for artifact abundance during worldgen?

2. Will there, in the future, exist a need to properly identify an artifact? Right now, everyone is able to immediately recognize an artifact upon seeing it, which usually doesn't make much sense. I'd imagine there'd be several ways to identify an artifact - either someone in your fort has outright seen it before(and is aware of what it is), has heard/read about it somewhere(with varying degrees of certainty), etc. and if you have a suspicion that an item you posses might be an artifact, you could send out a squad of scholars to scour nearby libraries for more info. Even if you know what the artifact is called, you might not know other info, such as origin, magical properties, etc. This could create very interesting situations, for example purchasing a cheap, weird bone crown from a caravan and it turning out to be an ancient artifact that turns the wearer into an extremely powerful lich, causing much fun in the fortress.

3. How much info about the world's creation myth and magic would your average adventurer have access to initially? How about your fort?

1. That didn't come up, no.

2. It's reasonable, yeah.  People certainly shouldn't know every artifact off the top of their heads, and non-experts should be able to understand every scholarly tome either.  Not sure when we'll get to that sort of thing.

3. Hard to say at this point!  Exposition is one of the key problems, and it's exacerbated by the sheer amount of random crap that will occur at some of the settings.  The starting paragraphs in both modes are probably the most important spot just to set the stage, along with whatever you'll see during world gen.  Ideally we'd be able to drip additional details as needed without you having to read a giant encyclopedia, but it'll be hard to mimic the kind of ongoing active-play exposition you get in more scripted games.  On a more general scale, we'd like it to be possible for there to be great mysteries in the world that don't just get dumped on you, and it would be cool to have a setting that had everything hidden from you and you just have to roll with the punches as you get your bearings.  But there are difficulties in all of this.

Quote from: Shonai_Dweller
Did you ever find out what happened to the missing monster hunters and their petitions to hunt in your caverns from the last release? Might they finally make an appearance in the upcoming release?

And...
What role will prophets (fake or otherwise) play in fortress mode? Will they preach in the taverns (or temples)? Will dwarves get stressed about the future just listening to them? Will they petition? If so, what as? Entertainers? Something new?

Yeah!  I had moved a code block out of a loop to speed things up, but a 'break;' came along for the ride, entirely nullifying monster slayer visitors in the event you had discovered an underground layer.  That's fixed now.

Prophets, pilgrims and monks come if you have an aligned temple.  But fort mode is pretty boring here, probably because we never got to the whole priest thing more generally (so no petitions available -- has to do with the religious entities being broken up from the site entities, makes it a real pain until we get that resolved in a more focused way w/ religious embark scenario stuff).  If you'd have told me ten years ago we'd have assignable fortress temple dancers before we had fortress priests, I'd have been very confused.  We were originally hoping to do religious riots and persecution at least for this release, but that was all a tangent so it didn't happen.  Still might do a bit of incidentals with it as we're cleaning up false prophets and doing some agent tests at the end here, on to provide something beyond just watching the prophet scream.

Quote from: Shonai_Dweller
I forget how it works exactly, but do kidnapped children retain any of their original entity settings once they reach adulthood, or do they become completely goblin entity members? Specifically I'm thinking about beards. It's all very well goblins sending evil dwarf spies to your fortress with false identities, but lack of beard is going to give them away every time, isn't it?

They might have a few things like their religious beliefs intact, depending on their age when they were taken, but I'm pretty sure they'll screw up hair styles now.

Quote from: Random_Dragon
If NPCs ever gain the ability to scrutinize clothing choice, how will they handle a player that develops a preference for clothing or armor that doesn't match up with their natural identity? This could come about via gear stolen from another civ (taken as trophies for example), via reaction mods, or other methods both within and without the vanilla game's abilities.

It's hard to say what we'd get to first -- they can think about other entities, so it might call up their thoughts on the entity in question.  Or just that the player is being odd or flamboyant.  Or something related to disguises/cirme.  Not really sure what angle will appear first, since the customs/status stuff might involve clothing, or it might not.

Quote from: Max^TM
Does the TS_PREFERRED_SHAPING tag need a certain format besides just trying stuff like BRAIDED or SHAVED or whatnot? I couldn't get it to work with anything but the STANDARD_*_SHAPINGS entries, which brings up another question, are there any plans to move things like styling/jewelry/where jewelry can be equipped out to the raws in the near future?

This isn't something that can be defined with new tokens yet.  It only takes NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN, STANDARD_HAIR_SHAPINGS, STANDARD_BEARD_SHAPINGS, STANDARD_MOUSTACHE_SHAPINGS, STANDARD_SIDEBURNS_SHAPINGS.

I don't have near future plans to change these things, though yeah, it's lackluster.

Quote from: Shonai_Dweller
Do retired adventurers contribute towards site rumours? For example, if my adventurer has visited or actually started at a fortress with a secret stash of artifacts, or if he's visited other retired adventurers in their own sites and seen their artifacts, is this knowledge recorded and can it then become rumours in the site I retire at? Let's assume I forgot to actively tell everyone about everything I'd seen before retiring.

There are some rumors they have right now, but I don't think it records passive rumors for your adventurers.  So you can't say you've seen an artifact in a display case, but you can say you've picked up/dropped something, and I think that you've seen somebody else do it (since those incidents get witness reports).  I could be wrong (might get the passives).  Retired adventurers can pass on these rumors, but they might need to travel first.  I don't think it makes you spill your guts right when you retire.

Quote
Quote from: Shonai_Dweller
What made you remove claims for kobolds? Or were they not meant to have them in the first place? Makes sense I suppose. Will there be a way to set 'claims artifacts' races when modding?
Quote from: Random_Dragon
With kobolds stealing artifacts and such, how will they react if an artifact is stolen from them? Will they act as if they have an informal, civ or site-level ownership of the artifact by deliberately trying to take it back, or will any re-theft of the artifact be an incidental consequence of kobolds just thieving in general?

Yeah, Knight Otu is correct that we were mainly worried about getting artifacts out of their hands and into the trophy room, but we also don't think of kobolds as personal-property-oriented, generally.  I agree a kobold diplomat would be funny, but they'd obviously just be being mischievous and half-oblivious about it.  Entities all claim artifacts, unless you specifically turn it off -- it's sort of half-assed now (just a new tag), since property stuff is going to drop a bomb in it two releases down the track anyway.

And yeah, FantasticDorf is right -- any attempt to reclaim the artifact would be an accident.
Title: Re: Future of the Fortress
Post by: Egan_BW on July 02, 2017, 12:31:38 am
Thanks, ye Toad. <3
Title: Re: Future of the Fortress
Post by: Max™ on July 02, 2017, 01:35:45 am
Yay monster slayers and info on hair which reminded me of the amusing case of messing with dfhack and ending up with a bearded elf who wore his moustache in a ponytail.

I'm not sure yet, but have you seen the bug report/encountered the zombie-merchant bug in a town? Outside of the "RAWR KILL NEUTRALS" ethics stuff causing library bloodbaths the only awful crawl lag I encounter is the zombie-merchant stuff. Dark Fortresses are nice and unlaggy... until you deconstruct the bottom floors and drop the top into hell, but I also removed trolls because their population was too high to deal with, but that was before I removed the kill_neutral:required line (turning it to acceptable works great) so I should probably check on that again.
Title: Re: Future of the Fortress
Post by: Knight Otu on July 02, 2017, 03:08:49 am
Thanks for the answers, Toady, and congratulations ThreeToe!
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 02, 2017, 05:25:52 am
Whoops looks like i missed the mark on many of my questions but thanks for the response Toady.
Title: Re: Future of the Fortress
Post by: Asin on July 02, 2017, 08:59:14 am
Any new tags? I have a mod, and I just wanna be sure what the new tags are so that I may update the mod for the upcoming version!
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 02, 2017, 09:01:28 am
Any new tags? I have a mod, and I just wanna be sure what the new tags are so that I may update the mod for the upcoming version!
There's usually a list of changes in the 'file changes.txt' with every release.
Title: Re: Future of the Fortress
Post by: Witty on July 02, 2017, 10:53:45 am
I'm happy to see that we'll finally get visits from the monster hunters. Now I don't have to use my own citizens as fodder for the skin-rotting FBs.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2017, 12:54:09 pm
Interesting answers as always.

Quote
I haven't added any kobold positions, and I don't think we intend to add them.  I devlogged a bit after this question about the new animal and no artifact claim stuff for them, and those are the new changes.

This is good then, that your fixes here don't involve kobold positions. I can confirm from modder experience that, as of current version, kobold positions only solve a few of the problems related to kobolds not doing proper site stuff. The closest I've been able to do effectively turns the area around caves into haphazard tent cities due to wandering soldiers wandering around the area.

Quote
The squeaky wheel doesn't always get the grease!

This sads the dragon.

Quote
On my first pass, I tried several 1000+ dark forts without running into issues.  I'm going to try again before the release with some newer saves if they are around.  Older saves don't apply since they didn't have the tower sprawl, which spread out the pops to decrease the number of units loaded.  If sites are okay with ~500 units loaded, they should be fine, but I'm sure there are still bad towers I just need to run into.  I didn't have issues in kobold sites.

How beefy is the computer you use for testing this stuff? Because fortress and dark fort lag seems to be a looming threat even for computers above potato-class, like my older desktop was. XP
Title: Re: Future of the Fortress
Post by: Nibblewerfer on July 02, 2017, 01:31:34 pm
I think that he was saying the density of creatures in goblin sites is greatly decreased because of the now greater number of towers that they can inhabit.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 02, 2017, 02:04:32 pm
Hmm, I see now. Been fiddling with tower density, interesting.

Problem with that is that watchtower population is only part of the lag. Most often it's the bonehoard or whatever you call the pits where goblins inter the dead and store their livestock.
Title: Re: Future of the Fortress
Post by: Derpy Dev on July 03, 2017, 10:47:26 am
Do you have any ideas for other HFS level spoilers that you aren't revealing? I'm curious about whether or not I will be surprised by anything huge that isn't in an update log.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 03, 2017, 11:36:07 am
Hmm, I see now. Been fiddling with tower density, interesting.

Problem with that is that watchtower population is only part of the lag. Most often it's the bonehoard or whatever you call the pits where goblins inter the dead and store their livestock.

The creatures are probably held to check with the new population limiting tags i think which would stop the pits from being so busy

]Do you have any ideas for other HFS level spoilers that you aren't revealing

See underlined, no issue with asking questions like that but you're probably not going to get a very revealing response when it comes to secretive HFS stuff in which the whole aspect relies on suprise. There's some details about 'possible' things on the development plan (http://www.bay12games.com/dwarves/dev.html) and from Toady's comments.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 03, 2017, 11:46:12 am
Kobolds with weaponized forgotten beasts confirmed? 3:
Title: Re: Future of the Fortress
Post by: Derpy Dev on July 03, 2017, 01:02:15 pm
]Do you have any ideas for other HFS level spoilers that you aren't revealing

See underlined, no issue with asking questions like that but you're probably not going to get a very revealing response when it comes to secretive HFS stuff in which the whole aspect relies on suprise. There's some details about 'possible' things on the development plan (http://www.bay12games.com/dwarves/dev.html) and from Toady's comments.

I don't want a revealing response. I don't wanna be spoiled. I just want to know if plans exist. Thanks for the link though!
Title: Re: Future of the Fortress
Post by: leoboiko on July 04, 2017, 05:47:23 am
In-game languages: is the new framework intended for the next couple releases? What are the current plans language-wise? Specifically, do you have any of the following in mind?:

Thanks for everything!
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 04, 2017, 06:02:11 am
In-game languages: is the new framework intended for the next couple releases? What are the current plans language-wise? Specifically, do you have any of the following in mind?:
  • A description of the phonologies and how they map to the orthographies
  • Procedurally-generated historical sound changes
  • Creature-to-creature spread of sound changes (resulting in dialects, etc.)
  • Inter-language influences/borrowing
  • Morphology

Thanks for everything!
You're probably better off taking those to the suggestions forum. Sure, there are plans for expanding language one day, but the next few years are going to be spent on cleaning up this next release and getting out one or two mythgen releases. And mythgen's detailed plans don't include a new language framework (at the moment).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 04, 2017, 06:25:48 am
Backing up Shonai Dweller, there's already 'languages' in the game with different linguistic rules (as seen here (http://dwarffortresswiki.org/index.php/Language)) and shonai is also right in that you should take & read suggestions similar to that to the suggestions forum.

I would not bet on your chances of Toady replying indepth, or with a response outside of "sounds good, no timeline" or "There are no immediate plans for that in the next few releases"

Title: Re: Future of the Fortress
Post by: KittyTac on July 04, 2017, 07:37:17 am
Will magical explosions be able to destroy natural tiles?
Title: Re: Future of the Fortress
Post by: leoboiko on July 04, 2017, 07:57:58 am
Backing up Shonai Dweller, there's already 'languages' in the game with different linguistic rules (as seen here (http://dwarffortresswiki.org/index.php/Language)) and shonai is also right in that you should take & read suggestions similar to that to the suggestions forum.

I would not bet on your chances of Toady replying indepth, or with a response outside of "sounds good, no timeline" or "There are no immediate plans for that in the next few releases"


The current in-game languages don't have the things I've asked about.

I realize these are basically suggestions, but I searched this thread and saw a few references to a language framework rewrite in the works, related to profecies and stuff; so I was wondering what's planned for this restructuring he's talked about. I'll be glad to make linguistic suggestions, thanks for pointing me in that direction. I might or might not be considering a dfhack script to spice up the current languages within the existing framework..
Title: Re: Future of the Fortress
Post by: edwahjr on July 04, 2017, 11:15:05 am
You have previously mentioned wizard assistants being used as hosts for demons, and you have mentioned sentient artifacts. Would it be possible to bind a demon to an artifact? Would there be any effects based on the demon's attributes?
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 04, 2017, 11:17:03 am
You have previously mentioned wizard assistants being used as hosts for demons, and you have mentioned sentient artifacts. Would it be possible to bind a demon to an artifact? Would there be any effects based on the demon's attributes?

Lime green is your friiiieeend. It's how Toady looks for questions.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 04, 2017, 11:30:15 am
The forum convention is to mark questions to Toady in (lime) green to allow him to find them when answering at each turn of the month.
Both of the things you ask require magic, which isn't implemented in the artifact release, but is the subject of the next major arc (whose development will start half a year or so after the current release is done, given bug fix/improvement/minor addition releases following the major one). Also note that myth & magic is a large area that probably requires more than one major arc to implement, and it is not certain all of those will be performed in sequence, so some things may be pushed into the unscheduled future.
Binding of demons etc. into vessels are things that are probably intended to be implemented, although when is a different issue. As to effects it probably depends:
- An item specifically made to hold a demon/spirit/... to harness its powers would presumably do so.
- An item designed to contain a powerful creature (to keep it imprisoned) would probably try to nullify any effects, but may fail to do so completely (in which case the effects would probably mainly be negative ones).
- An item designed to contain a creature to allow it to enter a realm where it cannot go unshielded would probably be designed to provide the creature maximum agency.
Title: Re: Future of the Fortress
Post by: golemgunk on July 04, 2017, 02:08:45 pm
iirc there's already some framework set up re: separation of body and soul that'll probably allow for things like "soul vessels" later on.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 05, 2017, 12:15:58 am
- An item designed to contain a powerful creature (to keep it imprisoned) would probably try to nullify any effects, but may fail to do so completely (in which case the effects would probably mainly be negative ones).
Upon first thought, I'm thinking of an artifact sock that shoots webs everywhere cause someone used it to seal a spider FB.

Upon second thought, I recall how cages that capture FBs may be too hot to be moved (and not sure if they could emit poison gas/miasma too if the occupant uses poison gas/is rotten), so this is already sorta present.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 05, 2017, 03:11:17 am
I believe cages are air/water tight (and has been used to save creatures from drowning during flooding), which would imply gas etc. won't get out (and cages with GCS' don't spew webs). I think the only things that can get out of cages are sperm (impregnating nearby females of that animal species) and reanimated corpses (they are teleported out of the cage on reanimation). Temperature calculation is probably not a good model for how a soul/creature containing item could affect the surroundings, though.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 05, 2017, 05:31:42 am
Well, I know for fact miasma escapes buildings even if miasma-producer is inside the building, and cages at the very least can be a building, so I'd guess miasma would escape a cage (don't feel like starving grazer to test unbuilt cage rn).
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 05, 2017, 07:25:19 am
Well, I don't get miasma from animals dying of old age (or starving to death) in free standing cages even when I don't bother to clean the corpses out. I haven't had anything dying in built cages, though.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 05, 2017, 09:59:15 am
I always thought that the cages itemised the creature (still alive etc), like how things don't rot inside barrels/containers even though there's no reason besides flavour explanations & game features for it to hold out for 200 years in pristine condition locked behind a walled off room or something as a example.

Though edible honey was found in egyptian pyramid tombs, but that's besides the point in regards to honey having longetivity when stored, as opposed to something that might rot easily or go stale like a meat-biscuit.
Title: Re: Future of the Fortress
Post by: Beag on July 06, 2017, 02:48:15 pm
1. Will some civilizations prohibit the use of magic?
2. Could some possible corruptions from magic include growing extra limbs such as a tentacle or a tail?
3. Could magic users hide their corruptions under heavy amounts of clothing?
Title: Re: Future of the Fortress
Post by: Bumber on July 06, 2017, 05:29:29 pm
1. Will some civilizations prohibit the use of magic?
2. Could some possible corruptions from magic include growing extra limbs such as a tentacle or a tail?
3. Could magic users hide their corruptions under heavy amounts of clothing?
Looks more like a suggestion to me.

2 sounds reasonable for the magic update, but 1&3 depend on crime and disguises, so no timeline.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 06, 2017, 10:07:37 pm
Will dwarf civs now attack other sites they find annoying in initial worldgen, or is provoking them enough to retaliate only something the player is able to achieve?

Once they're at war will both sides continue to send armies to attack each other's sites, or will your civ end up turtling in the way dwarves do right now?
Title: Re: Future of the Fortress
Post by: Witty on July 07, 2017, 12:06:06 am
Toady, in your most recent update you mentioned sending your expedition leader to raid a mountainhome, which the dwarf did not survive. The civ responded with a small siege of ten troops. Was this small force sent because you sent such a tiny force to attack? If one sends larger forces to raid sites, will the civ send larger retaliation forces?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 07, 2017, 01:20:29 am
Toady mentioned in last week's reply that civs declare war on your civ as a whole in retaliation for being raided, as opposed to specifically sending counter-attacks to the raiders site.

I guess the small force is just a result of it being a first attack or whatever it is makes goblins only send a small number of troops at first in the current version (wealth? population? Goblin sense of fair play? something like that probably).

Oh, and another question:
What season will dwarves attack in?
Any season? Just Autumn? Any chance to see a seperation of 'friendly merchant visit' and 'gonna kill ya all' active seasons?
Title: Re: Future of the Fortress
Post by: Valtam on July 07, 2017, 10:49:01 pm
Toady mentioned in last week's reply that civs declare war on your civ as a whole in retaliation for being raided, as opposed to specifically sending counter-attacks to the raiders site.

I guess the small force is just a result of it being a first attack or whatever it is makes goblins only send a small number of troops at first in the current version (wealth? population? Goblin sense of fair play? something like that probably).

Oh, and another question:
What season will dwarves attack in?
Any season? Just Autumn? Any chance to see a seperation of 'friendly merchant visit' and 'gonna kill ya all' active seasons?

I believe you won't ever receive friendly merchant visits from potentially antagonistic dwarven civilizations, as they don't trade with you in the first place (at least from my limited experience in current vanilla DF). I might be mistaken, but siege seasons get increasingly disrespected as the enmity between civs grows bigger. I've had goblins attacking me during summer and the beginning of autumn all the same, so long as it's not the first wave. I imagine enemy dwarven raids probably work like goblin and kobold ambushes, sent in a yearlong basis.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 07, 2017, 11:24:15 pm
Come Autumn, you'll get merchants from your own civ and a siege from the enemy dwarf civ. Will be messy, but very predictable. Would be nice if active_season could be set separately for merchant visits and sieges (with the option to set sieges to act like tower sieges). Goblins are active all year round (they have active_season spring, summer, autumn and winter - dwarves have autumn, humans have summer, elves have spring, zombies are magic).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 08, 2017, 05:27:20 am
Dwarves don't have vanilla siege triggers so it seems that they'd turn up at any time in the autumn regardless (it be interesting to add some later and see if other conflicts such as artifact disputes could trigger a dwarf civil war) like the latest devlog shows.

The final challenge for a civ who has too much time on their hands and not enough boatmurdered shenanigans, forget goblinite, obtain the most precious dwarfite from your own kind who are also quite OP in terms of martial stances, steel etc.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 08, 2017, 05:51:27 am
Dwarves don't have vanilla siege triggers so it seems that they'd turn up at any time in the autumn regardless (it be interesting to add some later and see if other conflicts such as artifact disputes could trigger a dwarf civil war) like the latest devlog shows.

The final challenge for a civ who has too much time on their hands and not enough boatmurdered shenanigans, forget goblinite, obtain the most precious dwarfite from your own kind who are also quite OP in terms of martial stances, steel etc.
As Toady just said, provoking other civs actually bypasses all the siege triggers anyhow. Sounds like lots of Fun!
The sight of gleaming steel swarming over the horizon really is Fun when you're still scrambling for copper...
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 01:46:38 am
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 09, 2017, 02:16:27 am
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.
Since the point of the past couple of month's work is to make kobold caves, then, yeah, kobold caves will be 'fixed'.
Weren't kobold adventurers removed from the last release? With no playable races adventurer stops being an option for some reason.
So, I guess it's just your mod which is broken.
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 02:25:20 am
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.
Since the point of the past couple of month's work is to make kobold caves, then, yeah, kobold caves will be 'fixed'.
Weren't kobold adventurers removed from the last release? With no playable races adventurer stops being an option for some reason.
So, I guess it's just your mod which is broken.

Pretty sure just adding [ALL_MAIN_POPS_CONTROLLABLE] won't break anything.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 09, 2017, 02:44:16 am
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.
Since the point of the past couple of month's work is to make kobold caves, then, yeah, kobold caves will be 'fixed'.
Weren't kobold adventurers removed from the last release? With no playable races adventurer stops being an option for some reason.
So, I guess it's just your mod which is broken.

Pretty sure just adding [ALL_MAIN_POPS_CONTROLLABLE] won't break anything.
Yes. So what was your question? Other Kobolds attack you when you mod them to be playable as adventurers?

With no context, "Kobolds are broken, fix them!" is likely to receive a reply of 'no they're not' after you wait all month for an answer.
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 03:10:33 am
Yes. So what was your question? Other Kobolds attack you when you mod them to be playable as adventurers?

Exactly.
Title: Re: Future of the Fortress
Post by: Egan_BW on July 09, 2017, 03:12:00 am
Well, it's not a bug if you have to mod to get it.
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 03:14:03 am
Well, it's not a bug if you have to mod to get it.

Well, do kobold adventurers have a chance to be re-added when caves are revised?
Title: Re: Future of the Fortress
Post by: Egan_BW on July 09, 2017, 03:47:58 am
No more new features in this release than what's already been shown on the blog. Now is the time for bug fixing and release comes right after that. If you're very lucky kobold adventurer features might come shortly after the next release, but I doubt it.
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 07:10:51 am
No more new features in this release than what's already been shown on the blog. Now is the time for bug fixing and release comes right after that. If you're very lucky kobold adventurer features might come shortly after the next release, but I doubt it.

Might have to do more modding to un-break them then.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 09, 2017, 11:41:56 am
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.

As far as I'm aware of, both goblin and kobold bandits have the same issue if you make their civs playable. Note that with goblins, their regular civilians will still refer to goblin bandits as outlaws, and actual goblin SOLDIERS are prone to interrupting fast travel but otherwise act less hostile to adventurers from their civ.

The real problem with kobold adventurers I've found is that, even if (like in Adventurecraft) you do what what little CAN be done to make a population wander around the cave, they'll be soldiers that you can't recruit, because they prefer patrolling to actually settling down at the cave itself.

Toady's said he didn't do anything involving positions when he started work on ma. while I doubt he's aware of the "can't recruit soldiers" thing because that's outside the scope of what he's actually testing, that means good odds his fixes involve forcing the site to generate a population that actually exists.

Since he's making SOME way for caves to have a population actually INHABIT the site, that means there'll be kobolds that aren't "oscar mike" all the time, and therefore should be valid to recruit. 3:
Title: Re: Future of the Fortress
Post by: KittyTac on July 09, 2017, 10:03:10 pm
Will kobold adventurers be fixed next release? All the caves are empty and the kobolds in camps attack me.

As far as I'm aware of, both goblin and kobold bandits have the same issue if you make their civs playable. Note that with goblins, their regular civilians will still refer to goblin bandits as outlaws, and actual goblin SOLDIERS are prone to interrupting fast travel but otherwise act less hostile to adventurers from their civ.

The real problem with kobold adventurers I've found is that, even if (like in Adventurecraft) you do what what little CAN be done to make a population wander around the cave, they'll be soldiers that you can't recruit, because they prefer patrolling to actually settling down at the cave itself.

Toady's said he didn't do anything involving positions when he started work on ma. while I doubt he's aware of the "can't recruit soldiers" thing because that's outside the scope of what he's actually testing, that means good odds his fixes involve forcing the site to generate a population that actually exists.

Since he's making SOME way for caves to have a population actually INHABIT the site, that means there'll be kobolds that aren't "oscar mike" all the time, and therefore should be valid to recruit. 3:

Thanks!
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 10, 2017, 12:21:44 pm
What are the criteria for a civ to be declared dead on embark?
The reason for the question is that most civs that should be dead refuse to acknowledge it and maintain they're merely struggling (with the attendant caravans, migrant waves, monarch, etc), and I'm trying to hack them into realizing they're in fact dead, as I realize fixing the bug is likely to be a low priority correction. It can be noted that the actual criteria used are harder than the ones that exclude "dead" civs from showing up on the civ selection screen: hacking the selection to allow all of the dwarven ones to be used result in roughly the same ration between "struggling" and actually dead ones on embark (somewhere between 1:3 and 1:20) as in the vanilla case where you only have a single dwarven civ and it ought to be dead. I've had some minor success hacking the entity_populations entry (DFHack term) to set the population to zero before finalizing the world, but that works only in a minority of the cases. I realize you may be reluctant to answer the question as it risks opening the floodgate of hacking/modding info requests.
Title: Re: Future of the Fortress
Post by: AceSV on July 10, 2017, 11:11:50 pm
Hey, s'up. 

I saw in the July Future of the Fortress reply that you can't make a spherical world with square tiles.  There's actually something we make in 3D art called a "cube sphere".  Basically, imagine drawing the grid lines onto a cube, and then puffing out the cube into a spherical shape.  Here's a picture of how to make one:
(http://paulbourke.net/geometry/circlesphere/sphere6.gif)

It's still not perfect, but more even than the traditional long-lat layout, and the smaller the grid, the less it matters. 


EDIT:  Here is a YouTube video for people to see a cube sphere planet being made, https://youtu.be/dixS2nn9nK0  Hopefully that will answer some questions about how it works. 
Title: Re: Future of the Fortress
Post by: Rose on July 11, 2017, 01:30:03 am
How do you render the parts where 3 tiles meet at a corner in 2d?
Title: Re: Future of the Fortress
Post by: AceSV on July 11, 2017, 09:09:00 am
How do you render the parts where 3 tiles meet at a corner in 2d?

If it's a sphere, then why render it in 2D? 

Each tile still has 4 sides, so if you're walking around on the map in classic DF tiles, going up, down, left or right will take you to an adjacent tile, just that these won't necessarily equate to N,S,E,W.  The spherical shape is kind of a distraction, just imagine that it's a 6-sided cube with grids on each side. 

EDIT:  I just added a YT vid, hopefully that will be more clear than trying to explain it with words. 
Title: Re: Future of the Fortress
Post by: Rose on July 11, 2017, 10:57:25 am
But DF is a 2d game composed of square 2d tiles.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 11, 2017, 11:30:10 am
To add to Japa's comments:
- DF has a 2D world map. A cylinder is comparatively easy to implement as you just wrap around to the other side when crossing the side edges. Of course, you could do the same on the top/bottom:  it wouldn't match any real world shape, but it would work. Toady doesn't seem to be too keen on 3D rendering, and that probably applies to the top level as well.
- The internal addressing logic of DF is in X/Y coordinates on 3 different levels. Replacing that with some other addressing scheme that makes sense is probably not trivial.
- Even if you were to replace the internal addressing scheme, you'd have to come up with some way to quickly and easily address "nearby" tiles, at least up to 3 world tiles away currently.
Title: Re: Future of the Fortress
Post by: AceSV on July 11, 2017, 12:00:22 pm
So I guess it sounded to me like Toady was saying "I would make spherical planes of existence, if only I knew how", and I'm saying, "oh, how about a cube sphere?  have you heard of that?"

The cube sphere is still, for some intents and purposes, a cube, which can be represented by 6 flat X,Y maps stitched together, so using this method does not have to be a complete departure from the existing system.  It should function basically as you suggest, a cylinder with a wrappable top and bottom, except that it does match a real world shape, cube or sphere. 
Title: Re: Future of the Fortress
Post by: therahedwig on July 11, 2017, 02:25:08 pm
the problem is to represent a sphere the squares on the grid aren't squares, they are polygons. 3d convex polygons with four nodes.

It is also, if we unfold the cubesphere to make a 2d map for your dwarves and adventurers to walk about, we get the following issue:
(http://i.imgur.com/NwN3lNf.png)

If your adventurer is at B2, going UP ends him in C2, and going right ends him in B3. So far, so good. However, if your adventurer is at B3, going up should lead him to C2 as well. See how awkward that'd be visually?

Edit: What could be possible is that maybe a generated world just has 6 different regions and switching between them is a slow operation ect. Then we'd have a cube world at the least. Or just 6 different regions whose initial generation comes from a sphere, but they don't necessarily have attached borders. So maybe you need cross an ocean or special mountain range or whatever by boat to get in the next region. /random thoughts
Title: Re: Future of the Fortress
Post by: Slozgo Luzma on July 11, 2017, 09:34:01 pm
Two questions regarding distant future development details:

Under the "Creation Myths and Magic Systems" arc, you mention that mythic artifacts could come from sources that are either divine, natural, or from ancient races. Do you envision these randomly generated ancient races as being something like the Hindu Devas or Norse Aenir, where they are magical epic versions of the believing race? Or more like a precursor style or superior ancestor, like Tolkien's Numenoreans or something similiar? Neither? Both?

Additionally, we have randomly generated art styles and musical instruments: will we eventually get cultural weapon, raiment and even tool variations along the same lines, with their own names? Like a civilization can currently have a bagpipe that can play two octaves and has a flat tone, will we have short swords with bell-guards, flared pommels, no-dachi blades, and a blood channel? Or a mace with flanges and a curved grip?
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 12, 2017, 03:19:19 am
I believe procedurally generated weapons are intended, at the least. A technical issue with those is that they actually have to "work", i.e. combat performance attributes have to be generated as well, not only the descriptions.

Personally I don't look forward to clothing and/or weapons/armor getting the instrument treatment, because I find the random naming to be a pain, and royally so if I'd actually have to decode what each random name means so I can produce and equip the desired ones (and do so every time they need to be produced). However, if naming was using a usable base name with embellishments I'd like to see it (i.e. a grok one handed sword, or a blurf robe, or, even better, having the descriptive part first, such as short sword of the grok type, long sword of the kur type, cap in the murfak style etc.). If you get means to learn how to produce foreign equipment you need to have a way to compare the specs (if you only have goblinite/visitite as a foreign equipment source you'd probably always prefer masterworks local equipment to lower quality foreign one when local versions are available).
Title: Re: Future of the Fortress
Post by: RobotFighter7 on July 12, 2017, 03:49:58 am
Two questions regarding distant future development details:

Under the "Creation Myths and Magic Systems" arc, you mention that mythic artifacts could come from sources that are either divine, natural, or from ancient races. Do you envision these randomly generated ancient races as being something like the Hindu Devas or Norse Aenir, where they are magical epic versions of the believing race? Or more like a precursor style or superior ancestor, like Tolkien's Numenoreans or something similiar? Neither? Both?

Additionally, we have randomly generated art styles and musical instruments: will we eventually get cultural weapon, raiment and even tool variations along the same lines, with their own names? Like a civilization can currently have a bagpipe that can play two octaves and has a flat tone, will we have short swords with bell-guards, flared pommels, no-dachi blades, and a blood channel? Or a mace with flanges and a curved grip?
Just going to butt in here to say that "blood channels" (fullers) are for weight reduction/balance and have nothing to do with blood flow. A stabbed organ is going to bleed, it doesn't need to leave the body for that to be a problem.


Title: Re: Future of the Fortress
Post by: bluephoenix on July 12, 2017, 06:48:15 am
Two questions regarding distant future development details:

Under the "Creation Myths and Magic Systems" arc, you mention that mythic artifacts could come from sources that are either divine, natural, or from ancient races. Do you envision these randomly generated ancient races as being something like the Hindu Devas or Norse Aenir, where they are magical epic versions of the believing race? Or more like a precursor style or superior ancestor, like Tolkien's Numenoreans or something similiar? Neither? Both?

Additionally, we have randomly generated art styles and musical instruments: will we eventually get cultural weapon, raiment and even tool variations along the same lines, with their own names? Like a civilization can currently have a bagpipe that can play two octaves and has a flat tone, will we have short swords with bell-guards, flared pommels, no-dachi blades, and a blood channel? Or a mace with flanges and a curved grip?
Just going to butt in here to say that "blood channels" (fullers) are for weight reduction/balance and have nothing to do with blood flow. A stabbed organ is going to bleed, it doesn't need to leave the body for that to be a problem.
As a medieval reenactor that cares about these things, thank you haha. The fuller also gives swords some additional strength, a bar of steel with a groove/fuller is stronger than just a flat bar.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 12, 2017, 09:08:01 am
We already have some 'cultural' shields associated to human civs which appear, and elf arrows, both are collectable and to a extend usable by dwarves, though the more likely scenario is that these races will be trying to kill you with these weapons before they ultimately fall prey to your defences.

Really depends on what we could do that isn't just aesthetic or likely to create lots of unnecessary additional entries for weapon types with only minimal differences between them and long bizarre names, a sort of similar reception to the instruments as we currently have them which require you to look in the symbol creator to determine what exactly they are without accessibility to get a description in out of the GUI, in a situation like embark preparation.

Do you know your Iron Ugzhuzhu from your Iron Broadsword? They are both the identical object (generated one has a different hilt) but if there isn't enough differentiation between them, you may as well restrict it to wholly distinct weapons because it will be a pain to sort.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 12, 2017, 12:34:28 pm
Do you know your Iron Ugzhuzhu from your Iron Broadsword? They are both the identical object (generated one has a different hilt) but if there isn't enough differentiation between them, you may as well restrict it to wholly distinct weapons because it will be a pain to sort.

Yeah. I've already said this needs to not happen with critters, especially critters that're trying to kill you. Unlike with names that use in-game languages, the existing generated creatures use names that at least tell you what to expect. They have a theme, in a language you can actually understand. "Hill titan" tells you at a glance that it's something you need to examine in depth, whereas "ugly fucko ogre" or what-have-you can be written off as "bigger than a human but not massive, immune to KOs but can be bled out or suffocated, no fancy death poison" immediately, without having to examine them.
Title: Re: Future of the Fortress
Post by: AceSV on July 12, 2017, 01:54:51 pm
Rather than exactly generating weapons, you could have civs pick randomly from a pool of weapons.  Like, you have the raws for katana, arming sword and khopesh, and the civilization picks one at random.

Personally, as a weapons enthusiast, I'm used to encountering terms like dao, mambele, urumi, tuck, flyssa, nagamaki, and so on, and needing to figure out what they mean, so it wouldn't be that bad, as long as you can easily read a description of what the weapon is.  (hopefully, not as painful as the instrument descriptions)  It would be interesting to have weapons that are calculated based on their construction, like if you can say, this is a dwarven splurg, a sword with a medium curve, one-sided blade, 4 foot blade, 2-handed handle, minimal guard, 1500g weight, and each of those things means something to the simulation. 

If you were to implement randomized weapons, there should be some sense of evolution and adaptation, not just randomly assigned.  For example, the Chinese two-sided sword, jian, became the one-sided saber, dao, which was adapted by various other cultures, becoming the Japanese katana, to the east, and the Mongol cavalry saber to the west, which then became the Turkish kilij, Arabian scimitar and Mughal/Indian Tulwar, while in China, it became the thicker modern dao, pudao and dadao.  Or in Europe, the ancient and early medieval period saw a lot of bladed weapons in a time when armor is relatively uncommon, but as platemail becomes the norm in the late medieval and early renaissance era, we see more maces, hammers and picks for defeating armor.  Or in England, farmers going to war use their billhook tools turned into polearms, this becomes a national weapon of England and a symbol of English pride and prowess, so they keep using it well into the late medieval period when the rest of Europe is using pike formations.  (similar story about the ancient egyptian khopesh) 
Title: Re: Future of the Fortress
Post by: iceball3 on July 12, 2017, 11:43:15 pm
I suppose it would be worth not ruling out the possibility that the topics system would allow civilizations to develop weapons designs and improvements based off of core recognizable weapon types (polearms, swords, axes, etc) via developments made by weaponsmiths and related scholars.
To what extent, mechanically speaking, would you currently think of cutting off involvement of topic development from the technological capabilities of civilizations in worldgen? For instance, topics which allow civilizations to develop siege weapons, military tactics, weaponry in general, civics (site types and similar) etc.

Do you think general proclivity a race has to particular topics (weighted and/or circumstantially influenced preference), or topical whitelists/blacklists are the optimal way of determining what scholars in a civilization will introduce to them, for Dwarf Fortress?
Title: Re: Future of the Fortress
Post by: ArmokGoB on July 12, 2017, 11:59:38 pm
Do/have you ever run valgrind or any similar programs on the DF source code?
Title: Re: Future of the Fortress
Post by: Zavvnao on July 13, 2017, 01:15:20 am
Would it be possible to get monsters to yield and quit eating people without killing them?

I am only asking from a story telling point of view, as there where heroes that solved things in different ways.

Like the Maori god that smashed a Taniwha's (a dragon-type creature from New Zealand) teeth in to make it stop attacking humans.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 13, 2017, 01:36:11 am
Would it be possible to get monsters to yield and quit eating people without killing them?

I am only asking from a story telling point of view, as there where heroes that solved things in different ways.

Like the Maori god that smashed a Taniwha's (a dragon-type creature from New Zealand) teeth in to make it stop attacking humans.
Heroes do venture into the wild and 'tame the giant panthers' and such. I imagine that involves a fair amount of teeth smashing sometimes.
Title: Re: Future of the Fortress
Post by: Bulwersator on July 13, 2017, 02:20:20 am
How you imagine motional strength of dwarves? Similar to real-life humans or tougher? I ask as it dramatically changes from version to version in game (34.05 dwarves are emotionally resistant to everything, including lack of alcohol).
Title: Re: Future of the Fortress
Post by: vvAve on July 13, 2017, 04:23:34 am
Are there any changes to artifact generation? Leather spikes, coal grates etc. are somewhat immersion breaking.

Hey, s'up. 


I saw in the July Future of the Fortress reply that you can't make a spherical world with square tiles.  There's actually something we make in 3D art called a "cube sphere".  Basically, imagine drawing the grid lines onto a cube, and then puffing out the cube into a spherical shape.  Here's a picture of how to make one:
Spoiler (click to show/hide)

It's still not perfect, but more even than the traditional long-lat layout, and the smaller the grid, the less it matters.  [/color]


EDIT:  Here is a YouTube video for people to see a cube sphere planet being made, https://youtu.be/dixS2nn9nK0  Hopefully that will answer some questions about how it works. 

There is also a nice example in SimEarth although I don't know which method they used.
https://youtu.be/B2qr4N-24js?t=2m51s
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 13, 2017, 06:14:44 am
Would it be possible to get monsters to yield and quit eating people without killing them?

I am only asking from a story telling point of view, as there where heroes that solved things in different ways.

Like the Maori god that smashed a Taniwha's (a dragon-type creature from New Zealand) teeth in to make it stop attacking humans.
Heroes do venture into the wild and 'tame the giant panthers' and such. I imagine that involves a fair amount of teeth smashing sometimes.

Probably, but that's not really explained and we might get a more in-depth explanation if player adventurers at a later date are able to summarily tame a creature (yeah you'll have to mine info from toady for comments about that)

You can't "break" a panther into being trained by hopping on its back and riding it around for a bit i would think, and those 'heroes' are doing it by cheaty methods that will probably be removed for a less opaque future system.

Also on the point of monsters yielding, it would probably have to account for how serious the confrontation is and whether both parties are intelligent and motivated enough to accept mutual de-escalation. And to also see how trustworthy/calm both parties are, if either of you are lost to rage you could flip out at any second and go back to fighting.
Title: Re: Future of the Fortress
Post by: lethosor on July 14, 2017, 07:05:45 pm
Do/have you ever run valgrind or any similar programs on the DF source code?
This isn't current, so the "do" part is still a good question, but I remember he mentioned running some leak checker on it (maybe just on Windows) a couple days before 0.40.01. I don't remember if it was in the DF announcements board, an old FotF thread, or somewhere else, unfortunately.
Title: Re: Future of the Fortress
Post by: 593shaun on July 15, 2017, 04:15:32 am
When you make the myth and magic arc, do you have plans to allow us to add our own magical artifact effects, or will they be hard coded only?

As a follow up, do you plan to make artifact effects exclusive to selected item types, or completely random (for example, would I be able to make an effect (however generic it may be) to raise the strength of the wielder that appeared on hammers and belts, or would I then be able to get a door of strength)?

Also, unrelated, but I was also wondering if you had plans to add hardening with oxygen and corrosiveness to materials.

I apologize if these questions have been asked before, I don't come on these forums often.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 15, 2017, 04:25:05 am
When you make the myth and magic arc, do you have plans to allow us to add our own magical artifact effects, or will they be hard coded only?

As a follow up, do you plan to make artifact effects exclusive to selected item types, or completely random (for example, would I be able to make an effect (however generic it may be) to raise the strength of the wielder that appeared on hammers and belts, or would I then be able to get a door of strength)?

Also, unrelated, but I was also wondering if you had plans to add hardening with oxygen and corrosiveness to materials.

I apologize if these questions have been asked before, I don't come on these forums often.
There's an editor planned. It's part of the mythgen arc, but I imagine it'll be a few releases before it's worked on. That'll give you control over artifact effects apparently (no hard information yet, just the list "Maps, sites, entities, historical figures, artifacts, myths, etc.")
Title: Re: Future of the Fortress
Post by: LordBaal on July 15, 2017, 05:22:26 am
Huge congratulations for the incoming marriage! (Didn't knew were else to put it on the forum)
Title: Re: Future of the Fortress
Post by: Max™ on July 15, 2017, 12:18:31 pm
I felt really silly when I remembered gluing the opposite edges of a square together produces a torus. Go go gadget donut-worlds!

Like, we've got a damn mathematician here, various dfhack wizards, and not to tootle my own sad little horn but I enjoy reading dry mathetical papers and such myself... how did we miss this?
Spoiler (click to show/hide)
Do/have you ever run valgrind or any similar programs on the DF source code?
This isn't current, so the "do" part is still a good question, but I remember he mentioned running some leak checker on it (maybe just on Windows) a couple days before 0.40.01. I don't remember if it was in the DF announcements board, an old FotF thread, or somewhere else, unfortunately.

Folks were doing this with the 32 > 64 bit bump to help him track down the last few bugs.


I had a question but I was up for a couple of days writing scripts and then trying to figure out how to set up keyconfig rules for ublock so my head is fuzzy and I'll get back to this part after I get done looking at square > torus gifs... oh, I remembered, I have been meaning to ask this for a while but always get sidetracked!

What exactly is required for a spouse converter to actually transform their prisoners? I've tried having [NIGHT_CREATURE_HUNTER] + [SPOUSE_CONVERTER] + [LARGE_PREDATOR] along with setting the orientation to 100% hetero and making sure the converter/converted have matching max age or no aging tokens.

Adding [LAIR:blah] tags and such seemed to help at times, as did the inclusion of relevant child tags/size~age tokens, but it wasn't until I tried setting [POPULATION_NUMBER:x:y] and [FREQUENCY:z] that I had my first successful abduction > transformation > reproduction results with a dual caste (converter+spouse) creature.

Afterwards through trial and error I had occasional success at getting a quadruple caste (converter male/female+spouse male/female) creature to properly abduct > transform > reproduce but I have no idea why I can break it just by things like taking the pairs of castes defined earlier and trying to assign traits to both with select_caste: and select_additonal_caste: lines to condense the raws some.

Does [BIOME:foo] have anything to do with converters? Does frequency actually matter or did I placebo myself?
Title: Re: Future of the Fortress
Post by: Bumber on July 15, 2017, 12:44:01 pm
Like, we've got a damn mathematician here, various dfhack wizards, and not to tootle my own sad little horn but I enjoy reading dry mathetical papers and such myself... how did we miss this?
Spoiler (click to show/hide)
I've heard of toroidal worlds, but they're less pleasant to visualize while maintaining aspect ratio for squares. Notice the shrinking during the first fold and stretching during the other.
I'm pretty sure you get a surface that passes through itself if you don't.
Title: Re: Future of the Fortress
Post by: AceSV on July 15, 2017, 02:55:59 pm
I like the idea of a toroidal world for some sort of "plane of existence" out there.  But like bumber mentioned, if you portrayed the surface of the torus with squares, you would have stretching and shrinking because the circumference of the outside is greater than the circumference of the inside. 

But that got me thinking, what about an offset square grid? 
(https://upload.wikimedia.org/wikipedia/en/f/f3/Offset-square_grid.png)

This would effectively work like a hexagon grid, but allows you to use the same quadrilateral graphical tiles as before.  If you mapped a torus or a long-lat sphere to a hash grid, you need bigger squares at the outer edge of the torus or at the equator of the sphere.  Alternatively use more squares instead of bigger squares.  So the total map is kind of a trapezoid instead of a big square.  Although I guess you could still do that with a hash-grid, now that I think about it...

I'm sure someone will want to point out that an offset-square/hexagon grid can be clumsy to navigate with keyboard, and for all these people, I would point out that all such problems could be solved by simply using a mouse. 
Title: Re: Future of the Fortress
Post by: Max™ on July 15, 2017, 03:24:26 pm
I don't even use a mouse though. I've got a trackball sitting over to my left in case my mousekeys.xkb setup glitches out or something, but I'm not nearly ambidextrous enough to use it for gameplay of any sort, not to mention all of the functionality I would lose by replacing a whole numpad+adjacent keys+modifier keys with a frickin' pointer and four buttons? Nothxkbai and all.

It would irk the shit out of me to force a weird side-to-side swagger for any units walking north/south but not any other direction, though that does make me wonder about having a larger tilesheet to work with so you could include half tiles in different combinations or something?
   │^__^│
│   ^_|_^   │

Comparitively though, a torus seems like the simplest method for df, if Toady was gonna embark on such a complete rewrite as that would require I think everyone would prefer it be one for multi-threading or something similar.

Note that I don't mean literally build and display the game world as a torus, just that it is an easy way to picture how the top~bottom+left~right linkages would work, never bothered me playing Asteroids or Star Control or Bravely Default or (keep inserting games like this) so why not if it meant no more isolated corners/edges being left out of the fun?
Like, we've got a damn mathematician here, various dfhack wizards, and not to tootle my own sad little horn but I enjoy reading dry mathematical papers and such myself... how did we miss this?
Spoiler (click to show/hide)
I've heard of toroidal worlds, but they're less pleasant to visualize while maintaining aspect ratio for squares. Notice the shrinking during the first fold and stretching during the other.
I'm pretty sure you get a surface that passes through itself if you don't.
Yeah but on the scale of even a 17x17 it's a simple enough solution to just have the map coordinates link up so the moving into the map blocks in the north and west edges of the {0,0} travel tile causes the appropriate map blocks along the south and/or east edges of the {815,815} travel tile to load on screen.

Oh, that's a good question: myself I usually think of the 48x48 tile chunks as "embark tiles" due to their use on the embark screen/fort dimensions, and the 16x16 embark tile chunks as "world tiles" accordingly. Do you have a more official--if you will--terminology that you use, and are there different scales you use/think of the game world in terms of besides those?

Travel mode moves you basically on the embark tile scale and using dfhack in or near a site it's easy to see that altering the coordinates of your traveling army by x+1 moves you over 1 "site travel" step, but it takes an x/y change of 3 or more to move your spot on the wilderness travel map, so you could call 1 embark tile 3 travel tiles or 16 dwarf scale tiles I guess?

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 15, 2017, 05:18:06 pm
The "easiest" way to handle a "torus" world would simply be to ignore any 2D distortion caused by contorting it in the 3:rd dimension (hence my quotes). On the embark map you'd just continue over the edges (possibly with some kind of indication of the starting "frame" around the world). That kind of thing ought to be possible within the framework of the myth & magic release handling of multiple planes, if desired.
Displaced tiles or whatever makes it awkward to navigate for the player and a total pain internally (and DFHack) to handle a new coordinate system. Even just using hexes, which is fairly common in games, would still mess up the internals badly.

When it comes to scales, I've seem a few of those:
- 16 * 16 world tiles for features
- 7 * 7 world tiles for "nearby" biome creatures
- 3 * 3 world tiles for region info
- 16 * 16 region tiles per world tile (called embark tiles by Max)
- 3 * 3 tiles per region tile for various features, including "local features" (they don't cross these boundaries, currently). I've got no name for these.
- 48 * 48 embark tiles (in my terminology, dwarf scale in Max') per region tile.
An official terminology would certainly be helpful.
Title: Re: Future of the Fortress
Post by: AceSV on July 15, 2017, 11:57:30 pm
Sorry, I'm sure this gets asked a lot, but,
What's the story on getting non-dwarves in migrant waves or animal-people visitors?  Seems like animal-people don't show up in player fortresses nearly as much as they do in generated fortresses. 
Title: Re: Future of the Fortress
Post by: KittyTac on July 16, 2017, 12:09:29 am

Spoiler (click to show/hide)

Wait, WHAT? How did you manage to fast-travel in the arena?
Title: Re: Future of the Fortress
Post by: Rockphed on July 16, 2017, 01:05:50 am

Spoiler (click to show/hide)

Wait, WHAT? How did you manage to fast-travel in the arena?

I'm pretty sure the answer is some sort of memory editor, probably dfhack.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2017, 04:08:13 am
Sorry, I'm sure this gets asked a lot, but,
What's the story on getting non-dwarves in migrant waves or animal-people visitors?  Seems like animal-people don't show up in player fortresses nearly as much as they do in generated fortresses.
Note: I've de-Toadied the quote.
Animal people can join sites from the wilderness, but there is currently no mechanic in place for them to do so for player fortresses, so the only animal people arriving at the fortress (i.e. not just passing by outside as "animals") are visitors. Civilized animal people are fairly rare, so it's not surprising that their proportion among visitors is small as well, but I agree they may be even rarer as visitors than they are as civ members (I don't think I've had a double digit total over all my fortresses, and certainly not any petitioners).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 16, 2017, 04:48:35 am
I have alternative research in that i've recieved human migrants before in my modded goblin fortress, and because there is usually a large quantity of migrants arriving at any one time hence better odds of receiving a different species migrant. Probably because goblins run around conquering & enslaving people meaning the non-adventurer worker populations are actually a mix of different species.

On that note im unsure if you mean Patrick that the population rates of wilderness critters joining civs to dwarves is so disproportionate that is not weighted in a way favourable for them to arrive rather than having the dwarves arrive for the entirety of your playthrough ontop that adventurer's where animal-people often join up don't seem to migrate as civil citizens unless they are the children of adventurers and don't follow their parents profession

Is the situation on how frequently we see animalpeople citizens likely to change by the hill dwarf arc? pushing for a community of tiger men citizens created from retired adventurers/migrants into a self contained extranous community so that we can get semi-occasional migrants from them.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2017, 08:23:16 am
I thought migrants couldn't be of other races, but I can easily be wrong about that, as all my migrants are void dwarves. I have no experience of adventure mode. My actual point, though, was that feral animal people can't join player fortresses the way they can join other sites.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 16, 2017, 08:36:01 am
I thought migrants couldn't be of other races, but I can easily be wrong about that, as all my migrants are void dwarves. I have no experience of adventure mode. My actual point, though, was that feral animal people can't join player fortresses the way they can join other sites.
They won't suddenly join from the wilds, but then, that only happens 5 or 6 times a century at a couple of key sites so you wouldn't really expect it. However after becoming civ members (obviously a longer history is better here) they move around just like anyone else as mercenaries, 'scouts', entertainers (and in the next release monster slayers, prophets, peddlers and fake versions of all of the above) so they should turn up from time to time.

Almost certain that migrants are limited to dwarves right now. That's what Toady said originally. Although last time I said that, I was told I was wrong (but without any proof), so obviously requires more Science.
Title: Re: Future of the Fortress
Post by: AceSV on July 16, 2017, 09:20:02 am
My experience with the Furry Fortress mod (which adds more civs than usual, so that might be part of it) is that when traveling to any "big city" in Adventure Mode, it's usual to see 25-50% of the population to be a non-founder species.  (I usually play in the year 250)  It's usually from other civilized nations, but in worlds where other civs are scarce, animal people make up the difference.  But in a 100+ pop fortress, I feel like you're all but guaranteed to have at least one animal person citizen, but I've never ever had an animal person join one of my player forts. 
Title: Re: Future of the Fortress
Post by: Knight Otu on July 16, 2017, 12:04:49 pm
What exactly is required for a spouse converter to actually transform their prisoners? I've tried having [NIGHT_CREATURE_HUNTER] + [SPOUSE_CONVERTER] + [LARGE_PREDATOR] along with setting the orientation to 100% hetero and making sure the converter/converted have matching max age or no aging tokens.

Adding [LAIR:blah] tags and such seemed to help at times, as did the inclusion of relevant child tags/size~age tokens, but it wasn't until I tried setting [POPULATION_NUMBER:x:y] and [FREQUENCY:z] that I had my first successful abduction > transformation > reproduction results with a dual caste (converter+spouse) creature.

Afterwards through trial and error I had occasional success at getting a quadruple caste (converter male/female+spouse male/female) creature to properly abduct > transform > reproduce but I have no idea why I can break it just by things like taking the pairs of castes defined earlier and trying to assign traits to both with select_caste: and select_additonal_caste: lines to condense the raws some.

Does [BIOME:foo] have anything to do with converters? Does frequency actually matter or did I placebo myself?
There's a bit of luck involved with regards whether night trolls transform civ members, even among the in-game generated ones. Reviewing those, they have [NIGHT_CREATURE_HUNTER], [BIOME]s, [LAIR]s, [LARGE_PREDATOR], [SUPERNATURAL], one caste with [SPOUSE_CONVERTER], and one caste with [CONVERTED_SPOUSE] (though more castes of each do work, I've done that myself). The same applies to my hag and beast scripts, and the night creatures in my mod, which do reproduce at least occasionally (except the one with DIFFICULTY:11, but that's by design).
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 16, 2017, 12:26:26 pm
they move around just like anyone else as mercenaries, 'scouts', entertainers (and in the next release monster slayers, prophets, peddlers and fake versions of all of the above) so they should turn up from time to time.

Almost certain that migrants are limited to dwarves right now. That's what Toady said originally. Although last time I said that, I was told I was wrong (but without any proof), so obviously requires more Science.

Hence my point about goblins enslaving & stealing babies that grow up for fortress egible roles and properly integrate into society as farmers, soldiers etc because the acquisition method directly boosts fortress population, and it seems since dwarves are the only ones capable of doing fortress jobs in a civ (animalmen don't count but a petitioned animal person would! so animal migrants probably wont be seen until that is possible for them to ask for citizenship) they are the only ones to migrate while adventurer roles move around by themselves looking for "work"

I think i may have just answered my own question, petition some animalpeople into your fortress, ship them out to the self sustainable ghettoised hill dwarf settlement, wait some years for second generation migrant animalmen.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 16, 2017, 03:03:18 pm
Unless you create animal-people adventurers and have them join it's pretty difficult idea; It seems strangely uncommon (I can count mine on one hand) even if you have your only major town have large fraction of population be of animal men, and have humans (and goblins, who tend to be more numerous than humans in town when possible) show up fine as visitors.

As for first post-worldgen fort migrants, I've never heard of anybody receiving non-dwarves - even when the only people living in your mountainhome something like 2 dwarves, 500 elves and 100 goblins, you'll still get just (void) dwarves. I suspect it's tied into them (and their descendants, in case of animal men) being tied into library/tavern/whatever reason parent joined.
Title: Re: Future of the Fortress
Post by: Remalle on July 16, 2017, 04:14:09 pm
Are there any plans to add more planet-affecting events to worldgen/gameplay? Earthquakes, eruptions, asteroid/meteor strikes, that sort of thing?
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 16, 2017, 05:39:53 pm
Certainly during world gen with magic land forms being part of the myth & magic arc(s), and I'd expect some of these to have been formed through some kind of cataclysm or other. I'd expect various non fatal events (as in "not instant game over") to be on the back burner, but it's not something that fits easily into the visible development horizon (maybe starting scenario based on something happening to the mountainhome?).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 16, 2017, 05:59:23 pm
Are there any plans to add more planet-affecting events to worldgen/gameplay? Earthquakes, eruptions, asteroid/meteor strikes, that sort of thing?
Search back a month or two in Toady's fotf replies. He mentions wanting to implement all those disasters. Even says in certain circumstances that these could be world ending catastrophes (presumably some kind of extreme sliders caused 'time limit' world). "Change" is the theme of the next few years, so hopefully you'll eventually be able to stop the impending doom somehow.
Title: Re: Future of the Fortress
Post by: mikekchar on July 17, 2017, 06:03:44 pm
I've had non-dwarfs join my fortress while it was retired.  This is, retire a fortress, do something else, unretire the fortress.  Notice non-dwarf citizens.  But like everyone else, I've never had non-dwarfs migrate.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 18, 2017, 01:03:22 am
Thats a specific exception because those non dwarves are not adventurers etc like in the worldgen settlements and live on site post petitioning with the same standing as your regular dwarves have i guess.

Makes you wonder if all those majority animalmen in settlements all being adventurers is partially a bug, in which case having animalmen take up specific fortress roles like the Kangaroo-man mayor in quite dated devlogs is still unresolved business until worldgen citizenship petitions are put in.
Title: Re: Future of the Fortress
Post by: Beag on July 18, 2017, 05:36:30 pm
With stuff like secret identities and family members will our adventurer log eventually show more information about the npcs we know like job and family relations?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 18, 2017, 05:57:32 pm
With stuff like secret identities and family members will our adventurer log eventually show more information about the people we know like job and family relations?
Adventurers don't have family members. And, unless they become lords, they don't really have a concept of 'job'. So, I'd say, yeah, one day when adventurers have families and jobs their profiles will probably have that information. One day. Nothing to do with the upcoming secret identities though.

Personally not sure I'd ever want to see "jobs" imposed on adventurers though. You should be free to play according to your abilities (or hilariously in opposition to them) as you like.
Title: Re: Future of the Fortress
Post by: Beag on July 18, 2017, 07:44:22 pm
With stuff like secret identities and family members will our adventurer log eventually show more information about the people we know like job and family relations?
Adventurers don't have family members. And, unless they become lords, they don't really have a concept of 'job'. So, I'd say, yeah, one day when adventurers have families and jobs their profiles will probably have that information. One day. Nothing to do with the upcoming secret identities though.

Personally not sure I'd ever want to see "jobs" imposed on adventurers though. You should be free to play according to your abilities (or hilariously in opposition to them) as you like.
I meant the jobs of npcs the player knows.
Title: Re: Future of the Fortress
Post by: Valtam on July 19, 2017, 10:02:46 am
With stuff like secret identities and family members will our adventurer log eventually show more information about the people we know like job and family relations?
Adventurers don't have family members. And, unless they become lords, they don't really have a concept of 'job'. So, I'd say, yeah, one day when adventurers have families and jobs their profiles will probably have that information. One day. Nothing to do with the upcoming secret identities though.

Personally not sure I'd ever want to see "jobs" imposed on adventurers though. You should be free to play according to your abilities (or hilariously in opposition to them) as you like.
I meant the jobs of npcs the player knows.

I agree that it would be nice to have certain features from Legends Mode during gameplay, at least the less spoilery ones, but that would imply a UI overhaul and I'm more inclined to see features first, even if that means they look as messy and hard to decipher as they've been for the last 11 years.

Anyhow, for now we'll have to make do with pen and paper (or a notepad) to write about the most relevant NPCs we meet along the way.
Title: Re: Future of the Fortress
Post by: Grand Sage on July 19, 2017, 07:01:09 pm
On the matter of threetoe's marriage:

A) congratulations!

B) will we see marriage ceremonies like the one in his post in-game, either in world gen or maybe even in fortress mode? At least those of nobles and royalty?
Title: Re: Future of the Fortress
Post by: Valtam on July 19, 2017, 09:00:47 pm
On the matter of threetoe's marriage:

A) congratulations!

B) will we see marriage ceremonies like the one in his post in-game, either in world gen or maybe even in fortress mode? At least those of nobles and royalty?

Short answer: they already exist, to a point. Whenever a rare in-game wedding happens, dwarves throw a regular party at a meeting zone.

Not-so-short one: the ones you're probably imagining will be implemented in both modes, they exist in the dev notes, as marriage not only works as a means for adventurers to continue their legacy and build a lasting clan, but also as a tool for politics and diplomacy if we're talking about nobility. Ceremonies themselves might have priests overseeing them, but nothing has been said specifically about this. Nonetheless, if Toady wanted to do it most of the framework is in place: dances, temples and partygoing.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 19, 2017, 09:57:41 pm
On the matter of threetoe's marriage:

A) congratulations!

B) will we see marriage ceremonies like the one in his post in-game, either in world gen or maybe even in fortress mode? At least those of nobles and royalty?

Short answer: they already exist, to a point. Whenever a rare in-game wedding happens, dwarves throw a regular party at a meeting zone.

Not-so-short one: the ones you're probably imagining will be implemented in both modes, they exist in the dev notes, as marriage not only works as a means for adventurers to continue their legacy and build a lasting clan, but also as a tool for politics and diplomacy if we're talking about nobility. Ceremonies themselves might have priests overseeing them, but nothing has been said specifically about this. Nonetheless, if Toady wanted to do it most of the framework is in place: dances, temples and partygoing.
Do wedding parties still happen now? General parties were cut for the taverns release.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 20, 2017, 02:22:14 am
I would refer you to reported bugs about dwarves not forming meaningful relationships as often (friends, marriages etc), some nessecary looking into is required on the topic Shonai. I personally haven't seen a traditional marriage in ages and im not even sure whether there are any "needs" triggers that are even working at the moment.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 20, 2017, 03:49:22 am
Sure I know all about the socializing problems. Was just surprised the previous poster mentioned generic parties being thrown in the present tense. So basically no-one knows what dorfs do when they get married in the current version (because they almost never do)?
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 20, 2017, 04:08:55 am
I've never seen a wedding party in DF (I did see "normal" parties in 0.40.X). Whenever they marry currently (after careful selection, nurturing, and not so gentle nudging by the overseer) a message pops up saying approximately "X and Y have married. Congratulations!". I cannot say for certain, but I think the simple party less message was present in 0.40.X as well.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 20, 2017, 04:20:57 am
Now, do they not celebrate with a dance and a drink because it's not part of the game, or because you've got them locked up far from civilization in a 'honeymoon suite'?
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 20, 2017, 07:31:10 am
They're usually locked up in a pre nuptial suite in the middle of civilization (immediately converted into a honeymoon suite through the removal of the tavern zone) ;) However, I've had the very occasional case of non arranged weddings and haven't seen any difference.
Title: Re: Future of the Fortress
Post by: squamous on July 20, 2017, 11:48:36 pm


1. Are there plans for entity tokens that would allow you to alter the extent to which entities interact with artifacts? Like, could we make it so they would only ask politely for artifacts, and never fight over them, or vice versa?

2. Will Kobold sites remain as they are now, just spawning in a single cave (although with an upgraded layout) or have the ability to found sites like the other civs?

3. Will Necromancers be able to hunt down artifacts and if so, how?
Title: Re: Future of the Fortress
Post by: Max™ on July 21, 2017, 03:56:09 am
When it comes to scales, I've seem a few of those:
- 16 * 16 world tiles for features
- 7 * 7 world tiles for "nearby" biome creatures
- 3 * 3 world tiles for region info
- 16 * 16 region tiles per world tile (called embark tiles by Max)
- 3 * 3 tiles per region tile for various features, including "local features" (they don't cross these boundaries, currently). I've got no name for these.
- 48 * 48 embark tiles (in my terminology, dwarf scale in Max') per region tile.
An official terminology would certainly be helpful.
I typed that wrong and then got caught up doing a full conversion of my firefox install to a post-XUL webextensions-only world (via nightly 56) so I haven't been around but I meant:

[t1] ... [t48] = [e1] --local or fort mode tiles are [t], 48x48 are 1 embark tile [e]
[e1][e2][e3] = [r1] --144 local tiles [t] or 3 embark tiles [e] per region tile [r]
[r1] ... [r16] = [w1] --48 embark tiles [e] or 16 region tiles [r] per world tile [w]

So for a 17x17 pocket world:
[w17]x[w17] in world tiles --world map export scale
[r272]x[r272] in region tiles --wilderness travel scale
[e816]x[e816] in embark tiles --near-site travel export
[t39168]x[t39168] in local tiles --on foot scale

Oh, yet another forgotten question: is there anything in game that alters how quickly someone crosses the map in travel mode? It seems like it assumes a default rate for all armies on the map, is it something fixed like 1 travel step = x time units on the day/night display? It feels strange that a unit so fat or overencumbered they move at 0.099 can travel at the same rate as a modded hyperspeed unit which moves at 10.000 does.

Spoiler (click to show/hide)

Wait, WHAT? How did you manage to fast-travel in the arena?
The first part of it is actually doable via building something up to the skybox and using a minecart to ride on it until you reach the upper parts and learn that the arena is sunk dozens of z below the surface of the top left chunk of a 1x1 world. Rumrusher discovered it and then we messed around exploring the scale of it later on.
Title: Re: Future of the Fortress
Post by: lethosor on July 21, 2017, 10:27:52 am
1. Considering that this will likely affect traveling adventurer parties and the like, are there any plans to correct the sleeping armies bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7458) in the near future?
That one was resolved as a duplicate of http://www.bay12games.com/dwarves/mantisbt/view.php?id=6798. Also, questions such as "when will this bug be fixed?" are generally frowned upon here, since everyone has their own personal least-favorite bugs, and discussing all of them here would quickly become difficult for Toady. Toady does plan to fix bugs, of course, and bugs related to current long development periods are more likely to be fixed during those development periods (or after).
Title: Re: Future of the Fortress
Post by: KittyTac on July 21, 2017, 10:49:25 pm
Rumrusher discovered it and then we messed around exploring the scale of it later on.

Link to the thread?
Title: Re: Future of the Fortress
Post by: squamous on July 22, 2017, 09:41:25 am
1. Considering that this will likely affect traveling adventurer parties and the like, are there any plans to correct the sleeping armies bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7458) in the near future?
That one was resolved as a duplicate of http://www.bay12games.com/dwarves/mantisbt/view.php?id=6798. Also, questions such as "when will this bug be fixed?" are generally frowned upon here, since everyone has their own personal least-favorite bugs, and discussing all of them here would quickly become difficult for Toady. Toady does plan to fix bugs, of course, and bugs related to current long development periods are more likely to be fixed during those development periods (or after).

Ah, my mistake then. I will remove it from my post.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on July 22, 2017, 11:53:45 am
At one point during a Q&A you said "we don't do balance". Why?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 22, 2017, 03:31:44 pm
At one point during a Q&A you said "we don't do balance". Why?
Why doesn't he do more work on balance? Or why did he choose to make people laugh during a presentation?

Balancing an unfinished game can only be done so far before it becomes a waste of time. For example why work through the prices of everything to ensure you can't make easy money when all that work will be scrapped when you introduce a real world economy.

The latter is generally a good idea. Relaxes people. In the end we are talking about computer games after all. Don't do it too much, especially when talking to a non-native English speaking audience who might not get your jokes. Or worse still, misinterpret them or take them completely literally.
Title: Re: Future of the Fortress
Post by: Max™ on July 22, 2017, 03:56:52 pm
Plus, it's about simulating worlds interesting enough to generate stories.

Games care about balance, stories do not.
Title: Re: Future of the Fortress
Post by: King Mir on July 23, 2017, 12:51:47 pm
At one point during a Q&A you said "we don't do balance". Why?
Why doesn't he do more work on balance? Or why did he choose to make people laugh during a presentation?

Balancing an unfinished game can only be done so far before it becomes a waste of time. For example why work through the prices of everything to ensure you can't make easy money when all that work will be scrapped when you introduce a real world economy.

The latter is generally a good idea. Relaxes people. In the end we are talking about computer games after all. Don't do it too much, especially when talking to a non-native English speaking audience who might not get your jokes. Or worse still, misinterpret them or take them completely literally.
You expect Toady to release "full-featured" version 1.0 and then devote his time to balance? That's not going to happen. The only practical way to work on balance is to work on it as he goes.

That said, I agree that that comment was more a jibe at the fact that the game is unbalanced, as opposed to saying that Toady never works on balance.
Title: Re: Future of the Fortress
Post by: Egan_BW on July 23, 2017, 03:17:41 pm
What is there to balance? There's no formal win condition, and all sides in any conflict are going to be asymmetrical by the nature of world generation.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 23, 2017, 03:36:22 pm
What is there to balance? There's no formal win condition, and all sides in any conflict are going to be asymmetrical by the nature of world generation.

Diplomacy, and future more helpful interactions might nullify that last statement about how all the civs are at each other's throats, gift some artifacts, shower them in caravan gifts to become best buddies with your neighbours etc.

At current to the next release paying off goblins to not attack you, and these things happening in worldgen breaks the cycle and might mean civs can de-escalate conflict easier or in a more manageable way. Throw away some distasteful amulets or figurines you didn't feel like showing off for peace.

> With the introduction of diplomacy and tracking those diplomatic actions of handing over artifacts to pay off some goblins etc. does offering gifts via the trading screen have any effect to what they think of you?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 23, 2017, 08:26:27 pm
What is there to balance? There's no formal win condition, and all sides in any conflict are going to be asymmetrical by the nature of world generation.
Well, as fantasy world simulator it should behave roughly like a fantasy world.

Was 34.08 updating of raw values fluff or balance? Was 43.04 enemies equipment, torsion damage and armor wear about balance or was it about simulation?

Toady One probably views them as getting closer to his eventual vision, but a player could also view them as buffs/nerfs to equipment in game.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 23, 2017, 10:13:56 pm
It was a light-hearted joke. The game has a reputation for being unbalanced in general. Doesn't mean no work ever goes into balancing things (as anyone who's followed the game for any length of time knows). It's just not something that will ever be perfect while the game's still in alpha. That's what alpha means.
Title: Re: Future of the Fortress
Post by: Putnam on July 23, 2017, 10:27:23 pm
I'd definitely argue for 0.43.04 as simulation. I had nearly made a post complaining about the state of things before I'd heard about what was going to be in that update.
Title: Re: Future of the Fortress
Post by: Nopenope on July 24, 2017, 04:43:12 am
How many passes do you envision for the myth gen release? In the case of the cake being too big to eat in one go, which elements are low priority and less likely to make it?

If you raid kobold civs, will they send full-blown retaliatory ambushes like other civs?

Can you raid cave civs (i.e. animal men) in the unlikely event of them having artifacts?

Can you raid necro towers to retrieve their books about the secrets of life and death (considered artifacts)? Can necros retaliate in response?

Can you raid non-civ specific sites like shrines, labyrinths, lairs, etc.?

If you raid a civ of a given race, does the whole race stop trading with you, i.e. is it possible to have both caravans and invaders from a single race at the same time?

Do named objects have artifact properties, e.g. will the naming of a weapon in worldgen increase its effectiveness in combat?

If enough demands from a goblin civ are being satisfied, can you enter a state of peace with them?


Can you see your raiding party in real time on the mini-map?

Are koblolds still too crippled by their inability to speak articulate language to make clear demands as other civs would, i.e. are there interactions still limited to them trying to steal your stuff?

Do kobold bring mounts with them in ambushes/theft attempts? What kind of mounts do they have now?

Can you raid sites for no reason whatsoever (i.e. without an artifact or a kidnapped baby to retrieve/rescue)?

EDIT: thanks for the replies, folks. I un-greenified the questions that were completely answered.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 24, 2017, 04:55:15 am
Various answers (some partial) based on Toady's previous replies and devblog:

How many passes do you envision for the myth gen release? In the case of the cake being too big to eat in one go, which elements are low priority and less likely to make it?

Can you see your raiding party in real time on the mini-map?
No. It's a report when they get back.

Can you raid kobold sites? If so, will they send full-blown retaliatory ambushes like other civs?
You will be able to raid kobold sites.

Are koblolds still too crippled by their inability to speak articulate language to make clear demands as other civs would, i.e. are there interactions still limited to them trying to steal your stuff?

Do kobold bring mounts with them in ambushes/theft attempts? What kind of mounts do they have now?
They'll bring their pets. It's not clear yet if they'll mount them.

Can you raid cave civs in the unlikely event of them having artifacts?
Yes. Kobolds will steal artifacts so may well have them.

Can you raid necro towers to retrieve their books about the secrets of life and death (considered artifacts)? Can necros retaliate in response?

Can you raid sites for no reason whatsoever (i.e. without an artifact or a kidnapped baby to retrieve/rescue)?
Yes. General raid to cause mischief.

Can you raid non-civ specific sites like shrines, labyrinths, lairs, etc.?

If you raid a civ of a given race, does the whole race stop trading with you, i.e. is it possible to have both caravans and invaders from a single race at the same time?
Not if it works the way it does right now. A state of war means no traders. And nothing's been mentioned about changes to merchants.

How are the odds of a raid's being successful calculated? What parameters are taken into account?
Toady mentioned that more calculations are going on now than previously with equipment being taken into account.

Do named objects have artifact properties, e.g. will the naming of a weapon in worldgen increase its effectiveness in combat?

If enough demands from a goblin civ are being satisfied, can you enter a state of peace with them?
Generally you start off in a state of peace with goblins already. It's just that they'll pick any old excuse to go to war with you over values and ethics mainly.

Title: Re: Future of the Fortress
Post by: PatrikLundell on July 24, 2017, 07:39:13 am
:
Are koblolds still too crippled by their inability to speak articulate language to make clear demands as other civs would, i.e. are there interactions still limited to them trying to steal your stuff?
:
If you raid a civ of a given race, does the whole race stop trading with you, i.e. is it possible to have both caravans and invaders from a single race at the same time?
:
If enough demands from a goblin civ are being satisfied, can you enter a state of peace with them?
Note: De-Toadified and abbreviated quote.
- Kobolds are still unable to speak, so there won't be any negotiations.

- I believe war and trade remains on the civ level, which means that you can have trade with one civ (e.g. your parent) while being at war with another (dwarven) civ. The current (and near future) limit is that you trade with only one civ belonging to each race, so if that's the one you go to war with, trade with it (and thus the race) is lost, but if it's another civ you should still be able to have both peace and war with different civs of the same race. War with civs that are not your "trade" relation is new, however.

- You can't be at peace with the goblins. The best you can achieve is not yet being at war with them ("---" pre embark). Given that goblins serve the dual purpose of being just another sapient civ building race, while at the same time serving the purpose of being the unspeakable evil hordes ruled by demons out to enslave the world, I doubt you'll be able to negotiate peace until the two purposes have been split some time in the future (logically goblins with a non demonic overlord could behave like a "normal" civ [with their peculiar ethics {unlike elves...}]).
Title: Re: Future of the Fortress
Post by: KittyTac on July 24, 2017, 07:56:07 am
- Kobolds are still unable to speak, so there won't be any negotiations.

What about just a screen full of *FGHTHIS THIUNKY UEHNDJD*?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 24, 2017, 08:46:17 am
Quote
If you raid a civ of a given race, does the whole race stop trading with you, i.e. is it possible to have both caravans and invaders from a single race at the same time?
Not if it works the way it does right now. A state of war means no traders. And nothing's been mentioned about changes to merchants.

Right, yeah, sorry see what you mean now. Wars exist between civs, not races. Theoretically you'll be at war with one human, elf or dwarf civ and not another.

I asked a question earlier this month about 'active' seasons and if they'll still work the same. If they do, you're likely to get attacked by enemy dwarves while your home civ merchants are trying to trade with you. That's not gonna be too amusing the 100th time it happens...
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 24, 2017, 10:04:39 am
- Kobolds are still unable to speak, so there won't be any negotiations.

What about just a screen full of *FGHTHIS THIUNKY UEHNDJD*?

That would be so gloriously stupid that I'd love to see it.

Now just imagine if agreeing to the demand leads to the dwarves handing over a random item because they don't know what the hell the kobolds are even here for. And then they walk away with some guy's moldy old boot, content with that even though it wasn't the artifact they wanted.
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 24, 2017, 01:02:47 pm
Can you see your raiding party in real time on the mini-map?

From toady's comments you can't see them in real time but you will get information of the journey dispensed via rumors & confirmation when they arrive back (or fail to arrive) along with information on the locations along the route.

Can you raid kobold sites? If so, will they send full-blown retaliatory ambushes like other civs?

Do kobold bring mounts with them in ambushes/theft attempts? What kind of mounts do they have now?

Can you raid sites for no reason whatsoever (i.e. without an artifact or a kidnapped baby to retrieve/rescue)?

Yes to all of the above, this was covered in Toady's latest FotF reply (http://www.bay12forums.com/smf/index.php?topic=159164.msg7500594#msg7500594) with a giant cave spider called lurbin, assumedly creatures that can be mounted will be brought along too. Generally also from toady's comments wandering into a settlement for no good reason will prompt a imminent raid or attempt to reclaim/steal a artifact there.

As to the cave civ question, i dont think toady has put in the ability to travel via the subterreanean world edges so it'd be unlikely and cave civs are sparse & poor anyway.

Can you raid necro towers to retrieve their books about the secrets of life and death (considered artifacts)? Can necros retaliate in response?

Can you raid non-civ specific sites like shrines, labyrinths, lairs, etc.?

Stands to be seen when the actual release drops, but there was slab related questions a while ago and the object will belong to the necromancer (and since the necromancer owns the tower site, it is likely). I personally wonder if outcasts that sometimes hide in these worldgen minor places might attack as local resistance people besides the monsters that could reside there.

There's another good chance they might not actually be places your party can visit yet or won't find much reason to visit there again after clearing it out once.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 24, 2017, 06:12:44 pm
Does the new xml you're making available include the procedurally generated instrument and music descriptions?

It's a shame there's really no way to explore these right now (barring starting up several adventurers, fortresses, etc) considering how much work seems to have put into them. Not much hope for anyone crazy enough to perfect the automatic dorvern music generator without more accessibility.
Title: Re: Future of the Fortress
Post by: ArmokGoB on July 25, 2017, 05:24:36 am
I like the idea of a toroidal world for some sort of "plane of existence" out there.  But like bumber mentioned, if you portrayed the surface of the torus with squares, you would have stretching and shrinking because the circumference of the outside is greater than the circumference of the inside. 

But that got me thinking, what about an offset square grid? 
(https://upload.wikimedia.org/wikipedia/en/f/f3/Offset-square_grid.png)

This would effectively work like a hexagon grid, but allows you to use the same quadrilateral graphical tiles as before.  If you mapped a torus or a long-lat sphere to a hash grid, you need bigger squares at the outer edge of the torus or at the equator of the sphere.  Alternatively use more squares instead of bigger squares.  So the total map is kind of a trapezoid instead of a big square.  Although I guess you could still do that with a hash-grid, now that I think about it...

I'm sure someone will want to point out that an offset-square/hexagon grid can be clumsy to navigate with keyboard, and for all these people, I would point out that all such problems could be solved by simply using a mouse.

My intuition tells me that this would be a pain in the beard to design for; both for the user and the programmer.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 25, 2017, 11:32:17 am
Does the new xml you're making available include the procedurally generated instrument and music descriptions?

It's a shame there's really no way to explore these right now (barring starting up several adventurers, fortresses, etc) considering how much work seems to have put into them. Not much hope for anyone crazy enough to perfect the automatic dorvern music generator without more accessibility.
You can get at the instrument data using DFHack. It's located at df.global.world.raws.itemdefs.instruments. Other art form data can be found at
- df.global.world.poetic_forms
- df.global.world.musical_forms
- df.global.world.dance_forms
- df.global.world.scales; and
- df.global.world.rythms
Of course, you'd need to spend some effort piecing the info together.

Edit: As an aside while poking away at this, I found the Kobolds are musicians as well, apparently. The "jlubugujreelmus" is a percussion instrument of theirs in the world I poked at.
Title: Re: Future of the Fortress
Post by: Emiteal on July 25, 2017, 04:10:57 pm
I'm sorry for being so out of the loop, but I've been having trouble searching up an answer to something I've been wondering...

Does anyone know if the next release address the issue of immigrant wave size?

Main problem is I'm super picky about dwarves and labors, so I feel compelled to carefully examine and assign/reassign each migrant to the jobs I feel they ought to be doing. I don't want to have to kill immigrants or edit the raws every single season or otherwise directly influence the immigration issue... really, I want the more modest migration waves of 40d and 23a back. I did find a DFHack code for this, but I know I'm not the only one that's had issues with it killing my gameplay (so many search results, egads), so I'm just wondering if anyone knows if this is on the table or not?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 25, 2017, 04:24:18 pm
Does the new xml you're making available include the procedurally generated instrument and music descriptions?

It's a shame there's really no way to explore these right now (barring starting up several adventurers, fortresses, etc) considering how much work seems to have put into them. Not much hope for anyone crazy enough to perfect the automatic dorvern music generator without more accessibility.
You can get at the instrument data using DFHack. It's located at df.global.world.raws.itemdefs.instruments. Other art form data can be found at
- df.global.world.poetic_forms
- df.global.world.musical_forms
- df.global.world.dance_forms
- df.global.world.scales; and
- df.global.world.rythms
Of course, you'd need to spend some effort piecing the info together.

Edit: As an aside while poking away at this, I found the Kobolds are musicians as well, apparently. The "jlubugujreelmus" is a percussion instrument of theirs in the world I poked at.
I'm sure there's lots of stuff dfhack can do. Would be nice not to be reliant on it though (besides which, it doesn't seem to be part of exportlegends yet, so it's still a fair amount of effort to get at the info). Yeah, I noticed kobolds make percussion instruments while tweaking their raws the other day.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 25, 2017, 04:32:42 pm
I'm sorry for being so out of the loop, but I've been having trouble searching up an answer to something I've been wondering...

Does anyone know if the next release address the issue of immigrant wave size?

Main problem is I'm super picky about dwarves and labors, so I feel compelled to carefully examine and assign/reassign each migrant to the jobs I feel they ought to be doing. I don't want to have to kill immigrants or edit the raws every single season or otherwise directly influence the immigration issue... really, I want the more modest migration waves of 40d and 23a back. I did find a DFHack code for this, but I know I'm not the only one that's had issues with it killing my gameplay (so many search results, egads), so I'm just wondering if anyone knows if this is on the table or not?
There is no reason to believe migrant size is being modified, and I suspect there are very different opinions as to what is the "right" one. DF already provide parameters to set the pop cap, and this can be used to limit the wave size (I used to set it to the current pop + 10 before I went for dead civs instead). The other way to restrict migration is to build up little wealth and trade little (as well as having lots of deaths in the fortress).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 25, 2017, 04:36:22 pm
Migrant mechanic overhaul is (according to current devnotes at least) planned for Scenarios (society, law and politics release). So probably a few years yet before that's thought about at all.
Title: Re: Future of the Fortress
Post by: Emiteal on July 25, 2017, 04:48:02 pm
Migrant mechanic overhaul is (according to current devnotes at least) planned for Scenarios (society, law and politics release). So probably a few years yet before that's thought about at all.

Gracias! I'll keep muddling by in the meantime. (:

(Obviously, fixing a micromanaging issue with a more technical and direct micromanagement of the raws -- or completely eschewing main gameplay components to address it -- is antithetical to the facets of the question posed.)
Title: Re: Future of the Fortress
Post by: Beag on July 25, 2017, 05:04:11 pm
1. In some worlds will there be special ceremonies/rituals priests can/need to do to receive more power from their deity?
2. In some worlds will mortals be able to enter romantic relationships with deities?
3. If yes to 2 could the offspring of these relationships possibly be demigods?
4. Will it be possible demigods receive any special treatment from the churches that worship their divine parent?
5. In some worlds will demigods receive powers that reflect their divine parent?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 25, 2017, 05:24:06 pm
1. In some worlds will there be special ceremonies/rituals priests can/need to do to receive more power from their deity?
2. In some worlds will mortals be able to enter romantic relationships with deities?
3. If yes to 2 could the offspring of these relationships possibly be demigods?
4. Will it be possible demigods receive any special treatment from the churches that worship their divine parent?
5. In some worlds will demigods receive powers that reflect their divine parent?
Weren't demi-god parents and such asked about last month or perhaps the month before? Answer was 'yes, have thought about this'. It's not part of Artifacts (or any of your other questions), so you probably won't get much more than that.
Title: Re: Future of the Fortress
Post by: Nopenope on July 26, 2017, 09:40:22 am
A couple more:

What does 'start trouble' and 'generic raids' mean? Do you just send dwarves randomly killing people and destroying buildings or is there a general purpose such as bringing back loot (in what form?), prisoners, animals, knowledge etc.

Is there an experience boost in combat/tracking skills when dwarves come back from raids? Is it random, fixed or target-dependent?

Can you send a long term resident mercenary to raid his own civ?

Are there any implications off-map if some of the dwarves you send are vampires/werebeasts/necromancers (i.e. does the werebeast fight in transformed form if the raid happens during a full moon, does the necromancer raises dead off-map, does the vampire feed upon his fellow squad members etc.)?

Does a raid squad need food and drink or do they just feed on whatever they find in the countryside?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 26, 2017, 10:17:00 am
A couple more:

What does 'start trouble' and 'generic raids' mean? Do you just send dwarves randomly killing people and destroying buildings or is there a general purpose such as bringing back loot (in what form?), prisoners, animals, knowledge etc.

Is there an experience boost in combat/tracking skills when dwarves come back from raids? Is it random, fixed or target-dependent?

Can you send a long term resident mercenary to raid his own civ?

If squad members have pets, infants or trained animals following them around are they sent along? Are they taken into account for combat?

Can you send the entirety of your fort to raids if applicable? Do you lose the game if there are no citizens on the map?


We will find out when the release happens, these are all technical questions we do not know ourselves and the release is arriving eventually and we can't do much more than speculate at the possibilities but shaking answers to the level of detail you might want from toady might be difficult.

Quote
Are there any implications off-map if some of the dwarves you send are vampires/werebeasts/necromancers (i.e. does the werebeast fight in transformed form if the raid happens during a full moon, does the necromancer raises dead off-map, does the vampire feed upon his fellow squad members etc.)?

Will probably depend on the quality of the simulation, if everything is simulated while they are out there all the while there might be fatalities.

Does a raid squad need food and drink or do they just feed on whatever they find in the countryside?
[/quote]

I would think that maybe equipping themselves with backpacks & waterskins usually reserved for the military beforehand might substitute this, but again dwarves depends on the quality of the simulation and whether toady doesn't just cheat by turning off these needs for the duration of the journey.

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Does the game keep track of whatever items/equipment the squad members were carrying with them and in the event of them getting killed at the site can an adventurer stumble upon said objects in the future?

This question has been asked already i think in previous responses, if you drop your weapons on a site rather than randomly in the wilderness (where the chance of finding it drops almost to 0 unless its a heirloom or artifact) then it will be added to the civ's storage, so yes to that question in a capacity.

Quote
How are you notified if a squad simply never comes back (no survivors) and there is no retaliation? What exactly triggers the death notification and all that implies (bad thoughts etc.)?

Covered in toady's last response i think, they just hear rumors that travel through the game world and notify you eventually as to what happened to them. A few seasons maybe, nobody has any details except speculation on this matter.
Title: Re: Future of the Fortress
Post by: Miuramir on July 26, 2017, 05:05:14 pm
Does anyone know if the next release address the issue of immigrant wave size?

Main problem is I'm super picky about dwarves and labors, so I feel compelled to carefully examine and assign/reassign each migrant to the jobs I feel they ought to be doing. I don't want to have to kill immigrants or edit the raws every single season or otherwise directly influence the immigration issue... really, I want the more modest migration waves of 40d and 23a back. ...

There's a few ways to look at this.  To break things up into slightly more specific categories, we might choose to distinguish between:

* Immigrant: Someone who chooses to come to a fort, and the fort chooses to accept.  Either side may be a bit reluctant, but ultimately it is at least nominally an agreed-upon process.  There may be different sub-qualifications; noble / commoner, rich / poor, skilled / un, warrior / tradesman, and so on.  In an ideal world the player or the scenario could be a bit more specific about the sub-qualifications. 

* Refugee: Someone who is forced to leave their previous situation, and ends up at the fort, without the fort expecting them.  In small numbers, some forts may just treat these as the error bars on immigration; but in quantity or for forts that don't want more people it is a problem. 

* Transportee: Someone who is forcibly relocated to a fort (think Australia), but who is nominally free once they get there, albeit possibly with a delay or with lowered social status.  Depending on the relative situation of the fort and the Mountainhome, this may or may not be something the fort can influence or control.  (not currently implemented in stock)

* Slave: Someone who is forcibly relocated to a fort, and is not free afterward.  Note that by default dwarves don't do slavery.  In some settings they may be able to purchase freedom (Roman-esque), in some settings they may not but their children are free (Moslem-esque), in others they may be a permanent unfree underclass (historic North American-esque).  (not currently implemented in stock)

* Indenture: Similar to a transportee, but voluntary; someone who agrees to serve a fixed term after arrival, in exchange for transportation and getting set up once they get there.  They will eventually become free citizens.  (not currently implemented in stock)

* Visitor: While nominally visitors are temporary, some fraction of them may decide they like the fort and attempt to become immigrants.  Once slightly more complex worlds come into play, visitors may also turn into refugees occasionally (such as when their home gets destroyed while they are visiting).  (this has only recently been implemented in stock, and somewhat in flux)

* Mercenary: While more or less a visitor, there might eventually be long-term employees of a fort that are not members.  Historic civs have in various times had an elite unit from some other civ, frequently used as a guard for the head of state, or to provide unique skills (for example, the Swiss Guards at the Vatican, the Varangian Guard of the Byzantine emperors, etc.).  (not currently implemented per se in stock, but in a lot of ways the semi-implemented animal people fort inhabitants can end up along these lines)  Sometimes they may have the option to become citizens upon retirement, etc. 

* (nobility): Not sure what the right descriptor would be, but people sent by the mountainhome (etc.) whether the fort likes it or not.  Currently that's more or less just nobles; historically that might be traditional nobles, satraps, governor-generals, tax collectors, religious leaders (archbishops) or enforcers (inquisition), and so on.  They may come with considerable support staff; currently just royal consorts and guard, but consider the British Raj in India for an over-the-top historical example. 

Once we get into the Starting Scenarios arc, various scenarios will presumably allow or require limits on various of the above. 

The difficulty is that by default fortress migrants are treated by the game as approximately immigrants, whereas due to lack of sufficiently detailed controls some players think of them as closer to refugees.  There are only limited ways you can "signal" the player's desires, both as a game and as a simulation, that are currently implemented.  Population cap, trade, wealth, difficult location, dead worlds, etc. are crude signals designed for what is approximately the default scenario or for hacks around it, and some players prefer to play "scenarios" that are not yet implemented or supported.  You can't specify that you want *some* more dwarves, but only if they are X; where which players want what X on which occasions varies widely.  (Unmarried, military skills, tradesfolk I don't yet have, worshipers of a particular deity, NOT worshipers of some other deity, only red beards, only people with cheese-industry-related-skills plus anyone who is willing to carry stone blocks for our giant statue of cheese megaproject, or whatever.)

From a simulation standpoint, if you have a prosperous and healthy fort in an accessible location, it would be difficult to explain why you wouldn't get dwarves (and possibly others) showing up to better their own situation.  Artificial limits such as pop cap, while sometimes necessary for performance reasons, feel "gamey"; but we'd need far more complex stock mechanics to represent more historical approaches.  Hopefully the scenario arc will offer some options.   For instance, if the scenario was a religious / monastic one, you might have very few default migrants, but a lot of visitors, some of which would petition to "join the order" (become citizens of the fort); this sort of thing would require comparatively few additional mechanics.  Given the popularity of the play style, "starting dwarves and their descendants" will likely be worked in somehow without the trouble of generating a dead world. 
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 26, 2017, 11:21:42 pm
"You can't specify that you want *some* more dwarves, but only if they are X; where which players want what X on which occasions varies widely. "

While ideally you'd signal this with outpost liaison, at least migrants should come with skills you lack and skills you use a lot of (i.e. if making mining megaproject you migrant waves are more likely to include miners.)
Title: Re: Future of the Fortress
Post by: Emiteal on July 27, 2017, 06:54:46 pm
From a simulation standpoint, if you have a prosperous and healthy fort in an accessible location, it would be difficult to explain why you wouldn't get dwarves (and possibly others) showing up to better their own situation.

That was quite an extensive read, I very much enjoyed it! It'll be exciting when we see those kinds of mechanics. I did want to note that the game's bar for "prosperous and healthy" seems quite low at present; dwarves are overly eager to pack up and leave places where they presumably have lived for a while. Perhaps Scenarios will address this in some way like giving migrants a potential check: do I really want to leave this place where I have friends, family, an abode, a job, etc, to take my chances on an expedition that left just last year and potentially hasn't really gotten anything up and running yet?

Housing might be an important factor. The game already understands "this fort contains 20 bedrooms" based on how many bedrooms have been designated. If those 20 bedrooms are already full, the 20 migrants/conscripts/whoknowswhat have no place to live. If #dwarves>#bedrooms, then maybe word should get out that my fort has a housing shortage. And if #dwarves<#bedrooms, word spreads that my fort has lots of space available, and dwarves come in droves. (And speaking to the liaison, you could send out word intentionally to this effect?)

Or maybe you have a pool of potential migrants come to the fort and they hang around for a while, but if you don't make space for them within the season, they leave to find somewhere else to live that can accommodate them. Or potentially they will only decide to stay at the fort if it meets certain criteria, like it has a hospital, or a certain type of workshop. That would really give incentive to build certain things to convince high-value migrants to stay! Geez, the possibilities... and knowing Toady, it will all come to pass in one form or another.

Right now, migrants deciding that my fort is "prosperous" usually reflects the fact I have dug a giant moat around my map (demolishing 10+ Z-levels of rock), crafted a few barrels of masterpiece meals and traded them for lots of picks and raw glass, and had an artifact made. The dwarves who are arriving in droves have no concept of what they're walking into. They come, there are no bedrooms, there is no hospital, but for some reason they want to live here, en masse, abandoning their previous lives to be surrounded by piles and piles and piles of mined rocks.

... Hm, I guess I have basically created dorf heaven.
Title: Re: Future of the Fortress
Post by: PatrikLundell on July 28, 2017, 02:55:00 am
Suggestions about how to implement starting scenario mechanics are probably better placed in the suggestions sub forum, as suggestions in this thread are frowned upon. Starting scenario may be due in 5 years or so (if they appear directly after 3 myth&magic arcs [the actual number is not known]), so it's way out of the scope typically looked at in this thread.
Title: Re: Future of the Fortress
Post by: Inarius on July 28, 2017, 03:10:19 am
Release is coming !
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 28, 2017, 03:38:38 am
Release is coming !
20 nuggets at 1-2 days = 40 days unless anything goes wrong...? And you know that last nugget will take a couple of weeks by itself. :)
Title: Re: Future of the Fortress
Post by: Inarius on July 28, 2017, 04:53:07 am
Well, AT LEAST this an estimation. A few months ago i hoped to have the release in september 2017 (while random dragon in is usual optimism said 2018). Now this is getting more precise, probably at the end of september...(if you think about unknown bugs).
The fact that i am enthousiasm is because i'm eager to see the NEXT version to be developped.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 28, 2017, 05:11:06 am
Well, AT LEAST this an estimation. A few months ago i hoped to have the release in september 2017 (while random dragon in is usual optimism said 2018). Now this is getting more precise, probably at the end of september...(if you think about unknown bugs).
The fact that i am enthousiasm is because i'm eager to see the NEXT version to be developped.
Even after the release there's 6 months of mini-updates and bug fixes to get through first before the mythgen update starts. Still, pretty excited here too.
Title: Re: Future of the Fortress
Post by: Inarius on July 28, 2017, 05:17:30 am
I know. But, as we both said, 6 months is better than "unknown" (which always means > to 6 months).
Title: Re: Future of the Fortress
Post by: Emiteal on July 28, 2017, 11:51:03 am
Suggestions about how to implement starting scenario mechanics are probably better placed in the suggestions sub forum, as suggestions in this thread are frowned upon. Starting scenario may be due in 5 years or so (if they appear directly after 3 myth&magic arcs [the actual number is not known]), so it's way out of the scope typically looked at in this thread.

A couple of people just went on a short speculation tangent about Scenarios (not starting scenario mechanics, the future development cycle) after I asked a question about the release schedule! My apologies for my enthusiasm. Calm down, dear noble, I will avoid exporting chairs as you demand, so you may now stop derailing the topic with policing about a conversation that already ended and we can return to discussing what's about to come next.

... I tried to come up with a question about the next release, but I got bupkis. Back to my fort now!
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 28, 2017, 12:08:07 pm
Well, AT LEAST this an estimation. A few months ago i hoped to have the release in september 2017 (while random dragon in is usual optimism said 2018). Now this is getting more precise, probably at the end of september...(if you think about unknown bugs).
The fact that i am enthousiasm is because i'm eager to see the NEXT version to be developped.

Then again, I was joking when I said DF2018. :V
Title: Re: Future of the Fortress
Post by: Fleeting Frames on July 28, 2017, 12:45:46 pm
Your joking is more accurate than other peoples' predictions :v

You mentioned that animal thieves who steal artifacts will become historical figures in last devlog. At the moment, however, I believe beast attacks stop post-worldgen outside the player fortress. Will those named keas return only to the fort (wielding the artifact?) or will they go thieve from other civilizations post-worldgen, once thus recognized?
Title: Re: Future of the Fortress
Post by: MinerMan60101 on July 28, 2017, 01:55:39 pm
Also a question about animals becoming historical figures:

Since animals that steal artifacts become historical figures, can you make the option in one of the .txt files for all animals that steal things from your fort, regardless of whether they steal an artifact, to become historical figures?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 28, 2017, 03:46:00 pm
Its nice to see the question i raised a long time ago about what happens in the case of animal theives being finally answered.

> Is there a extremely minute chance that keas arriving from off the map could already have stolen artifacts or stolen objects that you could take off them?

Work through murdering the kea population and you might get your anvil back that was stolen in the summer of the first year.  8)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 28, 2017, 04:51:02 pm
Its nice to see the question i raised a long time ago about what happens in the case of animal theives being finally answered.

> Is there a extremely minute chance that keas arriving from off the map could already have stolen artifacts or stolen objects that you could take off them?

Work through murdering the kea population and you might get your anvil back that was stolen in the summer of the first year.  8)
Is every single object going to be tracked? Seems like it's only artifacts in the next release. Question is fine, just don't expect your anvil back any time soon. :)

Although I guess objects stolen by kea who are already historical are tracked too.
Title: Re: Future of the Fortress
Post by: AceSV on July 28, 2017, 10:55:05 pm
As artifacts grow in power over future releases, might we see animals that steal artifacts become elevated to greater status? 
For example:  The assumption is that artifacts will eventually become like The One Ring or Excalibur, so would a kea that steals The One Ring become a Gollum-like creature, or would a kea that steals Excalibur become King of the Britons? 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 28, 2017, 11:21:30 pm
As artifacts grow in power over future releases, might we see animals that steal artifacts become elevated to greater status? 
For example:  The assumption is that artifacts will eventually become like The One Ring or Excalibur, so would a kea that steals The One Ring become a Gollum-like creature, or would a kea that steals Excalibur become King of the Britons? 
Since neither of those objects ever corrupted a dumb animal, it's not a very useful comparison. Are there any actual examples from literature of artifacts causing animals to become intelligent and try to take over sapient civilizations?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 29, 2017, 04:42:19 am
Well if its a primordial force object (going off the mythgen talks), it'd be interesting for a stolen magical/natural artifact to have some kind of effect on them such as turning them into a kea-man or growing tenfold & sprouting tentacles under the influence of negative chaos energy if they've managed to swipe such a powerful evil artifact.

As artifacts grow in power over future releases, might we see animals that steal artifacts become elevated to greater status? 
For example:  The assumption is that artifacts will eventually become like The One Ring or Excalibur, so would a kea that steals The One Ring become a Gollum-like creature, or would a kea that steals Excalibur become King of the Britons? 
Since neither of those objects ever corrupted a dumb animal, it's not a very useful comparison. Are there any actual examples from literature of artifacts causing animals to become intelligent and try to take over sapient civilizations?

In literature probably not unless you sort of reference the island of doctor moreau by H.G wells as being a misdirected attempt to conquer the world with animalmen, also one of threetoes ASCII stories touches upon a evil wizard commanding apemen.

I doubt we'll be seeing Throgg the Trogg or Troll King (if you get the warhammer reference) in our cavern embark as per botched magical accident giving them full intelligence & malevolence anytime soon.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 29, 2017, 04:55:06 am
Well if its a primordial force object (going off the mythgen talks), it'd be interesting for a stolen magical/natural artifact to have some kind of effect on them such as turning them into a kea-man or growing tenfold & sprouting tentacles under the influence of negative chaos energy if they've managed to swipe such a powerful evil artifact.

As artifacts grow in power over future releases, might we see animals that steal artifacts become elevated to greater status? 
For example:  The assumption is that artifacts will eventually become like The One Ring or Excalibur, so would a kea that steals The One Ring become a Gollum-like creature, or would a kea that steals Excalibur become King of the Britons? 
Since neither of those objects ever corrupted a dumb animal, it's not a very useful comparison. Are there any actual examples from literature of artifacts causing animals to become intelligent and try to take over sapient civilizations?

In literature probably not unless you sort of reference the island of doctor moreau by H.G wells as being a misdirected attempt to conquer the world with animalmen, also one of threetoes ASCII stories touches upon a evil wizard commanding apemen.

I doubt we'll be seeing Throgg the Trogg or Troll King (if you get the warhammer reference) in our cavern embark as per botched magical accident giving them full intelligence & malevolence anytime soon.
Ah yes, I can well imagine the origin of animal-men in mythgen being the result of a bunch of rhesus macaques messing with the harp of fate. That's kind of artifact related. While both Dr Moreau and the threetoe story wizard followed the general trope of an evil sapient corrupting or enslaving innocent beasts, which is more the way I imagine DF stories to end up (who knows though!). 
Title: Re: Future of the Fortress
Post by: AceSV on July 29, 2017, 07:00:47 am
Since neither of those objects ever corrupted a dumb animal, it's not a very useful comparison. Are there any actual examples from literature of artifacts causing animals to become intelligent and try to take over sapient civilizations?

So I guess the technical DF question would be, if an artifact gives whoever "possesses" it some kind of power, will the simulation require the possessor to be [INTELLIGENT] to benefit from those powers. 

In the case of The One Ring, whoever wore it could become invisible.  A kea probably wouldn't think to wear it or might not be physically able to, so no invisibility for the kea.  But, The One Ring had a will of its own and corrupted its surroundings to try and return itself to Sauron.  So it would stand to reason that The One Ring would still try to manipulate the kea for this purpose, and give the kea whatever power was appropriate to accomplish this task.  The question then still being whether The One Ring requires that the creature has a minimum level of intelligence in order to have power over it, and then whether a kea in fact possesses that much intelligence, since parrots in general are as smart as human children and keas are particularly intelligent among parrots. 

In the case of Excalibur, (technically, in earlier tales, The Sword in the Stone, which is not the same sword as Excalibur) the civilization of Britons had decided that whoever possessed the sword was rightful heir to Uther Pendragon and King of the Britons, the implication being that God would deliver Excalibur to its rightful owner.  I would imagine that there have been similar artifacts in history, mythology or literature.  So the question is, would the DF Britons decide that a kea who wanders off with Excalibur has been chosen by God to lead them as the heir of Uther Pendragon, or in a sufficiently fantastical setting, could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 

(that's getting sig'd) 
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 29, 2017, 07:18:08 am
I think you're better off waiting for the mythgen release to start work before demanding intricate details about the far future. Doubt you'll get much besides. 'Dunno, we'll see when we start thinking about it'.
Title: Re: Future of the Fortress
Post by: Random_Dragon on July 29, 2017, 10:21:02 am
Minor nitpick, the sword in the stone wasn't Excalibur. Now, I wonder what'd happen if a kea made off with the sword in the stone...would the stone come along for the ride, since an annoying little parrot is unlikely to be the rightful king?

And what happens if dwarven Britons weaponize this by trying to shoot would-be-king keas out of the sky while they're carrying the sword in the stone, stone and all, over the heads of a goblin army?
Title: Re: Future of the Fortress
Post by: FantasticDorf on July 29, 2017, 11:31:41 am
Depends on how strict the terms of ownership would be, would make a amusing & dwarf-eccentric bug report on Mantis to have a civil-war caused by a loyalty cascade over whether a kea that has stolen a heirloom is the rightful heir.

> Do/will artifacts carry a [DIFFICULTY] rating to determine how much of a priority they are in a quest compared to say killing some low level beasts or are they all on the 'same level' of quest requests
Title: Re: Future of the Fortress
Post by: Valtam on July 29, 2017, 02:31:46 pm
Depends on how strict the terms of ownership would be, would make a amusing & dwarf-eccentric bug report on Mantis to have a civil-war caused by a loyalty cascade over whether a kea that has stolen a heirloom is the rightful heir.

> Do/will artifacts carry a [DIFFICULTY] rating to determine how much of a priority they are in a quest compared to say killing some low level beasts or are they all on the 'same level' of quest requests

I believe they won't carry it during this pass, as (I believe from last time I checked) we currently don't have difficulty ratings for murder quests either. If you ask your current liege or commander about what to do next as a fresh recruit, they won't hesitate to ask you to kill a Bronze Colossus, and they probably don't know yet that such a quest won't be easily accomplished (unless there is an underlying King Pelias motivation that is not conveyed through text).

Going to check the wiki and raws, but haven't seen that thing.
Title: Re: Future of the Fortress
Post by: Egan_BW on July 29, 2017, 02:31:59 pm
Of course the rightful king is a kea. I see no other possibility.
Title: Re: Future of the Fortress
Post by: LordBaal on July 29, 2017, 03:18:44 pm
Ratmen from warhammer comes to mind. Granted is not an artifact per se but replace warpstone with artifact on the narrative and it would be more or less the same.
Title: Re: Future of the Fortress
Post by: exdeath on July 30, 2017, 02:43:12 pm
You told something about cylinder worlds, will the game support toroidal planet? Stuff like this thing presented here http://www.aleph.se/andart/archives/2014/02/torusearth.html ?
Title: Re: Future of the Fortress
Post by: mikekchar on July 30, 2017, 08:31:36 pm
Not trying to dismiss the question, but I struggle to understand the interest for non-flat worlds.  If you think about it from a "realistic" perspective, DF worlds are not big enough to form spheres (or at least not big enough to form spheres and also have earth-like gravity).  Although, the linked article asks the question, "Can torroidal worlds exist", I will spoil it by saying that they can't form naturally -- accretion disks have a maximum particle size.  Above that particle size, the particles come together with their own gravity and form moons -- that eventually clear the disk (see the rings of Saturn for a great example).  And even if you built a torroidal world, the size you would require in order for it to have earth-like gravity would be much greater than DF allows (though, I have to check the density of slade to be sure...)

To me flat maps make the most sense -- you are playing on a section of a spheroidal world.  The map is a projection onto a 2 dimensional square.  It sucks that you can't go beyond the edge of the map but that's a technical limitation of the game.  Not only does it make the most sense, but it is also exactly what you find with most fantasy literature (probably because everyone is copying Tolkien, but still...).  I remember thinking that even Naruto has this square map and no mention is ever made about what happens when you wander off the map (despite being able to go to the moon...).

What might be cool is to have some explanation why you can't get through these square sections -- and/or possibly making the sections non-square.  For example, in a site, your other-worldly influence can only extend so far and when dwarfs are outside of the site, they are no longer influenced by/visible to you.  Similarly, Armok's view only extends to a section of a planet and so the god seals it off so as to avoid unwanted interference. But I am rapidly descending into suggestion territory.
Title: Re: Future of the Fortress
Post by: KittyTac on July 30, 2017, 09:37:55 pm
Not trying to dismiss the question, but I struggle to understand the interest for non-flat worlds.  If you think about it from a "realistic" perspective, DF worlds are not big enough to form spheres (or at least not big enough to form spheres and also have earth-like gravity).  Although, the linked article asks the question, "Can torroidal worlds exist", I will spoil it by saying that they can't form naturally -- accretion disks have a maximum particle size.  Above that particle size, the particles come together with their own gravity and form moons -- that eventually clear the disk (see the rings of Saturn for a great example).  And even if you built a torroidal world, the size you would require in order for it to have earth-like gravity would be much greater than DF allows (though, I have to check the density of slade to be sure...)

To me flat maps make the most sense -- you are playing on a section of a spheroidal world.  The map is a projection onto a 2 dimensional square.  It sucks that you can't go beyond the edge of the map but that's a technical limitation of the game.  Not only does it make the most sense, but it is also exactly what you find with most fantasy literature (probably because everyone is copying Tolkien, but still...).  I remember thinking that even Naruto has this square map and no mention is ever made about what happens when you wander off the map (despite being able to go to the moon...).

What might be cool is to have some explanation why you can't get through these square sections -- and/or possibly making the sections non-square.  For example, in a site, your other-worldly influence can only extend so far and when dwarfs are outside of the site, they are no longer influenced by/visible to you.  Similarly, Armok's view only extends to a section of a planet and so the god seals it off so as to avoid unwanted interference. But I am rapidly descending into suggestion territory.

Remember that we're getting myth&magic in a few years. There'll probably be randomly generated explanations for that.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 30, 2017, 10:18:13 pm
Come the mythgen release, do you think we'll get any details on what lies beyond the borders of our maps? For example, if some worlds are meant to be exactly what we see, perhaps floating on the back of a turtle?  While others are meant to be part of something bigger?
Title: Re: Future of the Fortress
Post by: LorrMaster on July 31, 2017, 08:30:28 am
When artifacts are given magical effects, will we see them affect a creature's intelligence and personality? For example an animal with the Can_Speak token or a necromancer who suddenly has the urge to raise a family as their main goal?
Title: Re: Future of the Fortress
Post by: Ggobs on July 31, 2017, 12:35:39 pm
Edited cause question already asked
Title: Re: Future of the Fortress
Post by: a52 on July 31, 2017, 03:45:52 pm
When boats are added, will there be nomadic groups/bandits/travelling merchants that live on and travel up and down rivers?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on July 31, 2017, 03:55:07 pm
When boats are added, will there be nomadic groups/bandits/travelling merchants that live on and travel up and down rivers?
Text needs to be lime-green if you want Toady to answer your question.

Not sure you should have too high expectations though. Boats is years away yet.
Title: Re: Future of the Fortress
Post by: Norman does minecraft on August 01, 2017, 05:35:09 am
Will there be an option to progress time in a generated world in the next version? Such as a "progress time by x" option in the fortress location selector menu
Also will you be able to control/see dwarves that are off-site on a raid?
And, aside from the off-site raiding, what will be added in the next version?
Speaking of sites, will there ever be an option for modding custom sites into the games?
Sorry for making this so long
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 01, 2017, 05:43:43 am
Will there be an option to progress time in a generated world in the next version? Such as a "progress time by x" option in the fortress location selector menu
No. That's never been mentioned as being part of the next release.
Skipping time (like going back to worldgen to skip a few years) has been mentioned by Toady as being really, really difficult. He'd probably mention it in the devblog if he'd somehow managed to crack this mammoth task (and delay the upcoming release by a few months in the process).
There's a Dfhack script that allows you to choose to skip more or less than two weeks in the slow start of embark world-update calendar screen. But of course, that's pretty limited.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 01, 2017, 07:16:47 am

:
Also will you be able to control/see dwarves that are off-site on a raid?

No. It's been asked and answered before. Off site expeditions are reported on only after they have returned/the information of their failure has returned.
In a longer perspective the issue of controlling off site action has been described as essentially the same issue as controlling action in another dimension, and that the first Myth & Magic release is rather unlikely to go beyond one way portals (i.e. from the outside to the dwarven realm), with multi site action intended to be implemented as a later stage (possibly Myth & Magic arc 2).
Title: Re: Future of the Fortress
Post by: pikachu17 on August 01, 2017, 09:03:39 am
Will World-gen artifacts be able to be of any weapon/armor type, like the fortress artifacts? Or do they only make artifacts of items from their own civ?
While I'm thinking of it, what are the types of artifacts you can get?

Title: Re: Future of the Fortress
Post by: Valtam on August 01, 2017, 01:17:17 pm
Will World-gen artifacts be able to be of any weapon/armor type, like the fortress artifacts? Or do they only make artifacts of items from their own civ?
While I'm thinking of it, what are the types of artifacts you can get?


It has been implied that besides legendary weapons and armor we can also find holy relics (artifact body parts on display, I assume) and heirlooms, these last ones might cover stuff from crowns and mugs to socks and whatever doesn't fit in the other categories. It is not clear if furniture could be considered heirlooms, or if they'll even be present as world-gen artifacts.


And, aside from the off-site raiding, what will be added in the next version?
Speaking of sites, will there ever be an option for modding custom sites into the games?


Mostly new artifacts and related quests, bugfixes, kobold sites and civ-specific pets, impersonation and new jobs (prophets and spies) and off-site dwarven shenanigans. Those are the ones that come to my mind, there might be a few left.

It will be possible, in a far future, but it won't make sense to have the ability to customize those sites if sites themselves are lacking. Property, law, magic, economy and starting scenarios all have to be implemented first in order to have at least a full bench of generic sites, to put a name on them.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 01, 2017, 10:00:31 pm

And, aside from the off-site raiding, what will be added in the next version?
Speaking of sites, will there ever be an option for modding custom sites into the games?
Sorry for making this so long

Check out the development pages, the devblog, and the past 12 months of fotf replies.
http://www.bay12games.com/dwarves/dev.html
http://www.bay12games.com/dwarves/index.html

And custom sites are mentioned in the really long list of far future development items and goals which you should find a link for somewhere (suggestions thread, I think).

Generally this thread is more focused on upcoming developments. "Will there ever..." will mostly be answered "Yes, one day. Maybe. No timeline". And if your "Will there ever..." question is actually a suggestion disguised as a question, you're better off putting it in the suggestions forum.
Title: Re: Future of the Fortress
Post by: Toady One on August 02, 2017, 04:24:11 pm
Thanks to Shonai_Dweller, Nibblewerfer, FantasticDorf, PatrikLundell, golemgunk, Bumber, Valtam, Egan_BW, Random_Dragon, Japa, therahedwig, lethosor, Knight Otu, Miuramir, and anybody I missed for helping to answer questions this month.  Keep in mind that sometimes multi-part questions are partially cut when some of the questions are answered and not others, so please go back and check around your post if something is missing!

Quote from: Max^TM
have you seen the bug report/encountered the zombie-merchant bug in a town?

Do you mean zombie like zombie, or zombie like the merchant just sitting there because they are historical figures and have become stranded in time?  I remember something like the latter.  I'm not sure it'll ever really be handled until they have a proper place in the world with the economy stuff.

Quote from: Asin
Any new tags? I have a mod, and I just wanna be sure what the new tags are so that I may update the mod for the upcoming version!

There are several, mostly related to the new entity animal stuff, but I don't want to encourage premature updates in case they change near the end, which they often do.  They'll be in the file changes.txt with the release.

Quote from: Derpy Dev
Do you have any ideas for other HFS level spoilers that you aren't revealing? I'm curious about whether or not I will be surprised by anything huge that isn't in an update log.

Not in this release.  For the myth release, there's a lot of stuff, but I'm not sure if anything will be held back in the logs or not, since it is an explicitly magical release.

Quote from: leoboiko
In-game languages: is the new framework intended for the next couple releases? What are the current plans language-wise? Specifically, do you have any of the following in mind?
  • A description of the phonologies and how they map to the orthographies
  • Procedurally-generated historical sound changes
  • Creature-to-creature spread of sound changes (resulting in dialects, etc.)
  • Inter-language influences/borrowing
  • Morphology

Yeah, those are in the notes (except for individual creature-to-creature spread, since that's probably too granular to ever make it in), but it hasn't been a priority.  We've taken a small step toward it with the way that prophecies are stored, and I imagine it will continue in that way.

Quote from: KittyTac
Will magical explosions be able to destroy natural tiles?

Hard to say what sort of effects we'll get and where -- oddly, blowing apart a whole region of the map is somewhat easier to handle than the digging-related implications of locally exploding tiles (regarding sieges, fortress integrity, etc.).  As we've said before, we lean toward digging being allowed, but local map modifications of that kind should be toggleable (on a world-gen basis, anyway).

Quote from: Beag
1. Will some civilizations prohibit the use of magic?
2. Could some possible corruptions from magic include growing extra limbs such as a tentacle or a tail?
3. Could magic users hide their corruptions under heavy amounts of clothing?

1. Hard to say where we'll be with that -- we don't have laws, or the status/group-based stuff that'll be in a little before that, but after the myths.  At the same time, we have stuff like the ethics tags to control behavior, and something like that could very well come up, though entities never really had a clear necromancy policy, so who knows.

2. We'd like to get body modification in.  It's a difficult problem, due to for instance the way wounds are stored and lots of body information is precalculated, but it needs to be handled at some point, and we might finally be there with the magic release.

3. Somebody brought up crime/disguises for this one, and that'd be the first time we'd get there, most likely.  As usual, the more mechanics we have related to a given missing feature, the more pressure builds toward the addition of that feature.

Quote from: Shonai_Dweller
Will dwarf civs now attack other sites they find annoying in initial worldgen, or is provoking them enough to retaliate only something the player is able to achieve?

Once they're at war will both sides continue to send armies to attack each other's sites, or will your civ end up turtling in the way dwarves do right now?

What season will dwarves attack in?
Any season? Just Autumn? Any chance to see a seperation of 'friendly merchant visit' and 'gonna kill ya all' active seasons?

I'm probably missing something, but I'm not sure what the turtling thing is.  I don't see anything at first glance that causes dwarves to behave differently.  Perhaps low population capitals?

Active season no longer has anything to do with invasion timing.

Quote from: Witty
Toady, in your most recent update you mentioned sending your expedition leader to raid a mountainhome, which the dwarf did not survive. The civ responded with a small siege of ten troops. Was this small force sent because you sent such a tiny force to attack? If one sends larger forces to raid sites, will the civ send larger retaliation forces?

I think it goes by number of attacks -- they bypass the triggers, but it ramps up as usual after that.

Quote from: PatrikLundell
What are the criteria for a civ to be declared dead on embark?
The reason for the question is that most civs that should be dead refuse to acknowledge it and maintain they're merely struggling (with the attendant caravans, migrant waves, monarch, etc), and I'm trying to hack them into realizing they're in fact dead, as I realize fixing the bug is likely to be a low priority correction. It can be noted that the actual criteria used are harder than the ones that exclude "dead" civs from showing up on the civ selection screen: hacking the selection to allow all of the dwarven ones to be used result in roughly the same ration between "struggling" and actually dead ones on embark (somewhere between 1:3 and 1:20) as in the vanilla case where you only have a single dwarven civ and it ought to be dead. I've had some minor success hacking the entity_populations entry (DFHack term) to set the population to zero before finalizing the world, but that works only in a minority of the cases. I realize you may be reluctant to answer the question as it risks opening the floodgate of hacking/modding info requests.

During world gen, during the civ movement phase, it checks for a living associated historical figure.  Failing to find one, it goes through the associated entity populations and sees if any of them have positive numbers.  If that fails it marks the entity as dead.  The entity population bookkeeping has always been sort of problematic, so it wouldn't be surprising if that screws up.

Quote
Quote from: AceSV
I saw in the July Future of the Fortress reply that you can't make a spherical world with square tiles.  There's actually something we make in 3D art called a "cube sphere".  Basically, imagine drawing the grid lines onto a cube, and then puffing out the cube into a spherical shape.
[/quote author=exdeath]
You told something about cylinder worlds, will the game support toroidal planet? Stuff like this thing presented here http://www.aleph.se/andart/archives/2014/02/torusearth.html ?
[/quote]

People addressed most of the issues -- therahedwig's diagram is the main one with seamless loading.  It just doesn't work in 2D.  Changing over to six separate loadable areas would be a step backward and require separate and messy handling.

I don't know exactly how it'll turn out, but code-wise supporting wrapping on either edge is similar enough that it would probably be supported.

Quote from: Slozgo Luzma
Under the "Creation Myths and Magic Systems" arc, you mention that mythic artifacts could come from sources that are either divine, natural, or from ancient races. Do you envision these randomly generated ancient races as being something like the Hindu Devas or Norse Aenir, where they are magical epic versions of the believing race? Or more like a precursor style or superior ancestor, like Tolkien's Numenoreans or something similiar? Neither? Both?

Additionally, we have randomly generated art styles and musical instruments: will we eventually get cultural weapon, raiment and even tool variations along the same lines, with their own names? Like a civilization can currently have a bagpipe that can play two octaves and has a flat tone, will we have short swords with bell-guards, flared pommels, no-dachi blades, and a blood channel? Or a mace with flanges and a curved grip?

It could be both, certainly the first.  The precursor type is a little harder to do technically, since it's a mushier divide between creature definitions and the game doesn't like that very much (the sort of thing that makes common stuff like "half elf" very hard to add).

PatrikLundell mentioned some problems w/ procedural items -- right now, many exist (clothing etc.) but they have been relegated to vaults.  People are used to variously-named instruments, but extending it out is harder and a lot to ask in terms of the player's information bandwidth.  There's a middle ground more where your question is, where items can have modifications and so forth.  I'm not sure when we'll get to that sort of thing.  We've been stuck with bucket handles as the only specialty modification for a very, very long time.

Quote from: iceball3
To what extent, mechanically speaking, would you currently think of cutting off involvement of topic development from the technological capabilities of civilizations in worldgen? For instance, topics which allow civilizations to develop siege weapons, military tactics, weaponry in general, civics (site types and similar) etc.

Do you think general proclivity a race has to particular topics (weighted and/or circumstantially influenced preference), or topical whitelists/blacklists are the optimal way of determining what scholars in a civilization will introduce to them, for Dwarf Fortress?

Ha ha, it's not an easy question to answer -- as far as I know there are many schools of thought and pitfalls.  Right now, as far as I remember, we don't blacklist anything (except maybe for some physically impossible stuff) or have any preferences, but I'm not sure, and of course the entities have hard blacklists for equipment which isn't part of the knowledge forest.  No idea how that'll play out when it's all joined.  We could use the values/personality stuff in some clumsy way to point civs in some direction or another, as well as circumstances like whether they are in an eternal war or not, that sort of thing.  We haven't really engaged with it since the knowledge system is still almost completely disengaged from other mechanics.

Quote from: ArmokGoB
Do/have you ever run valgrind or any similar programs on the DF source code?

With the latest (or one before that) msvc, I lost my Windows memleak detector, but I was clean up until then.  I haven't run a check with a replacement yet.  Also used the static analysis with the latest msvc and found some interesting bugs.

Quote from: Zavvnao
Would it be possible to get monsters to yield and quit eating people without killing them?

Shonai_Dweller mentioned the worldgen taming journeys, and it's another case of worldgen mechanics not matching up with in-game mechanics.  It would be fitting to have some extra reasonable/heroic behaviors.

Quote from: Bulwersator
How you imagine motional strength of dwarves? Similar to real-life humans or tougher? I ask as it dramatically changes from version to version in game (34.05 dwarves are emotionally resistant to everything, including lack of alcohol).

We're thinking of them about like people until we have a clear reason to deviate, since it helps the stories along.  Perhaps because of how the AI is always going to be bad and inflexible, we can consider them a bit more unreasonable and set in their ways.

Quote from: vvAve
Are there any changes to artifact generation? Leather spikes, coal grates etc. are somewhat immersion breaking.

Haven't done anything to patch any of that up.  That problem isn't really limited to artifacts either.  A lot of the materials don't work quite right.

Quote from: 593shaun
do you plan to make artifact effects exclusive to selected item types, or completely random (for example, would I be able to make an effect (however generic it may be) to raise the strength of the wielder that appeared on hammers and belts, or would I then be able to get a door of strength)?

Also, unrelated, but I was also wondering if you had plans to add hardening with oxygen and corrosiveness to materials.

Nonsensical artifact effects are counterproductive, I think, so there'll likely be some restrictions.  I don't mean nonsensical like silly, but ones that literally don't make sense.

Like rust?  It is in a dev note, but not a priority.

Quote
Quote from: Max^TM
myself I usually think of the 48x48 tile chunks as "embark tiles" due to their use on the embark screen/fort dimensions, and the 16x16 embark tile chunks as "world tiles" accordingly. Do you have a more official--if you will--terminology that you use, and are there different scales you use/think of the game world in terms of besides those?

Travel mode moves you basically on the embark tile scale and using dfhack in or near a site it's easy to see that altering the coordinates of your traveling army by x+1 moves you over 1 "site travel" step, but it takes an x/y change of 3 or more to move your spot on the wilderness travel map, so you could call 1 embark tile 3 travel tiles or 16 dwarf scale tiles I guess?
Quote from: PatrikLundell
- 16 * 16 world tiles for features
- 7 * 7 world tiles for "nearby" biome creatures
- 3 * 3 world tiles for region info
- 16 * 16 region tiles per world tile (called embark tiles by Max)
- 3 * 3 tiles per region tile for various features, including "local features" (they don't cross these boundaries, currently). I've got no name for these.
- 48 * 48 embark tiles (in my terminology, dwarf scale in Max') per region tile.
Quote from: Max^TM
So for a 17x17 pocket world:
[w17]x[w17] in world tiles --world map export scale
[r272]x[r272] in region tiles --wilderness travel scale
[e816]x[e816] in embark tiles --near-site travel export
[t39168]x[t39168] in local tiles --on foot scale

Ha ha, I'm not sure official names are useful -- they are often the worst names since the purpose of the structures has changed over the years, etc.  In any case, we have the 16x16 world tiles, which are called "feature shells", since we used them first to handle groups of map features for save/load.  The 16x16 maps of a single world tile are called "midmaps", but there are 17x17 maps of sites at the same scale called "site realizations", and those also have 51x51 versions which are blown up (and also exist in the site realization).  Armies move at this scale (three times the midmap scale, but it doesn't have a name) -- generally the coordinates are stored as (ax,ay) for the world, (mmx,mmy) for the midmap, (smmx,smmy) for the three-times-closer army scale, and (x,y,z) or (lx,ly,ly) for the local in-play tiles.  Aside from the "mm" for midmap and the "l" for local, the reasons are lost to time...  "s" might be for site, and "a" might be for area.  A single midmap tile is the 48x48 play tile unit (doesn't have another name aside from "midmap tile"), and it is made up of a 3x3 of 16x16x1 play tiles, and each of those 16x16x1s is a "block" (so a midmap tile is 3x3 blocks).  The 16x16 is also sometimes taken with all Z levels as a "block column" (which handles cave-ins and some other data).  Stuff like weather and biome creature areas are all one-off arrays/functions and not given useful names as far as I know.

Quote from: AceSV
What's the story on getting non-dwarves in migrant waves or animal-people visitors?  Seems like animal-people don't show up in player fortresses nearly as much as they do in generated fortresses.

Since we didn't know how non-dwarf citizens would turn out (in terms of clothing production etc.), they are disallowed as general migrants.  I'm still not sure where we're at there.

Quote from: FantasticDorf
Is the situation on how frequently we see animalpeople citizens likely to change by the hill dwarf arc? pushing for a community of tiger men citizens created from retired adventurers/migrants into a self contained extranous community so that we can get semi-occasional migrants from them.

With all the migration changes in that release, it's quite possible.  I don't yet have a good feel for how annoying it is to have a significantly non-dwarven fortress in terms of clothing etc.

Quote from: Beag
With stuff like secret identities and family members will our adventurer log eventually show more information about the npcs we know like job and family relations?

It would be useful and cool.  As it matters more and more, it'll probably happen.

Quote from: squamous
1. Are there plans for entity tokens that would allow you to alter the extent to which entities interact with artifacts? Like, could we make it so they would only ask politely for artifacts, and never fight over them, or vice versa?

2. Will Kobold sites remain as they are now, just spawning in a single cave (although with an upgraded layout) or have the ability to found sites like the other civs?

3. Will Necromancers be able to hunt down artifacts and if so, how?

1. I haven't done anything with that.  I'm not sure if I feel comfortable with artifact-specific flags or if I should just respect stuff like values regarding warfare etc. throughout.

2. They don't spread out.

3. They have an entity somewhat related to the bandit entities.  Those don't have agents, and they only send out certain sorts of groups.  They might undead-invade sites preferentially based on artifact claims, but it would be a pretty unusual circumstance, and the undead invasions are separated out a bit so I'm not sure artifacts would be fully considered (rather than just some numerical modifier based on claim grievances).  They won't be able to find a lost artifact right now.

Quote from: Max^TM
is there anything in game that alters how quickly someone crosses the map in travel mode? It seems like it assumes a default rate for all armies on the map, is it something fixed like 1 travel step = x time units on the day/night display? It feels strange that a unit so fat or overencumbered they move at 0.099 can travel at the same rate as a modded hyperspeed unit which moves at 10.000 does.

We just haven't done anything with this yet -- armies don't understand mounts or equipment or anything, so there wasn't much point.  It slows you down a bit if you are sneaking.

Quote from: FantasticDorf
With the introduction of diplomacy and tracking those diplomatic actions of handing over artifacts to pay off some goblins etc. does offering gifts via the trading screen have any effect to what they think of you?

If I remember, giving gifts has always mattered a bit (fading over a period of ten years), in terms of positive relationships.  Now, instead of just a numeric advantage, it can satisfy claims.  I haven't changed the numbers, but it could afford to tell you more about them somewhere.

Quote from: Nopenope
How many passes do you envision for the myth gen release? In the case of the cake being too big to eat in one go, which elements are low priority and less likely to make it?

If you raid kobold civs, will they send full-blown retaliatory ambushes like other civs?

Can you raid cave civs (i.e. animal men) in the unlikely event of them having artifacts?

Can you raid necro towers to retrieve their books about the secrets of life and death (considered artifacts)? Can necros retaliate in response?

Can you raid non-civ specific sites like shrines, labyrinths, lairs, etc.?

If you raid a civ of a given race, does the whole race stop trading with you, i.e. is it possible to have both caravans and invaders from a single race at the same time?

Do named objects have artifact properties, e.g. will the naming of a weapon in worldgen increase its effectiveness in combat?

If enough demands from a goblin civ are being satisfied, can you enter a state of peace with them?

What does 'start trouble' and 'generic raids' mean? Do you just send dwarves randomly killing people and destroying buildings or is there a general purpose such as bringing back loot (in what form?), prisoners, animals, knowledge etc.

Is there an experience boost in combat/tracking skills when dwarves come back from raids? Is it random, fixed or target-dependent?

Can you send a long term resident mercenary to raid his own civ?

Are there any implications off-map if some of the dwarves you send are vampires/werebeasts/necromancers (i.e. does the werebeast fight in transformed form if the raid happens during a full moon, does the necromancer raises dead off-map, does the vampire feed upon his fellow squad members etc.)?

Does a raid squad need food and drink or do they just feed on whatever they find in the countryside?

It's too early to say what's in and out.  It'd be easy to go on with it forever, which would be a bad idea.  So it could end up being one release where we just try to do what we can.  It'll be hard to break down the first release into smaller sections (aside from the artifact release, which is sort of a broken out part), since there are deep skeletal changes that'll require a lengthy non-compileable period.

Kobolds never sent full sieges (just distractions, now including some beasts), and still don't.  They want to take things and always send thieves.

Cannot raid site-less entities like underground animal people.

Can raid necro towers.  Necro response unclear due to weird undead invasion mechanics.

Can raid non-civ sites.

Races do not act as a group, so you could have a caravan and invaders from the same race by dealing with different civs differently.

Named objects do not become artifact quality.

Goblins are generally predisposed toward fighting with you, but satisfying a demand can avoid a war over that artifact specifically.

If you bring back some crap from a site, you'll have that crap.  It probably won't be an important part of your economy though, at this point.

Combat skills off-site are an outstanding nugget -- there were some annoyances post w.g. with merging skill profiles between local units and historical figure defs.  Should be solvable but not 100% clear.

Yeah, mercenaries don't care at all at this point.

No special handling of vampires etc. on missions.

No army food/drink handling yet.

Quote from: Shonai_Dweller
Does the new xml you're making available include the procedurally generated instrument and music descriptions?

Yeah, I put them in there -- mostly just the description paragraph and not a variable-by-variable tagging, since that'd take a lot of time to do.

Quote from: Beag
In some worlds will there be special ceremonies/rituals priests can/need to do to receive more power from their deity?

It's hard to say what'll make it in.  Those sorts of deity-magic relationships are on the table, though I'd expect it not to be quite as graded and mechanical as, say, dnd priest magic (as of 2nd edition or whenever I last saw it).

Quote
Quote from: Fleeting Frames
You mentioned that animal thieves who steal artifacts will become historical figures in last devlog. At the moment, however, I believe beast attacks stop post-worldgen outside the player fortress. Will those named keas return only to the fort (wielding the artifact?) or will they go thieve from other civilizations post-worldgen, once thus recognized?
Quote from: MinerMan60101
Since animals that steal artifacts become historical figures, can you make the option in one of the .txt files for all animals that steal things from your fort, regardless of whether they steal an artifact, to become historical figures?
Quote from: FantasticDorf
Is there a extremely minute chance that keas arriving from off the map could already have stolen artifacts or stolen objects that you could take off them?
Quote from: AceSV
As artifacts grow in power over future releases, might we see animals that steal artifacts become elevated to greater status?
For example:  The assumption is that artifacts will eventually become like The One Ring or Excalibur, so would a kea that steals The One Ring become a Gollum-like creature, or would a kea that steals Excalibur become King of the Britons?

They sadly just hang out -- they can't declare lairs or raid like w.g. beasts.  For that reason there's also no reason to elevate non-artifact critters yet.  No animal thieves entering the map are historical.

No idea what will happen with artifact powers.  It'd have to handle cases of "upon holding/wielding" powers w/ animal thieves though, since they'd probably trigger by default in cases that aren't handled explicitly.

Quote from: Shonai_Dweller
Come the mythgen release, do you think we'll get any details on what lies beyond the borders of our maps? For example, if some worlds are meant to be exactly what we see, perhaps floating on the back of a turtle?  While others are meant to be part of something bigger?

Probably?  I have various riffs on the turtle idea in the generator notes, but haven't done any of them in the generator yet.  We had some issues with having civs outside the main world that could send invaders without any ability to reply (which was sort of in a very early version), so the region-within-a-world model isn't as attractive now, even though it is in the list of default gen params.  It'll be especially weird when planar travel comes in and you can reply (if it makes sense) to planar invaders, but not to some barbarians that come in from the edge.  Though there could be room for a kind of infinite home plane as well, where it has to cope with the idea of civs going on and on forever, which is sort of interesting, but mushy.

Quote from: LorrMaster
When artifacts are given magical effects, will we see them affect a creature's intelligence and personality? For example an animal with the Can_Speak token or a necromancer who suddenly has the urge to raise a family as their main goal?

Hard to say what's going in on the first pass.  Critters will be more mutable as more effects go in, and we'd like to have personality effects as well as the ability to endow intelligence or other basic property changes.  The former is especially likely since it is already possible with syndromes (as with alcohol).

Quote from: a52
When boats are added, will there be nomadic groups/bandits/travelling merchants that live on and travel up and down rivers?

It would be cool -- I have no idea what'll be first.  Boats are on the table as something to come before the economy release since they are so important to the economy, but in that case, they wouldn't have an economy to work with, so they'd be...  (fake) fishing?  Raiding?  Proto-economic?  It could go any way.  Or we might do some land caravan stuff first.

Quote from: pikachu17
Will World-gen artifacts be able to be of any weapon/armor type, like the fortress artifacts? Or do they only make artifacts of items from their own civ?

Looks like w.g. mood dwarves use the same old function from fortress artifacts.  I think holy relics on the other hand might use something which respects the entity.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 02, 2017, 06:09:05 pm
Thanks for the answers!

Good to hear you can now separate caravans and invasions. Goblin friendly civs (however temporarily) are happy to receive fresh beakdog meat and troll fur coats from their green neighbors - but not every damn season. :)
Title: Re: Future of the Fortress
Post by: Putnam on August 02, 2017, 06:16:12 pm
Quote from: LorrMaster
When artifacts are given magical effects, will we see them affect a creature's intelligence and personality? For example an animal with the Can_Speak token or a necromancer who suddenly has the urge to raise a family as their main goal?

Hard to say what's going in on the first pass.  Critters will be more mutable as more effects go in, and we'd like to have personality effects as well as the ability to endow intelligence or other basic property changes.  The former is especially likely since it is already possible with syndromes (as with alcohol).

Both are already possible--the former with alcohol, as mentioned, the latter with [CE_ADD_TAG:CAN_LEARN:CAN_SPEAK:START:0]
Title: Re: Future of the Fortress
Post by: Toady One on August 02, 2017, 06:58:01 pm
I always forget which tags are supported by ADD_TAG.  Hard to imagine adding CAN_LEARN would actually work as intended.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 03, 2017, 01:52:41 am
Thanks Toady. Time for some civ slabbing experiments...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 03, 2017, 06:03:59 am
Quote
I'm probably missing something, but I'm not sure what the turtling thing is.  I don't see anything at first glance that causes dwarves to behave differently.  Perhaps low population capitals?
In all the worlds I've ever created and read through the histories of, I've never once seen Dwarves attack anyone, ever. Even after centuries at war, they seem to defend continuously. Is that not intended behavior?
Title: Re: Future of the Fortress
Post by: KittyTac on August 03, 2017, 06:19:23 am


Quote from: KittyTac
Will magical explosions be able to destroy natural tiles?

Hard to say what sort of effects we'll get and where -- oddly, blowing apart a whole region of the map is somewhat easier to handle than the digging-related implications of locally exploding tiles (regarding sieges, fortress integrity, etc.).  As we've said before, we lean toward digging being allowed, but local map modifications of that kind should be toggleable (on a world-gen basis, anyway).


Interesting. So would a region-wide explosion instakill the player if he/she was caught in it, instead of just propelling them away, THEN killing him, because digging on-screen is prohibited in the latter case?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 03, 2017, 12:47:01 pm
I always forget which tags are supported by ADD_TAG.  Hard to imagine adding CAN_LEARN would actually work as intended.

Far as I know it's limited to what's mentioned on the wiki. I can confirm that FIREIMMUNE doesn't work, which is Fun when you try modding in fire magic. 3:

Quote
Thanks to Shonai_Dweller, Nibblewerfer, FantasticDorf, PatrikLundell, golemgunk, Bumber, Valtam, Egan_BW, Random_Dragon, Japa, therahedwig, lethosor, Knight Otu, Miuramir, and anybody I missed for helping to answer questions this month.  Keep in mind that sometimes multi-part questions are partially cut when some of the questions are answered and not others, so please go back and check around your post if something is missing!

TFW you're mentioned for no real reason because no questions
Title: Re: Future of the Fortress
Post by: Insert_Gnome_Here on August 03, 2017, 06:15:34 pm


Quote from: KittyTac
Will magical explosions be able to destroy natural tiles?

Hard to say what sort of effects we'll get and where -- oddly, blowing apart a whole region of the map is somewhat easier to handle than the digging-related implications of locally exploding tiles (regarding sieges, fortress integrity, etc.).  As we've said before, we lean toward digging being allowed, but local map modifications of that kind should be toggleable (on a world-gen basis, anyway).


Interesting. So would a region-wide explosion instakill the player if he/she was caught in it, instead of just propelling them away, THEN killing him, because digging on-screen is prohibited in the latter case?
 
 
I'm guessing you'd have to sanitise the region before annihilating it, otherwise there'd be issues with how the game handles death by critical existence failure. 
It'd be a conscious decision by Toady as to what can happen to creatures when a tile is destroyed.
Title: Re: Future of the Fortress
Post by: NW_Kohaku on August 03, 2017, 08:19:36 pm
Quote from: FantasticDorf
Is the situation on how frequently we see animalpeople citizens likely to change by the hill dwarf arc? pushing for a community of tiger men citizens created from retired adventurers/migrants into a self contained extranous community so that we can get semi-occasional migrants from them.

With all the migration changes in that release, it's quite possible.  I don't yet have a good feel for how annoying it is to have a significantly non-dwarven fortress in terms of clothing etc.

It works by having characters of a given race make clothing fitted to themselves. 

This means that if you get, say, duckpeople, then your dwarven clothiers and their dwarven clothes are unsuited to them, but assigning a duckperson to being a duckperson clothier to make duckperson clothes for duckpeople works.  (But not pants, because if Disney has taught us anything, it's that duckpeople don't wear pants.)  The same goes for armor.

It isn't that complicated to handle so long as you have a fairly small number of species living within your fortress, but can obviously get quite annoying if there's a lot of different ones.  Having some sort of layer in the menu for the clothier's workshop to choose a specific race so that a single clothier could be set to making different species' clothing would be ideal.  There's also the issue of the interface, such as the stocks page, only recording total socks, broken down into sock material, rather than explicitly species fit until you go into the detailed view. 
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 04, 2017, 03:38:18 am
Its moreso annoying if you're making clothing for other creatures than yourselves (A troll for instance with modded raws) which does not have the intelligence to use the workshop so uses the second best fit of polar bear man armor.

I suppose this problem would also extend onto animal armor hence we might not be seeing that for a long while on the development road until the system is ironed out.
Title: Re: Future of the Fortress
Post by: AceSV on August 04, 2017, 05:17:49 am
Quote
Quote
    What's the story on getting non-dwarves in migrant waves or animal-people visitors?  Seems like animal-people don't show up in player fortresses nearly as much as they do in generated fortresses.

Since we didn't know how non-dwarf citizens would turn out (in terms of clothing production etc.), they are disallowed as general migrants.  I'm still not sure where we're at there.

Wasn't that solved or at least tested with visitors?  I've had forts with nearly 50/50 founders/non-founders after a few years of bards and scientists showing up.  (And also forts that never got any non-founder visitors even though they were built directly next to a foreign city or road.) 

Its moreso annoying if you're making clothing for other creatures than yourselves (A troll for instance with modded raws) which does not have the intelligence to use the workshop so uses the second best fit of polar bear man armor.

I suppose this problem would also extend onto animal armor hence we might not be seeing that for a long while on the development road until the system is ironed out.

For animal armor, since war animals are specifically named, the best thing might be to just queue up armor for each war animal specifically, and once their armor is made, the animal trainer equips them with it.  And technically, if you've going for realism, most medieval armor was tailor made for the individual, animal or human.  The game could even calculate how well someone else's armor fits with the broadness/height/width numbers. 



Also,
Will civs be able to send missionaries or crusades someday, or otherwise make alliances or enemies based on religion or divine allegiances?  Any thoughts on what that would be like?  What say would the player have?
Title: Re: Future of the Fortress
Post by: Fleeting Frames on August 04, 2017, 06:44:14 am
For your bird example, NW Kohaku, there is the small issue that with manager you can't set up an order to keep in stock 10 small leather cloaks for instance - it'll also count the dwarves' cloaks.

Small, as there's enough plant and leather types that one can just give species-only types. However, I think you can't do that with steel armour, however, expect maybe with using "nearby steel breastplate" for condition and then making two forging areas distant from each other (haven't tested).
Title: Re: Future of the Fortress
Post by: FantasticDorf on August 04, 2017, 03:15:20 pm
snip

For animal armor, since war animals are specifically named, the best thing might be to just queue up armor for each war animal specifically, and once their armor is made, the animal trainer equips them with it.  And technically, if you've going for realism, most medieval armor was tailor made for the individual, animal or human.  The game could even calculate how well someone else's armor fits with the broadness/height/width numbers.

Out of my slight frustration after i presented that statement, and perhaps it might interest you i made this suggestion thread. (http://www.bay12forums.com/smf/index.php?topic=165095.msg7527133#msg7527133)

Funny you mentioned that honestly.
Title: Re: Future of the Fortress
Post by: Rose on August 04, 2017, 10:17:07 pm
I think it's a good idea to move the discussion there, actually.
Title: Re: Future of the Fortress
Post by: waterphage13 on August 06, 2017, 10:26:15 am
It was written a long time ago, but I don't know, is that idea is acceptable:

The last time when it was possible to write Toady One questions, he said he did not know how to realise dwarven political life at two-staged estate system. I think, I found way to realise if:
I part: rules.
Every civilization must have own moral and ethical code. It's list of rules, relating to race, property, manufacturing, and other issues.
Examples:
<profession dwarf> must(not) <type of labor> Miners must not hauling.
<noble> must(not) be <other type of noble> Bookkeeper must not be sheriff.
<noble|profession dwarf> must(not) have <room> (better|worse) <quantity> Mayor must have quarters better meager level.
<noble|profession dwarf> must(not) have <item> (better|worse) <quantity> Woodcutter must have +iron shield+
<magic sentient being> must <die|still alive> Turnskins must still alive.
<creature> must(not) <gelded|being someone's proberty|be slaughtered|be milked> Cows must not be slaughtered.
<rase> guests must not <be patrial> Goblin guests must not be patrials.
Settlements must(not) <trade|stay in trade depots> with <rase> caravans. Settlements must not trade with elven caravans.
I think, must be blacklist for rules for civilizations.
II part: priority and happyness.
Every rule must have repression. I think, for infringement of moral and ethical rule, first of all, should be moral and ethical fine. but the rules should have a different significance and be of different levels.
Moral and ethical fines for normal dwarf:
Counry level: * 0 (
...Town level: * * 0 (
Capital level: * * * 0 (
...................1 2 3 4 5
* - high fine
0 - normal fine
( - low fine;
- no fine
Dwarves may be different too:
Morality Champion fines:
Country level: * * * 0 (
....................1 2 3 4 5
Сonscientious dwarf fines:
Country level: * * 0 (
.....................1 2 3 4 5
Egoistical dwarf fines:
Country level: 0 (
.....................1 2 3 4 5
Absolutely egoist fines:
Country level: (
....................1 2 3 4 5
III part: actions
If dwarf satisfied but see injustice to him, he may talk about his problems in a free time. It makes him little happy.
If dwarves not so happy but injustice is little, they can arrange day or two long meetings, when they say about they problems.
If dwarves unhappy but injustice acceptable (not high), they can strikes month or two weeks. It makes them happy, but if situation is not changed, happyness changes to rage.
If everything is bad, they may raise a rebellion. Dwarves no longer citizens and go kill nobles.
P.S.:
How about to make forum location where dwarves can make main political and economical demands and programms? Like russian Veche or rome/greece forums?
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 06, 2017, 11:55:49 am
@waterphage13: You're in the wrong fourm. Suggestions go into the Suggestions forum http://www.bay12forums.com/smf/index.php?board=5.0 (http://www.bay12forums.com/smf/index.php?board=5.0). As far as I understand Toady at least looks at the first post in the threads there, but any real answer to suggestions in this thread would open the floodgates to suggestion hell here, so you're very unlikely to get any actual answer.
Title: Re: Future of the Fortress
Post by: thvaz on August 06, 2017, 02:52:45 pm
Why don't you get an AC unit for your place? It is too expensive in US? Your energy bill would raise too much? Every year you seems to have the same issues with heat.

I'm not from US, but here in my country while it isn't cheap it is quite affordable. (and very necessary as it is in average way hotter than US)
Title: Re: Future of the Fortress
Post by: AceSV on August 06, 2017, 07:51:38 pm
Why don't you get an AC unit for your place? It is too expensive in US? Your energy bill would raise too much? Every year you seems to have the same issues with heat.

I'm not from US, but here in my country while it isn't cheap it is quite affordable. (and very necessary as it is in average way hotter than US)

The problem with USA is that in a lot of it, maybe a few months of the year will be hot as hell, and then the rest of it you'll be buried in snow. 
Title: Re: Future of the Fortress
Post by: Putnam on August 06, 2017, 08:16:19 pm
The big problem is that Washington and British Columbia are literally on fire right now.
Title: Re: Future of the Fortress
Post by: thvaz on August 06, 2017, 08:19:22 pm
The problem with USA is that in a lot of it, maybe a few months of the year will be hot as hell, and then the rest of it you'll be buried in snow.

These heat waves sometimes lasts most of the summer, don't they? If anything, using it for just some months in the year would be an advantage as you wouldn't have high energy bills most of the time, and you wouldn't lose productivity for those days where you can't stand to stay inside.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 06, 2017, 11:44:28 pm
As someone over in Texas, I can attest that sometimes even if you have a good AC, a hard enough heatwave will still make the house uncomfortable all day long even with it running full blast.
Title: Re: Future of the Fortress
Post by: Derpy Dev on August 07, 2017, 08:52:13 am
As someone over in Texas, I can attest that sometimes even if you have a good AC, a hard enough heatwave will still make the house uncomfortable all day long even with it running full blast.

I can confirm that Random_Dragon is not lying. It doesn't help that the air is normally pretty dry as well, so it just sucks the moisture out of everything like a sponge.
Title: Re: Future of the Fortress
Post by: Bearskie on August 07, 2017, 10:53:49 am
I always forget which tags are supported by ADD_TAG.  Hard to imagine adding CAN_LEARN would actually work as intended.

 Speaking of which, is there a reason only some tags are supported by syndrome CE add/remove tags? Is there any future plans to expand the scope of supported tags? Asking because full tag support (ala creature variations) would certainly be a holy grail for modders.
Title: Re: Future of the Fortress
Post by: hops on August 07, 2017, 03:25:30 pm
Thailand is always hot but our ACs completely negate the heat. Your country's weakass ACs need an upgrade.
Title: Re: Future of the Fortress
Post by: NW_Kohaku on August 07, 2017, 04:32:49 pm
As someone over in Texas, I can attest that sometimes even if you have a good AC, a hard enough heatwave will still make the house uncomfortable all day long even with it running full blast.

I can confirm that Random_Dragon is not lying. It doesn't help that the air is normally pretty dry as well, so it just sucks the moisture out of everything like a sponge.

Washington state is generally at around 110% humidity, so when it gets hot, the usual method of humans to cool off by sweat and evaporation is ineffective. 
Title: Re: Future of the Fortress
Post by: AceSV on August 07, 2017, 08:36:52 pm
The problem with USA is that in a lot of it, maybe a few months of the year will be hot as hell, and then the rest of it you'll be buried in snow.

These heat waves sometimes lasts most of the summer, don't they? If anything, using it for just some months in the year would be an advantage as you wouldn't have high energy bills most of the time, and you wouldn't lose productivity for those days where you can't stand to stay inside.

But then you basically have a hole in your house during the winter months. 
Title: Re: Future of the Fortress
Post by: KittyTac on August 07, 2017, 09:58:15 pm
I always forget which tags are supported by ADD_TAG.  Hard to imagine adding CAN_LEARN would actually work as intended.

 Speaking of which, is there a reason only some tags are supported by syndrome CE add/remove tags? Is there any future plans to expand the scope of supported tags? Asking because full tag support (ala creature variations) would certainly be a holy grail for modders.

You can always just transform the creature into a creature variation with the tags you want and the exact same name. A bit of a hackjob, but should work.
Title: Re: Future of the Fortress
Post by: Putnam on August 07, 2017, 11:05:56 pm
As someone over in Texas, I can attest that sometimes even if you have a good AC, a hard enough heatwave will still make the house uncomfortable all day long even with it running full blast.

I can confirm that Random_Dragon is not lying. It doesn't help that the air is normally pretty dry as well, so it just sucks the moisture out of everything like a sponge.

Washington state is generally at around 110% humidity, so when it gets hot, the usual method of humans to cool off by sweat and evaporation is ineffective.

Western Washington is, which is where Toady lives. Where I do, it's... not, it's semi-arid here, like most of the state.
Title: Re: Future of the Fortress
Post by: Bearskie on August 08, 2017, 07:09:11 am
You can always just transform the creature into a creature variation with the tags you want and the exact same name. A bit of a hackjob, but should work.

Aside from being rather hacky, this prevents any further body transformations on the creature.
Title: Re: Future of the Fortress
Post by: Bumber on August 09, 2017, 06:18:15 am
The problem with USA is that in a lot of it, maybe a few months of the year will be hot as hell, and then the rest of it you'll be buried in snow.

These heat waves sometimes lasts most of the summer, don't they? If anything, using it for just some months in the year would be an advantage as you wouldn't have high energy bills most of the time, and you wouldn't lose productivity for those days where you can't stand to stay inside.

But then you basically have a hole in your house during the winter months.
Not if you get a portable unit that vents out a window.
Title: Re: Future of the Fortress
Post by: LordBaal on August 09, 2017, 06:27:18 pm
I have no wheels and I must roll!
Title: Re: Future of the Fortress
Post by: kingofthehour on August 11, 2017, 12:38:05 pm
are there any plans to add knife user or misc object user to adventure mode so that you can put points into these skills before starting?
Title: Re: Future of the Fortress
Post by: pikachu17 on August 11, 2017, 02:41:25 pm
are there any plans to add knife user or misc object user to adventure mode so that you can put points into these skills before starting?
Uh... Both of those skills are already in adv mode, kingofthehour.
Title: Re: Future of the Fortress
Post by: Max™ on August 12, 2017, 04:42:39 am
What specifically does the worldgen population cap do? It seems to have a strong relationship with the histfig count unless it is set too low.

Is it related to the entity population values?

Are there any places where the number of non-histfig members of a civ or race can be found?

The dfhack structures have a tree with df > global > world > world_data > sites > inhabitants, and summing all the inhabitants in the sites gives a value which is VERY close to the one from the world_sites_and_pops.txt export, does the exported version include histfigs or something?
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 12, 2017, 07:49:12 am
@Max: I assume you know of df.global.world.entity_populations and have looked at it in your investigation? I would have expected the exported counts to include the histfigs. Have you tried adding them (found in df.global.world.history.figures) to see if it matches up?
Title: Re: Future of the Fortress
Post by: Uzu Bash on August 12, 2017, 08:50:49 am
In addition to DIFFICULTY ratings, there may ought to be a RELEVANCE rating. This villager must have more local concerns than "glorifying us all".

Is this distance fanciful beast who may or may not be accessible from here threatening your means of survival? Your children? How about your quality of life in general? If no beast is doing that, then they aren't your "troubles".
Title: Re: Future of the Fortress
Post by: Dr.ZCochraine on August 12, 2017, 10:51:28 am
When the magic update happens:
1. In fortress mode, will random (and normally worthless) artifacts gain some amount of magical ability. Becaus I do notice there is a sh*ton of usless artifacts, gloves of mittens that do not have a pair, or even a ring that was a wast of som precious resources.  It would smply make them less of a wast its that did somthing related to magic.

2. Also in fortress mode. Could you make a pact with a god or som similar being to give you divine metal other then from dungeons. A ritual or exchange sacrifice, maybe build lots som item.

3. As a demigod in adventur mode, could you get some orders/quests/requests from your parent god. With all consivable consequences?

4. Might there be big rituals that you can do in the fortress, ( build some giant rune siècle sor equivalent for the magic of the world)

5. (If 4 is true) could some terrible accident happen with them, causing a dissaster. Set off all the volcanos, rain blood for a bit, maby resurrect all the dead everywhere(zombie apocalypse). Maby explode your fortress, or even teleport it to an alternat dimension, causing dimensional risk storms. At just simply makes your region haunted.

6. Make magical defences for your fort.

7. Could you colonize another dimension if you built a fort on a stable portal and then build on the other side.
 
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 12, 2017, 11:59:21 am
@Uzu Bash: It's hard to make out what you mean, but it looks like it's a suggestion, in which case it belongs to the suggestion sub forum. If it's actually meant to be a question to Toady the convention is to paint it in (lime) green so he can find it easily when answering.

@DrZCochraine:
We haven't yet passed the artifact arc, so detailed answers about the myth & magic one might be a bit too early to expect answers to.
1. A good question that might get an interesting answer.
2. Hardly in the first M&M arc. It's not an unreasonable development, though.
4. This is in the same vein as dangerous research and is likely to happen, but again, I wouldn't expect if for the first M&M arc.
5. Disasters yes. Instant game over no. Toady (and most others) don't like "You rolled a 1 on a D20. The fortress disintegrated". Catastrophic yes, deadly without preparation yes, those options are game (and already exist in the form of greedy mining). Again, probably not the first arc.
6. Quite reasonable, eventually. I wouldn't expect it in the first M&M arc.
7. Interesting question. Once two directional portals happen (which won't be in the first M&M arc), I don't see why you can't build on the other side. Embarking on the other side has implications for the pre embark screen, so I wouldn't be surprised if it would be near or beyond the 1.0 version (a couple of decades from now), but you never know.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 12, 2017, 03:40:01 pm
In addition to DIFFICULTY ratings, there may ought to be a RELEVANCE rating. This villager must have more local concerns than "glorifying us all".

Is this distance fanciful beast who may or may not be accessible from here threatening your means of survival? Your children? How about your quality of life in general? If no beast is doing that, then they aren't your "troubles".
How would a relevance tag address this? Dwarf fortress generates the complete history of the world. What's relevant to a villager in one world right now will be different in another world. Or even in the same world one week later. But, yeah, should be in the suggestions forum.
Title: Re: Future of the Fortress
Post by: iceball3 on August 12, 2017, 04:16:04 pm
In addition to DIFFICULTY ratings, there may ought to be a RELEVANCE rating. This villager must have more local concerns than "glorifying us all".

Is this distance fanciful beast who may or may not be accessible from here threatening your means of survival? Your children? How about your quality of life in general? If no beast is doing that, then they aren't your "troubles".
How would a relevance tag address this? Dwarf fortress generates the complete history of the world. What's relevant to a villager in one world right now will be different in another world. Or even in the same world one week later. But, yeah, should be in the suggestions forum.
I think they mean more that individuals will consider the relevance of events based on how related to their personal wellbeing it is, with "wellbeing of the realm" only slightly tied into this for your peasantry and local craftsmen/tradesmen.

That makes me think:
What level of importance, if any do you think would be appropriate for individuals to predicate their reactions based on their recorded of generated histories? For example, will being a tradesmen/slave/leader/orphan have any direct measurable impact, or is the combinatorial complexity of trying to dictate how an experience shapes someone beyond the scope of Dwarf Fortress and it's Adventure mode?

Are individuals identifying with or believing in social stereotypes and biases based on one's profession, background, or appearance out of scope?
I know there's some scratchings of what I mentioned currently in place in the values system, but as it is, the intricacies, troubles, and emotional baggage that most experiences, professions, and positions would presumably have in real life are mostly either absent or impotent, ingame. Whether they're important or not is not my call, nor am I really sure of it personally, either.
Title: Re: Future of the Fortress
Post by: Max™ on August 13, 2017, 12:53:01 am
@Max: I assume you know of df.global.world.entity_populations and have looked at it in your investigation? I would have expected the exported counts to include the histfigs. Have you tried adding them (found in df.global.world.history.figures) to see if it matches up?
Yup, the values in entity_populations come up short as it seems to only include the members of the initial race, so non-dorfs in their civs don't show up. Adding the number of histfigs doesn't explain it either sadly.

Code: [Select]
Histfigs:   75681
Dead:       58598
Difference: 17263
Pop Cap:    20000

Race    Export  LuaCount   Difference
Dwarf:   62073   58745     3328
Human:  142140  138876     3264
Elf:     53344   51577     1767
Goblin: 408871  400652     8219

Total:  666428  649850    16578
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 13, 2017, 02:00:03 am
Completely edge case question, but interested for a mod I have. If an [UTTERANCES] race (like kobolds) had a caste that could speak and didn't have [UTTERANCES], and you convinced a member of that caste that you were a genuine kobold using the new fake identities mechanic, would the rest of the civ become non-hostile to you? Or does it not work like that? Would they even give you the chance to explain yourself?
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 13, 2017, 02:38:09 am
I've seen entity_populations entries with two races occasionally. Toady mentioned in his recent answer that the entity populations counts had issues, though.
Another thought on where the missing civilized people may be: various bandit groups and other outcast that might (speculating here) belong to separate entities that are based on the same sites.
Title: Re: Future of the Fortress
Post by: Beag on August 13, 2017, 04:31:39 pm
1. What sort of divine laws will we see in the first pass of the myth and magic update if any?
2. If someone broke a divine law would the deity in question in fantasy worlds be able to curse them for breaking it?
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 13, 2017, 07:44:31 pm
1. What sort of divine laws will we see in the first pass of the myth and magic update if any?
2. If someone broke a divine law would the deity in question in fantasy worlds be able to curse them for breaking it?

That's almost certainly years away. Next update is the start of artifact stuff, and we'll be lucky to see it within this year.
Title: Re: Future of the Fortress
Post by: TheFlame52 on August 14, 2017, 03:25:53 pm
In your weekly update, you mentioned that artifacts were passed around extended families. Does this mean artifacts will pass from, say, uncle to nephew? If so, will you be transferring that to government positions? Will we finally see someone besides the eldest child inherit a position?
Title: Re: Future of the Fortress
Post by: Whatsifsowhatsit on August 15, 2017, 04:21:56 am
What, if anything, will be changed/new in Legends mode for this the artifact release?
Title: Re: Future of the Fortress
Post by: KittyTac on August 15, 2017, 05:41:43 am
What, if anything, will be changed/new in Legends mode for this the artifact release?

Most likely improved artifacts tab. Not only books showing up.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 15, 2017, 05:54:40 am
What, if anything, will be changed/new in Legends mode for this the artifact release?

Most likely improved artifacts tab. Not only books showing up.
Export function will include lots more data apparently. Including instruments and musical forms for sure, but not sure what else yet.
Title: Re: Future of the Fortress
Post by: Egan_BW on August 15, 2017, 06:30:25 pm
At the time that you read this, has the new version been released yet? If so, congratulations! If not, I don't mind. It takes time to do this kind of amazing work.
Title: Re: Future of the Fortress
Post by: Random_Dragon on August 15, 2017, 06:43:13 pm
At the time that you read this, has the new version been released yet? If so, congratulations! If not, I don't mind. It takes time to do this kind of amazing work.

Chances are it'll be read before then, since september is the earliest projected date.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 15, 2017, 06:55:18 pm
At the time that you read this, has the new version been released yet? If so, congratulations! If not, I don't mind. It takes time to do this kind of amazing work.

Chances are it'll be read before then, since september is the earliest projected date.
A couple of weeks before it's released there's usually an announcement that it's complete, locked down and they're into stress testing before release.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 16, 2017, 05:56:00 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)
Title: Re: Future of the Fortress
Post by: Inarius on August 16, 2017, 06:15:27 pm
Linking the c++ reference to the "find" function is...how to say :

you know Toady is programming for...a few (or more) years, don't you ?

Title: Re: Future of the Fortress
Post by: Untrustedlife on August 16, 2017, 06:18:12 pm
Linking the c++ reference to the "find" function is...how to say :

you know Toady is programming for...a few (or more) years, don't you ?

That is the Find method that is available with c++ strings, it wasn't meant to be snark or anything like that. That is why I used the word "Method" .it was more meant like "this is the code I would use" he probably even has his own version of it already since you can filter words in adventure mode conversations/legends mode already.
Title: Re: Future of the Fortress
Post by: Jairl on August 16, 2017, 06:23:43 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)

Don't you ever wonder why there are no Dwarves in the Dwarf Fortress? Or no more trees in the Elfin Forest? Well, obviously the dwarves burned down all those trees with their magma traps, and then went digging for HFS.

There use to be Centaurs on Centaur Island... but then the Unicorns came and slaughtered them all :O
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 16, 2017, 06:26:51 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)
If you're going to improve the naming system, would it not make more sense to have civilizations name the areas they discover after what's there rather than the other way around? Wormy Field called so because (when humans first moved in) it was full of worms. In addition to naming stuff after battles, leaders, kobold massacres and so on. (Suggestions forum).
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 16, 2017, 06:31:04 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)
If you're going to improve the naming system, would it not make more sense to have civilizations name the areas they discover after what's there rather than the other way around? Wormy Field called so because (when humans first moved in) it was full of worms. In addition to naming stuff after battles, leaders, kobold massacres and so on. (Suggestions forum).

Does it name them as civs discover them already? I was just wondering if he plans something akin to what I stated.seems natural so I figured he thought of it at some point.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 16, 2017, 07:16:00 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)
If you're going to improve the naming system, would it not make more sense to have civilizations name the areas they discover after what's there rather than the other way around? Wormy Field called so because (when humans first moved in) it was full of worms. In addition to naming stuff after battles, leaders, kobold massacres and so on. (Suggestions forum).

Does it name them as civs discover them already? I was just wondering if he plans something akin to what I stated.seems natural so I figured he thought of it at some point.
Not right now, it's just random (modified by biome type, evilness, savagery, etc). But for a world simulation it'd be more realistic than randomly adding unicorns in a bione they don't belong just because the rng came up with a meaningless name.

But like I said, should be taken to the suggestions forum (probably already there somewhere).
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 16, 2017, 08:08:02 pm
Hey toady, one of my most memorable dwarf fortress adventure mode moments is when in version 31 I was looking at the world map and saw a place called "the hill of worms" and when I went there (because of course I did)  the ground was actually made of wormy tendrils, and not much else, no creatures, no trees, no undead, just worms. I know now (since I've been playing DF so long) this happened purely randomly. My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

I'm aware there's a processing cost (specifically O(n^2) in this situation if you loop through the list of regions then their names) but it doesn't seem (as a roguelike developer myself) like it would be all that hard to add, and I think it would definitely add flavor.Also this sort of thing is a common trope in fantasy .

(Assuming you are using c++ strings rather then the original  c style character arrays to represent strings you could use this built in method http://www.cplusplus.com/reference/string/string/find/)
If you're going to improve the naming system, would it not make more sense to have civilizations name the areas they discover after what's there rather than the other way around? Wormy Field called so because (when humans first moved in) it was full of worms. In addition to naming stuff after battles, leaders, kobold massacres and so on. (Suggestions forum).

Does it name them as civs discover them already? I was just wondering if he plans something akin to what I stated.seems natural so I figured he thought of it at some point.
Not right now, it's just random (modified by biome type, evilness, savagery, etc). But for a world simulation it'd be more realistic than randomly adding unicorns in a bione they don't belong just because the rng came up with a meaninglesso name.

But like I said, should be taken to the suggestions forum (probably already there somewhere).
Just curious if he's thought about it.Honestly don't have the time, nor the interest in writing up a whole "suggestion" thread on it this week. (Or having to maintain that) I Will at some point I guess though. (At work rn)  mainly just curious if he's thought of something similar.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 17, 2017, 10:23:20 pm
Farewell to the outpost liaison data dump. You shan't be missed.
Fantastic news.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 17, 2017, 10:58:02 pm
Farewell to the outpost liaison data dump. You shan't be missed.
Fantastic news.
Funny thing, I have been relistening through the DF talk episodes and I saw in one of the older episodes "you should be able to see a world map that gets updated as people come through your fort" (or something like that) awesome to see toady finally implementing that!
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 18, 2017, 10:50:52 pm
How well defended are world-gen artifacts, do they ever get placed in tombs with the world-gen rulers? And if they are in fact hidden in the tomb are they elegible for quests?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 18, 2017, 11:03:00 pm
What was going to be covered in the dev item "support for the journey" (seems to have been skipped for this time?)? Is that something like hiring hill dwarves and such to assist? Or sending ahead word for supplies to be prepared?
Title: Re: Future of the Fortress
Post by: Killermartian on August 20, 2017, 04:30:59 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Title: Re: Future of the Fortress
Post by: KittyTac on August 20, 2017, 04:45:10 am
Once the myth gen is integrated, will we be able to see what the generator has created?

Obviously. It'll also be hypertext-like.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 20, 2017, 04:50:12 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Title: Re: Future of the Fortress
Post by: Killermartian on August 20, 2017, 05:33:00 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Actually what i meant was once you genned your world you could view the mythology that it generated, i just think it would be cool to look at all the random magic and such
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 20, 2017, 05:44:47 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Actually what i meant was once you genned your world you could view the mythology that it generated, i just think it would be cool to look at all the random magic and such
Hopefully all that info will be readily available in Legends. Exportable too.
I imagine on Fantasy level 4 you're going to want to read carefully about the creatures you're going to try playing with and the weird magic they're capable of before you embark.
Title: Re: Future of the Fortress
Post by: Killermartian on August 20, 2017, 07:09:06 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Actually what i meant was once you genned your world you could view the mythology that it generated, i just think it would be cool to look at all the random magic and such
Hopefully all that info will be readily available in Legends. Exportable too.
I imagine on Fantasy level 4 you're going to want to read carefully about the creatures you're going to try playing with and the weird magic they're capable of before you embark.
Yeah, although i wonder if the races could be genned in random materials?
Title: Re: Future of the Fortress
Post by: KittyTac on August 20, 2017, 07:44:39 am
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Actually what i meant was once you genned your world you could view the mythology that it generated, i just think it would be cool to look at all the random magic and such
Hopefully all that info will be readily available in Legends. Exportable too.
I imagine on Fantasy level 4 you're going to want to read carefully about the creatures you're going to try playing with and the weird magic they're capable of before you embark.
Yeah, although i wonder if the races could be genned in random materials?

Will probably include a "powerfulness" variable for materials. Nobody wants siegers made out of slade.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 20, 2017, 12:31:16 pm
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.
Title: Re: Future of the Fortress
Post by: KittyTac on August 20, 2017, 10:27:55 pm
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 20, 2017, 10:38:18 pm
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.
Goblins raise trolls and shear them for their wool to make clothes.

Would be a bit of a waste if random creature civs all ended up as titan-like critters. No need for food, farming, or anything. Utterly boring worldsim.

I like the part in the PC Gamer interview where Toady muses on how one simple innate ability (teleportation) should end up effecting almost everything we know about society. But slade hulks as actual civs would be a step too far, I think (but modders, go crazy, sure).
Title: Re: Future of the Fortress
Post by: KittyTac on August 20, 2017, 10:50:39 pm
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.
Goblins raise trolls and shear them for their wool to make clothes.

Would be a bit of a waste if random creature civs all ended up as titan-like critters. No need for food, farming, or anything. Utterly boring worldsim.

I like the part in the PC Gamer interview where Toady muses on how one simple innate ability (teleportation) should end up effecting almost everything we know about society. But slade hulks as actual civs would be a step too far, I think (but modders, go crazy, sure).

I thought you meant food. A fire civ would, for example, coat their weapons with fire to make them ignite people. Sorta like the draconians in my mod, but their armor ignites non-draconians trying to wear it, by the virtue of being dragonfire-hot.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2017, 02:22:32 am
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.
Goblins raise trolls and shear them for their wool to make clothes.

Would be a bit of a waste if random creature civs all ended up as titan-like critters. No need for food, farming, or anything. Utterly boring worldsim.

I like the part in the PC Gamer interview where Toady muses on how one simple innate ability (teleportation) should end up effecting almost everything we know about society. But slade hulks as actual civs would be a step too far, I think (but modders, go crazy, sure).

I thought you meant food. A fire civ would, for example, coat their weapons with fire to make them ignite people. Sorta like the draconians in my mod, but their armor ignites non-draconians trying to wear it, by the virtue of being dragonfire-hot.
It's a cool idea, of course, but as PatrikLundell said, post ver 1.0. Otherwise Toady's going to have to put development on hold and spend years developing sites for every single possible variant of civ. What kind of sites do vomit creatures build? What about amphibious vomit creatures, flying vomit creatures, underground vomit creatures, etc, etc?

Or an engine robust enough to create site types automatically based on the main creatures in a civ (probably just as long). And lets not get into multi-racial civs as most of them are these days.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 21, 2017, 02:32:18 am
Yes, when it comes to site support, there's much lower hanging fruit to harvest first, like elven, human, and goblin sites (kobold sites just got an overhaul, but as far as I understand, that's "only" for visiting purposes, not as a complete working "fortress" site).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2017, 02:39:19 am
Good news is, the editor which is planned (probably not in the first mythgen release, but sometime "soon") should enable you to design your own sites. Those firey vomit temples may be nearer than you expect! Maybe.
Title: Re: Future of the Fortress
Post by: KittyTac on August 21, 2017, 02:43:38 am
Good news is, the editor which is planned (probably not in the first mythgen release, but sometime "soon") should enable you to design your own sites. Those firey vomit temples may be nearer than you expect! Maybe.

Coupled with mythgen including destroyable walls, and knowing how fragile fire and vomit are...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2017, 03:40:46 am
Good news is, the editor which is planned (probably not in the first mythgen release, but sometime "soon") should enable you to design your own sites. Those firey vomit temples may be nearer than you expect! Maybe.

Coupled with mythgen including destroyable walls, and knowing how fragile fire and vomit are...
Who needs magma when you can swamp the land in flammable vomit? And then ride your boats out over it flanked by muck elementals and...
Oops far, far future DF geekout there, must calm down.
Title: Re: Future of the Fortress
Post by: Mr S on August 21, 2017, 01:08:24 pm
What was going to be covered in the dev item "support for the journey" (seems to have been skipped for this time?)? Is that something like hiring hill dwarves and such to assist? Or sending ahead word for supplies to be prepared?

What we've seen so far as far as preparing for and supporting, or sustaining, our intrepid dwarven squad off map has been handled as a "hand wave". We will just assume that the unlucky bastards chosen heroes of the Fort sent forth in their fool's errand Noble Endeavor have packed enough kitten tallow biscuits and gutter crour to make it safely There and Back Again (tm).

Toady has said he's not getting into resupply stops, side mission raids, or economy shenanigans to support these treks, yet.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 21, 2017, 01:48:59 pm
Yes, when it comes to site support, there's much lower hanging fruit to harvest first, like elven, human, and goblin sites (kobold sites just got an overhaul, but as far as I understand, that's "only" for visiting purposes, not as a complete working "fortress" site).

we already have elf,human,dwarven,goblin sites, kobolds were the last ones we needed, i mean, im sure he will work on them further, but we have them all now.
Unless you meant for dwarf mode. IM sure he will get to it eventually in taht case, and it already "understands" alot about them.

They are all quite interetsing to visit now.
Title: Re: Future of the Fortress
Post by: tkamat29 on August 21, 2017, 06:06:31 pm
Has the stress system been fixed for the next release? I recall someone mentioning that the effects from inebriation were too strong, has this been confirmed yet? The stress system as it stands is quite a pity, I have never even had a dwarf with positive stress level before, which basically removes an entire facet of the game.  :(
Title: Re: Future of the Fortress
Post by: JohnnyYuma on August 21, 2017, 10:36:28 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2017, 10:45:42 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...
Title: Re: Future of the Fortress
Post by: JohnnyYuma on August 21, 2017, 10:54:03 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...

That idea described in "suggestions" is interesting because it could provide some basic elements first, elements that should be enough to make the world believable and realistic, without devoting that much time. I'm no professional programmer but perhaps Toady could provide something like described in that post while working on some other things before overhauling the economy entirely and making it very realistic, which seems to be the goal.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 21, 2017, 11:36:16 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...

That idea described in "suggestions" is interesting because it could provide some basic elements first, elements that should be enough to make the world believable and realistic, without devoting that much time. I'm no professional programmer but perhaps Toady could provide something like described in that post while working on some other things before overhauling the economy entirely and making it very realistic, which seems to be the goal.
Why waste time on a placeholder when it's already planned? Just extends development for no real reason. There's a good chance that society and law updates will make any temporary system you put in now mostly obsolete. That's a year of work that gets thrown away.

Sure, I know nothing, but it's kind of hard to see Toady building up the motivation to do that when there's intersting things that still need developing (magic, boats, editor, etc). He's more likely just to work on economics simulations in his side projects until he gets somewhere near where he want df to be.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 22, 2017, 02:01:15 am
Yes, the way Toady seems to work is to get something that's good enough (by his reckoning: various players typically disagree about their pet things) until it's time to do it properly. As Shonai_Dweller said, any additional steps in between is basically time lost, and would basically happen for reasons like:
- It turns out it actually wasn't good enough.
- Other development trashes it, so it has to be re-implemented back to at least good enough status.
- Interest/side projects has fired up the interest in the feature, so it's essentially updated ahead of time.
- The "complete" feature involves so may complexities that it will require multiple steps in which evaluation and course correction/path selection is needed, and side projects might not be enough for this investigation.
Title: Re: Future of the Fortress
Post by: Hapchazzard on August 22, 2017, 06:21:51 am
Currently, it seems planned that worldgen will go through two stages: "creation"(mythgen) and then "history"(current history generation). Are there plans to possibly add an in-between stage for ancient, poorly recorded history before "Year 1" for historical events that happened in the remote past? To elaborate, this would be things like "around 7000 years ago, The Hammers of Dwarfiness was founded by Urist McLegendary" or "around 3500 years ago, the legendary dragon [DragonName] was slain by the human hero [HeroName]". Right now it would be infeasible to generate over 5000 years of proper history(few people have the PC or patience for it), and there's not much distinction between proper, well-recorded historical events(e.g. a major battle that happened just 54 years ago) and vague, legend-sy events that happened possibly before even writing existed(e.g. the founding of a civilization).

So, is there some sort of system planned to support this? It would really help with worlds having a feeling of ancientness and tying "creation"(mythgen) and well-recorded history in a more logical way.
Title: Re: Future of the Fortress
Post by: Killermartian on August 22, 2017, 06:32:06 am
Will a deity be able to create some sort of artifact book and pass it to some race?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 22, 2017, 06:57:04 am
Yes, when it comes to site support, there's much lower hanging fruit to harvest first, like elven, human, and goblin sites (kobold sites just got an overhaul, but as far as I understand, that's "only" for visiting purposes, not as a complete working "fortress" site).

we already have elf,human,dwarven,goblin sites, kobolds were the last ones we needed, i mean, im sure he will work on them further, but we have them all now.
Unless you meant for dwarf mode. IM sure he will get to it eventually in taht case, and it already "understands" alot about them.

They are all quite interetsing to visit now.
Oh, I remember now. Underground civs (batmen, etc) are in an even worse temporary, buggy state than kobolds right now. They're the "last" ones. Underground probably needs a complete overhaul to get them right though.

The devnotes (older version) also muses on developing a more robust site system that can handle any kind of site. I guess at that point we can start looking for underwater civs, flying civs and stuff.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 22, 2017, 07:23:48 am
All animal people civs, including the above ground ones, are in a basically non existent civ state currently, so that needs to be overhauled at some time. However, I'd expect humans to become (fortress) playable before that, as this is a prerequisite for fortress mode to exist in fully mundane worlds. Still, I wouldn't expect that to happen in the initial myth & magic major release (and for that reason I wouldn't expect fully mundane worlds in that release either). Animal people probably will be put on hold until customs etc. are fleshed out
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 22, 2017, 07:35:04 am
Fleshed out animal people is one of the things mythgen will address according to...something Toady said some time ago.

Do animal people have their own entity right now like cavern dwellers? Not at my computer so don't recall.
Title: Re: Future of the Fortress
Post by: Ekaton on August 22, 2017, 10:11:26 am
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...

That idea described in "suggestions" is interesting because it could provide some basic elements first, elements that should be enough to make the world believable and realistic, without devoting that much time. I'm no professional programmer but perhaps Toady could provide something like described in that post while working on some other things before overhauling the economy entirely and making it very realistic, which seems to be the goal.
Why waste time on a placeholder when it's already planned? Just extends development for no real reason. There's a good chance that society and law updates will make any temporary system you put in now mostly obsolete. That's a year of work that gets thrown away.

Sure, I know nothing, but it's kind of hard to see Toady building up the motivation to do that when there's intersting things that still need developing (magic, boats, editor, etc). He's more likely just to work on economics simulations in his side projects until he gets somewhere near where he want df to be.

Such a placeholder could make the game feel realistic for the time being. Creating a proper economic system would be a chore and could well be the single most difficult thing to do to make DF a realistic world sim. Something along the lines I suggested would IMHO make the world more believable and its progression would make more sense.

When it comes to a real economy, just think how many things would need to be modeled:
1. Every single item would need to be present and tracked to really simulate trade, along with its supply and demand properly.
2. Entities would really need to appraise the value of an item according to their own needs. This might be tricky to do, but with a complex value/belief system of each character in the game it might not be that hard. Several examples:
2.1 If I need food and I have something of value, I am willing to sell it cheaper than I otherwise would. What's more, I will value it even less after some time when I'm starving and I would value it at almost nothing if I'm nearly dying.
2.2 Individual attachment can make a simple thing very valuable to a certain individual. An old shield with the coat of arms of an old kingdom might mean the world to a sentimental person who has once fought in its armies.
2.3 Even if an item is not in high demand in town A, it would have a higher value to a clever merchant who would try to purchase a lot of it.
2.4 A cunning merchant might make someone love an item they would otherwise not really want by using their emotions and making them value it a lot. Basically, as salespeople always say, you're not exactly selling an item, you're selling an emotion - like when selling someone a house, you make him fall in love with it by making him for example imagine how his kids would play there in the future. That's selling, and the real value doesn't even have to have much to do with it.
3. When it comes to resources, their price as it reflects the ratio of their usefulness/scarcity, would create a complex system of what materials are being used. If titanium is common, no one would keep using iron anymore. Also, entities that value their work more than combat should use their best materials to make tools first, unless they are threatened by another civ, in which case they will certainly need weapons and armor in the foreseeable future, which would make them value their weapons and armors more than tools, despite their beliefs.
4. The quality of goods could require a complex system. The quality of goods produced by each individual must be influenced by his civ's values, certain traditions, tracked inventions, perhaps the knowledge level of certain guilds, civ's attitude to knowledge and books which contain info on how to produce things, and finally on individual's characteristics and whether he had access to a mentor or not.
5. Usefulness of an item must be carefully tracked so that craftsdwarves know what to manufacture first. It is obvious that they will have to produce more farming tools than arms in the time of peace at least and civs' rulers might try to force them to stop producing everything but the most essential civil equipment and use contracts to buy a lot of arms.
6. The items must wear down so there is a need to replace them, and this needs to be tracked too.
7. Basically the game needs a complex system of contracts that make an individual want to produce a lot of expensive items as he expects payment. Also, how much an individual or civ ordering something can be trusted must be tracked too. Also, we need courts to resolve disputes which must happen, even if only because of the player not paying the craftsman.

Just my two cents on the issue. The world will never be complete without simulating those things, and those might not be that easy to simulate. If, however, Toady One manages to do all that, he will certainly be the first person in history to create such a complex and realistic system and who knows, maybe even economists would use it.
Title: Re: Future of the Fortress
Post by: PatrikLundell on August 22, 2017, 12:58:45 pm
If I recall correctly, the entities structure doesn't contain above ground animal people, only the underground ones.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 22, 2017, 04:12:49 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...

That idea described in "suggestions" is interesting because it could provide some basic elements first, elements that should be enough to make the world believable and realistic, without devoting that much time. I'm no professional programmer but perhaps Toady could provide something like described in that post while working on some other things before overhauling the economy entirely and making it very realistic, which seems to be the goal.
Why waste time on a placeholder when it's already planned? Just extends development for no real reason. There's a good chance that society and law updates will make any temporary system you put in now mostly obsolete. That's a year of work that gets thrown away.

Sure, I know nothing, but it's kind of hard to see Toady building up the motivation to do that when there's intersting things that still need developing (magic, boats, editor, etc). He's more likely just to work on economics simulations in his side projects until he gets somewhere near where he want df to be.

Such a placeholder could make the game feel realistic for the time being. Creating a proper economic system would be a chore and could well be the single most difficult thing to do to make DF a realistic world sim. Something along the lines I suggested would IMHO make the world more believable and its progression would make more sense.

When it comes to a real economy, just think how many things would need to be modeled:
1. Every single item would need to be present and tracked to really simulate trade, along with its supply and demand properly.
2. Entities would really need to appraise the value of an item according to their own needs. This might be tricky to do, but with a complex value/belief system of each character in the game it might not be that hard. Several examples:
2.1 If I need food and I have something of value, I am willing to sell it cheaper than I otherwise would. What's more, I will value it even less after some time when I'm starving and I would value it at almost nothing if I'm nearly dying.
2.2 Individual attachment can make a simple thing very valuable to a certain individual. An old shield with the coat of arms of an old kingdom might mean the world to a sentimental person who has once fought in its armies.
2.3 Even if an item is not in high demand in town A, it would have a higher value to a clever merchant who would try to purchase a lot of it.
2.4 A cunning merchant might make someone love an item they would otherwise not really want by using their emotions and making them value it a lot. Basically, as salespeople always say, you're not exactly selling an item, you're selling an emotion - like when selling someone a house, you make him fall in love with it by making him for example imagine how his kids would play there in the future. That's selling, and the real value doesn't even have to have much to do with it.
3. When it comes to resources, their price as it reflects the ratio of their usefulness/scarcity, would create a complex system of what materials are being used. If titanium is common, no one would keep using iron anymore. Also, entities that value their work more than combat should use their best materials to make tools first, unless they are threatened by another civ, in which case they will certainly need weapons and armor in the foreseeable future, which would make them value their weapons and armors more than tools, despite their beliefs.
4. The quality of goods could require a complex system. The quality of goods produced by each individual must be influenced by his civ's values, certain traditions, tracked inventions, perhaps the knowledge level of certain guilds, civ's attitude to knowledge and books which contain info on how to produce things, and finally on individual's characteristics and whether he had access to a mentor or not.
5. Usefulness of an item must be carefully tracked so that craftsdwarves know what to manufacture first. It is obvious that they will have to produce more farming tools than arms in the time of peace at least and civs' rulers might try to force them to stop producing everything but the most essential civil equipment and use contracts to buy a lot of arms.
6. The items must wear down so there is a need to replace them, and this needs to be tracked too.
7. Basically the game needs a complex system of contracts that make an individual want to produce a lot of expensive items as he expects payment. Also, how much an individual or civ ordering something can be trusted must be tracked too. Also, we need courts to resolve disputes which must happen, even if only because of the player not paying the craftsman.

Just my two cents on the issue. The world will never be complete without simulating those things, and those might not be that easy to simulate. If, however, Toady One manages to do all that, he will certainly be the first person in history to create such a complex and realistic system and who knows, maybe even economists would use it.
Nobody said the economy has to be a perfect system. It may well end up exactly as you say. But it's currently the 4th main feature planned after magic, law and boats (with some back and forth as to whether boats should come before or after).

The only thing that's not going to happen is to stop all current development and make a temporary economy that isn't the real economy that will be thrown away 3 updates from now. Makes no sense.

The game will be more realistic if he does that? Well, yeah, of course, along with everything else. It's not a fantasy world simulator without magic, it's not a fantasy world simulator without law & politics, it's not a fantasy world simulator without boats, it's not a fantasy world simulator without an economy. But Toady's one guy. He'll do it one step at a time.
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 22, 2017, 08:51:41 pm
Yes, when it comes to site support, there's much lower hanging fruit to harvest first, like elven, human, and goblin sites (kobold sites just got an overhaul, but as far as I understand, that's "only" for visiting purposes, not as a complete working "fortress" site).

we already have elf,human,dwarven,goblin sites, kobolds were the last ones we needed, i mean, im sure he will work on them further, but we have them all now.
Unless you meant for dwarf mode. IM sure he will get to it eventually in taht case, and it already "understands" alot about them.

They are all quite interetsing to visit now.
Oh, I remember now. Underground civs (batmen, etc) are in an even worse temporary, buggy state than kobolds right now. They're the "last" ones. Underground probably needs a complete overhaul to get them right though.

The devnotes (older version) also muses on developing a more robust site system that can handle any kind of site. I guess at that point we can start looking for underwater civs, flying civs and stuff.

Oh yeah, I forgot about those underground civs.yeah, they need work too, but don't they have little camps underground you can visit?  The kobolds in the currently released version don't even have that.
Title: Re: Future of the Fortress
Post by: Rockphed on August 22, 2017, 09:22:38 pm
Will a deity be able to create some sort of artifact book and pass it to some race?

Right now that is one of the methods that secrets get introduced into the world.  Well, the Deity creates a slab and people find it to discover the secrets of life and death.  Or whatever secrets you mod in.

For the current release, I am going to assume that Gods do not create other artifacts.  Aside from the secrets, the current world-gen artifacts will (unless I missed something) be limited to relics (i.e. parts of dead people), slabs, and the current dwarf artifact options.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 22, 2017, 09:27:36 pm
Will a deity be able to create some sort of artifact book and pass it to some race?

Right now that is one of the methods that secrets get introduced into the world.  Well, the Deity creates a slab and people find it to discover the secrets of life and death.  Or whatever secrets you mod in.

For the current release, I am going to assume that Gods do not create other artifacts.  Aside from the secrets, the current world-gen artifacts will (unless I missed something) be limited to relics (i.e. parts of dead people), slabs, and the current dwarf artifact options.
And named weapons (and other named stuff if worldgen characters do that - Toady named his backpack in Adventurer...).
Title: Re: Future of the Fortress
Post by: Jairl on August 24, 2017, 05:30:55 pm
Is it planned to introduce some basic economy that would make civs choose what to buy and sell based on what they need and provide a steady growth? Can the game track all the goods in the world at least rudimentary?

Personally I find this idea interesting - http://www.bay12forums.com/smf/index.php?topic=163691.0
Yes. Should be in the dev notes somewhere. But basically it's up next after mythgen and starting scenarios (politics and society) arcs. But maybe boats will come first.

So probably about 10 years from now, at least.

And it probably won't be 'basic'...

That idea described in "suggestions" is interesting because it could provide some basic elements first, elements that should be enough to make the world believable and realistic, without devoting that much time. I'm no professional programmer but perhaps Toady could provide something like described in that post while working on some other things before overhauling the economy entirely and making it very realistic, which seems to be the goal.
Why waste time on a placeholder when it's already planned? Just extends development for no real reason. There's a good chance that society and law updates will make any temporary system you put in now mostly obsolete. That's a year of work that gets thrown away.

Sure, I know nothing, but it's kind of hard to see Toady building up the motivation to do that when there's intersting things that still need developing (magic, boats, editor, etc). He's more likely just to work on economics simulations in his side projects until he gets somewhere near where he want df to be.

Such a placeholder could make the game feel realistic for the time being. Creating a proper economic system would be a chore and could well be the single most difficult thing to do to make DF a realistic world sim. Something along the lines I suggested would IMHO make the world more believable and its progression would make more sense.

When it comes to a real economy, just think how many things would need to be modeled:
1. Every single item would need to be present and tracked to really simulate trade, along with its supply and demand properly.
2. Entities would really need to appraise the value of an item according to their own needs. This might be tricky to do, but with a complex value/belief system of each character in the game it might not be that hard. Several examples:
2.1 If I need food and I have something of value, I am willing to sell it cheaper than I otherwise would. What's more, I will value it even less after some time when I'm starving and I would value it at almost nothing if I'm nearly dying.
2.2 Individual attachment can make a simple thing very valuable to a certain individual. An old shield with the coat of arms of an old kingdom might mean the world to a sentimental person who has once fought in its armies.
2.3 Even if an item is not in high demand in town A, it would have a higher value to a clever merchant who would try to purchase a lot of it.
2.4 A cunning merchant might make someone love an item they would otherwise not really want by using their emotions and making them value it a lot. Basically, as salespeople always say, you're not exactly selling an item, you're selling an emotion - like when selling someone a house, you make him fall in love with it by making him for example imagine how his kids would play there in the future. That's selling, and the real value doesn't even have to have much to do with it.
3. When it comes to resources, their price as it reflects the ratio of their usefulness/scarcity, would create a complex system of what materials are being used. If titanium is common, no one would keep using iron anymore. Also, entities that value their work more than combat should use their best materials to make tools first, unless they are threatened by another civ, in which case they will certainly need weapons and armor in the foreseeable future, which would make them value their weapons and armors more than tools, despite their beliefs.
4. The quality of goods could require a complex system. The quality of goods produced by each individual must be influenced by his civ's values, certain traditions, tracked inventions, perhaps the knowledge level of certain guilds, civ's attitude to knowledge and books which contain info on how to produce things, and finally on individual's characteristics and whether he had access to a mentor or not.
5. Usefulness of an item must be carefully tracked so that craftsdwarves know what to manufacture first. It is obvious that they will have to produce more farming tools than arms in the time of peace at least and civs' rulers might try to force them to stop producing everything but the most essential civil equipment and use contracts to buy a lot of arms.
6. The items must wear down so there is a need to replace them, and this needs to be tracked too.
7. Basically the game needs a complex system of contracts that make an individual want to produce a lot of expensive items as he expects payment. Also, how much an individual or civ ordering something can be trusted must be tracked too. Also, we need courts to resolve disputes which must happen, even if only because of the player not paying the craftsman.

Just my two cents on the issue. The world will never be complete without simulating those things, and those might not be that easy to simulate. If, however, Toady One manages to do all that, he will certainly be the first person in history to create such a complex and realistic system and who knows, maybe even economists would use it.
Nobody said the economy has to be a perfect system. It may well end up exactly as you say. But it's currently the 4th main feature planned after magic, law and boats (with some back and forth as to whether boats should come before or after).

The only thing that's not going to happen is to stop all current development and make a temporary economy that isn't the real economy that will be thrown away 3 updates from now. Makes no sense.

The game will be more realistic if he does that? Well, yeah, of course, along with everything else. It's not a fantasy world simulator without magic, it's not a fantasy world simulator without law & politics, it's not a fantasy world simulator without boats, it's not a fantasy world simulator without an economy. But Toady's one guy. He'll do it one step at a time.


I think that it is also important to mention that the framework changes needed to accommodate a temporary system will cause problems of their own.

Additionally, you don't design REAL frameworks the same way you throw together prototypical code... and all the changes made will start trickling down into more sections of the code which then get dependent on things working the way they work now. The structure, the way things work and how you interact with the objects... especially when designing for performance... it's very important.

So basically the more systems you put in, the more integrated permanent systems built on temporary systems built on temporary systems get.


Yes, you can pay the cost later by shooting yourself in the head by maintaining numerous poorly maintained 'backwards compatibility' and otherwise hijacking the structure and randomly attaching processes to it until you get something so convoluted that you no longer can understand what any of the code is actually doing... but you still will have shot yourself in the head rather than working it out when all the other systems that would be used with the new system were in place.
Title: Re: Future of the Fortress
Post by: Ggobs on August 24, 2017, 07:24:08 pm
Right now siege triggers are based on wealth of a fortress and population. After the next update what additional triggers will there be?

Will other civs send rescue parties for the prisoners we have of theirs?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 24, 2017, 08:23:35 pm
Right now siege triggers are based on wealth of a fortress and population. After the next update what additional triggers will there be?

Will other civs send rescue parties for the prisoners we have of theirs?
Goblin siege triggers are based on population. Wealth triggers are set at 0, meaning inactive.
No additional triggers have been mentioned so far. But harassing a civ with squads will cause them to act like zombie sieges, ignore all the triggers, and attack you whenever they feel like it apparently.
"Active Season" also apparently will no longer effect siege timing.

There'll also be extra reasons to attack you besides 'we're goblins', 'you killed our merchants' and 'you cut down too many trees'. Now you'll be faced with armies turning up with claims to artifacts (because they genuinely belong to an entity, or just because their spies thought it looked cool).
Title: Re: Future of the Fortress
Post by: Untrustedlife on August 24, 2017, 09:00:03 pm
In the most recent dev log you mentioned prisoners, is imprisonment specific to goblin sites right now or do other civs do it aswell now in the coming version?

Can we rescue them in adventure mode?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 24, 2017, 10:12:59 pm
In the most recent dev log you mentioned prisoners, is imprisonment specific to goblin sites right now or do other civs do it aswell now?

Can we rescue them in adventure mode?
Human civs keep prisoners and slaves now, don't they?
At least, in worldgen. I've only ever run into them in Adventurer when they were fleeing down a street during an insurrection, so not sure if they have actual prisons. You can 'rescue' them if you find them.
Title: Re: Future of the Fortress
Post by: burned on August 25, 2017, 03:19:30 pm
In the most recent dev log you mentioned prisoners, is imprisonment specific to goblin sites right now or do other civs do it aswell now?

Can we rescue them in adventure mode?
Human civs keep prisoners and slaves now, don't they?
At least, in worldgen. I've only ever run into them in Adventurer when they were fleeing down a street during an insurrection, so not sure if they have actual prisons. You can 'rescue' them if you find them.

I've only come across slaves in human towns in houses and once in a library, but whenever legends says that someone is a prisoner of a town - I can't find them. Maybe just bad luck or maybe they are in "hidden" (read abstract) jail cells, heh.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 25, 2017, 06:33:16 pm
Will the origin of holy relics be moddable at all? I'm thinking a raw tag on the priest position like [HOLY_BODY_PARTS] or something that we could add to custom positions. It would be nice for mods which have extended religious positions in Force based religions.
Title: Re: Future of the Fortress
Post by: kontako on August 27, 2017, 02:01:08 am
Will artefacts be modifiable? - Such as the holy skull of a priest becoming a totem, or if I were to beat elves with a log of wood, name it as a significant object, and then construct a chair out of it.
Title: Re: Future of the Fortress
Post by: Knight Otu on August 27, 2017, 04:06:31 am
Will artefacts be modifiable? - Such as the holy skull of a priest becoming a totem, or if I were to beat elves with a log of wood, name it as a significant object, and then construct a chair out of it.
Very unlikely. The skull of a priest will already be a totem (7/15/2016), and resource items like logs will not be nameable (Devlog of 2/15/2017 - only legally nameable items). In all likelihood, the only artifact transformation will remain quires into books.
Title: Re: Future of the Fortress
Post by: kontako on August 27, 2017, 04:24:59 am
Will artefacts be modifiable? - Such as the holy skull of a priest becoming a totem, or if I were to beat elves with a log of wood, name it as a significant object, and then construct a chair out of it.
Very unlikely. The skull of a priest will already be a totem (7/15/2016), and resource items like logs will not be nameable (Devlog of 2/15/2017 - only legally nameable items). In all likelihood, the only artifact transformation will remain quires into books.

Thanks for the reply
Title: Re: Future of the Fortress
Post by: Killermartian on August 27, 2017, 05:12:37 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 27, 2017, 05:31:46 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?
Don't forget that boats is 3 arcs away, two of which are looking like almost definite multiple release arcs. At speedy two year cycles each (including bug-fixes, suggestions, etc) that's 8-9 years at least until boats actually starts to be looked at.
Which isn't to say you won't get a cool answer, just that it's almost certainly not been worked out in the detail you're hoping for, and everything might change in the future.
Title: Re: Future of the Fortress
Post by: Killermartian on August 27, 2017, 05:47:22 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?
Don't forget that boats is 3 arcs away, two of which are looking like almost definite multiple release arcs. At speedy two year cycles each (including bug-fixes, suggestions, etc) that's 8-9 years at least until boats actually starts to be looked at.
Which isn't to say you won't get a cool answer, just that it's almost certainly not been worked out in the detail you're hoping for, and everything might change in the future.
I think toady has a few ideas of how he wants boats to work, and he has mentioned sea monsters in an interview before.
Title: Re: Future of the Fortress
Post by: KittyTac on August 27, 2017, 07:04:20 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?
Don't forget that boats is 3 arcs away, two of which are looking like almost definite multiple release arcs. At speedy two year cycles each (including bug-fixes, suggestions, etc) that's 8-9 years at least until boats actually starts to be looked at.
Which isn't to say you won't get a cool answer, just that it's almost certainly not been worked out in the detail you're hoping for, and everything might change in the future.
I think toady has a few ideas of how he wants boats to work, and he has mentioned sea monsters in an interview before.

Imagine sea monsters combined with multi-tile ones. Huge tentacles grabbing ships and sinking them.
Title: Re: Future of the Fortress
Post by: Killermartian on August 28, 2017, 05:17:54 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?
Don't forget that boats is 3 arcs away, two of which are looking like almost definite multiple release arcs. At speedy two year cycles each (including bug-fixes, suggestions, etc) that's 8-9 years at least until boats actually starts to be looked at.
Which isn't to say you won't get a cool answer, just that it's almost certainly not been worked out in the detail you're hoping for, and everything might change in the future.
I think toady has a few ideas of how he wants boats to work, and he has mentioned sea monsters in an interview before.

Imagine sea monsters combined with multi-tile ones. Huge tentacles grabbing ships and sinking them.
Or huge tentacles grabbing dwarves off your ship.
Title: Re: Future of the Fortress
Post by: George_Chickens on August 28, 2017, 10:23:32 pm
Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 29, 2017, 01:18:56 am
Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
No. You send them out then wait for them to come back. They then become part of the simulated outside world, move across the map, stop off at taverns, fight stuff (if that's what you meant by 'weighted rng').

(Of course, one day you'll be able to play as them directly. Just, not yet).
Title: Re: Future of the Fortress
Post by: squamous on August 29, 2017, 01:46:10 am
Will we be able to be recruited by traveling NPC adventurers and act as their subordinates?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 29, 2017, 03:45:07 am
Will we be able to be recruited by traveling NPC adventurers and act as their subordinates?
Lime green text if that was a question for Toady.

And do you mean, 'in the upcoming release' (probably not) or 'ever'? (Dev notes mention being hired as bodyguards for caravans, so possibly. One day).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on August 30, 2017, 04:33:00 pm
How will we know if all the dwarves in a squad have been taken prisoner? I know the dev pages mention 'rumours' of a squad's demise but specifically what will happen? Will it be noted on the map (and does that just update with prisoner figures automatically)? Will someone be able to give an account of their journey?

Will prisoner rescue squads pick up other prisoners if they're at the site and of a friendly civ? What if they're not of a friendly civ?
Title: Re: Future of the Fortress
Post by: Miuramir on August 30, 2017, 06:17:31 pm
Currently, it seems planned that worldgen will go through two stages: "creation"(mythgen) and then "history"(current history generation). Are there plans to possibly add an in-between stage for ancient, poorly recorded history before "Year 1" for historical events that happened in the remote past? To elaborate, this would be things like "around 7000 years ago, The Hammers of Dwarfiness was founded by Urist McLegendary" or "around 3500 years ago, the legendary dragon [DragonName] was slain by the human hero [HeroName]". Right now it would be infeasible to generate over 5000 years of proper history(few people have the PC or patience for it), and there's not much distinction between proper, well-recorded historical events(e.g. a major battle that happened just 54 years ago) and vague, legend-sy events that happened possibly before even writing existed(e.g. the founding of a civilization).

So, is there some sort of system planned to support this? It would really help with worlds having a feeling of ancientness and tying "creation"(mythgen) and well-recorded history in a more logical way.

While the idea seems attractive, there are a bunch of problems.  In general, the underlying issue is that DF tries to be a simulation wherever it can; what you are effectively asking for is an even "lower res" mode for historical simulation than the existing history generation.  This is not impossible, but much harder than you think, and it's far from clear whether it would be a good use of time.  (Or, you are asking for some sort of "random pre-historical event table", which causes more problems than you realize and is not generally the way DF works.) 

Just to work with your example for a bit... How does it know whether there are humans or dragons in the first place in that time period, and whether it is reasonable for them to be interacting?  What sort of language to give the name(s) in?  There are all sorts of ecological, cultural, and logistical implications which you can't just sweep under the table in something like DF. 

To look at your question in another light, one reason you play dwarves in DF is that you are here to *create* the history.  Dwarves turn mountains into ant-warrens with alarming speed, dig up precious materials, make weird crafts and crazy weapons out of them, guard them with elaborate traps, create incomprehensible mega-projects, and finally delve too deep and doom themselves.  In fortress mode, you *are* the history-makers, the legend-creators, the people about whom the more sensible, human adventures from more mundane times thousands of years hence ask "How did they do that?  And more importantly, why?"   You stand at the dawn of time, and choose whether you start with building the great pyramids, delving the mines of moria, collecting beasts from the world over for your colosseum, turning an inhospitable desert into the gardens of babylon, or whatever project you can dream up; in the almost unimaginably distant future, your creations will be the seven ancient wonders of a world shaped from the very beginning by your will.  Or, you known, you end up killed off by zombie penguins the first nightfall, as your novice miner asks "why is the ground under the cart all full of water?" 

What we really want / need is fully restartable history.  We have been getting closer in the last few years, as the world has "come alive", but in the long term what you are looking for would be most appropriately handled in DF by a grand sort of meta-succession fort.  Imagine a world that is played for a few seasons to a few decades by each person, they retire, press the "pass 1d6 hundred years under computer control" button, and then send on to the next player.  After a few (or few dozen!) iterations, you've got all the mysterious artifacts, rumored but poorly-documented dungeons, ancient evils, partially-jammed but still insidious trap corridors, heroic last stands, dramatic beast-slaying stories, and thousands of years of badly recorded history to be puzzled out of the remaining engraved walls and bizarre statues that any adventurer would want. 
Title: Re: Future of the Fortress
Post by: KittyTac on August 31, 2017, 07:56:23 am
Will there be a lot of Kobold Quest references in the new kobold caves?
Title: Re: Future of the Fortress
Post by: 5crownik007 on August 31, 2017, 08:00:31 am
It seems that there are various things in DF that are always the same (dwarves, elves, counts, barons, swords, halberds... etc). Will there eventually be a feature that procgens civilization structures, weapons(like instruments) and civilized races(like clowns)? I could imagine a 'randomness' scale that controls the races, weapons, cultures and so on, but not geography, history gen, and stuff like that. It would probably scale between "Alien Culture" to "Familiar Places" or "Entirely Random" to "Very Predictable".
Title: Re: Future of the Fortress
Post by: KittyTac on August 31, 2017, 08:25:59 am
It seems that there are various things in DF that are always the same (dwarves, elves, counts, barons, swords, halberds... etc). Will there eventually be a feature that procgens civilization structures, weapons(like instruments) and civilized races(like clowns)? I could imagine a 'randomness' scale that controls the races, weapons, cultures and so on, but not geography, history gen, and stuff like that. It would probably scale between "Alien Culture" to "Familiar Places" or "Entirely Random" to "Very Predictable".

You basically described part of the mythgen update, which is coming in ~4 years. You know, Toady may add those exact values in the sliders for myth.
Title: Re: Future of the Fortress
Post by: 5crownik007 on August 31, 2017, 04:16:04 pm
You basically described part of the mythgen update, which is coming in ~4 years. You know, Toady may add those exact values in the sliders for myth.
Yeah, I know about the mythgen thing, but I was wondering if generation was specifically going eventually extend to weapons and other stuff. (can't wait for mythgen gonna be the best thing ever)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 01, 2017, 03:55:25 am
I'm curious as to how you're considering sorting out the baby survivor issue. Is it not possible to just imprison them (presumably they'll starve or something)? Are you thinking of adding something detailed later (orphanages, temples, foster families, sacrifice at dawn) to deal with them?

I'm assuming goblin raider babies can just be 'babysnatched' to keep them in place...
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 08:34:38 am
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?

Toady has talked about more variable sea monsters in the past, and we already have sea-based titans.
Not to mention he has several types of water based night creatures planned.
So probably.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 08:39:05 am
Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
You send them off your map, then the AI takes control (the world is alive so it's actually a simulation not just "weighted rng") they do their mission and come back if they survived, then tell you what happened.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 08:48:38 am
Will we be able to be recruited by traveling NPC adventurers and act as their subordinates?
I took the liberty of coloring your text for you. Make  your text lime green if you want toady to answer it.
Also, maybe eventually.
You can already join artisan troupes/be subordinate to lords/be subordinate to bandit leaders and toady mentioned in a dev log that the NPC questers can pick up companions themselves. So it's only natural to extend this to allowing them to ask players to join them.
Doesn't mean it will be in on release though.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 08:51:52 am
It seems that there are various things in DF that are always the same (dwarves, elves, counts, barons, swords, halberds... etc). Will there eventually be a feature that procgens civilization structures, weapons(like instruments) and civilized races(like clowns)? I could imagine a 'randomness' scale that controls the races, weapons, cultures and so on, but not geography, history gen, and stuff like that. It would probably scale between "Alien Culture" to "Familiar Places" or "Entirely Random" to "Very Predictable".

You basically described part of the mythgen update, which is coming in ~4 years. You know, Toady may add those exact values in the sliders for myth.
Magic is meant for next after the artifact release and we are close to
The artifact release, so less then four years, maybe 2 . But it's a pretty huge update.
Title: Re: Future of the Fortress
Post by: KittyTac on September 01, 2017, 09:24:26 am
It seems that there are various things in DF that are always the same (dwarves, elves, counts, barons, swords, halberds... etc). Will there eventually be a feature that procgens civilization structures, weapons(like instruments) and civilized races(like clowns)? I could imagine a 'randomness' scale that controls the races, weapons, cultures and so on, but not geography, history gen, and stuff like that. It would probably scale between "Alien Culture" to "Familiar Places" or "Entirely Random" to "Very Predictable".

You basically described part of the mythgen update, which is coming in ~4 years. You know, Toady may add those exact values in the sliders for myth.
Magic is meant for next after the artifact release and we are close to
The artifact release, so less then four years, maybe 2 . But it's a pretty huge update.

TWO????? YEARS????? WELL, THEN IT'S GOING TO BE THE BEST THING EVER.
Title: Re: Future of the Fortress
Post by: StagnantSoul on September 01, 2017, 10:41:46 am
Will we ever see an expansion on the cavern plants like we did for the aboveground? Or keep them more basic for newer players?
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on September 01, 2017, 03:35:36 pm
Speaking of underground plants, will the weird seasonal-plant inversion ever be fixed? (I refer to the fact that despite the cave river being long dead and gone, the underground plants still only grow during certain seasons, while the aboveground plants can grow at any time. This is exactly the opposite of what you would expect, and what makes sense.)

Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
You send them off your map, then the AI takes control (the world is alive so it's actually a simulation not just "weighted rng") they do their mission and come back if they survived, then tell you what happened.

So the battles are truly simulated, and not treated as worldgen/offsite battles are (those are just randomly decided)? That is, gear and skills of each side make a difference?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 01, 2017, 04:52:08 pm
Worldgen battles are simulated, not randomly decided. This next release deepens the simulation a little by taking into account individual dorfs equipment (and ensuring babies sit out the fight).

(The worldgen battles are certainly simple, basically a series of one on one fights - perhaps a little more complex than that. But definitely not random.)
Title: Re: Future of the Fortress
Post by: Paxiecrunchle on September 01, 2017, 04:54:18 pm
Will there be a lot of Kobold Quest references in the new kobold caves?

Why can't I give this man a gold medal?
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 05:24:17 pm
Speaking of underground plants, will the weird seasonal-plant inversion ever be fixed? (I refer to the fact that despite the cave river being long dead and gone, the underground plants still only grow during certain seasons, while the aboveground plants can grow at any time. This is exactly the opposite of what you would expect, and what makes sense.)

Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
You send them off your map, then the AI takes control (the world is alive so it's actually a simulation not just "weighted rng") they do their mission and come back if they survived, then tell you what happened.

So the battles are truly simulated, and not treated as worldgen/offsite battles are (those are just randomly decided)? That is, gear and skills of each side make a difference?

Skills and numbers are taken into account in world gen battles. They are definitely not random.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 01, 2017, 05:25:07 pm
Worldgen battles are simulated, not randomly decided. This next release deepens the simulation a little by taking into account individual dorfs equipment (and ensuring babies sit out the fight).

(The worldgen battles are certainly simple, basically a series of one on one fights - perhaps a little more complex than that. But definitely not random.)
Wish I could upvote this.

World gen battles even take into account possible damage types.
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on September 01, 2017, 05:50:59 pm
Worldgen battles are simulated, not randomly decided. This next release deepens the simulation a little by taking into account individual dorfs equipment (and ensuring babies sit out the fight).

(The worldgen battles are certainly simple, basically a series of one on one fights - perhaps a little more complex than that. But definitely not random.)

Speaking of underground plants, will the weird seasonal-plant inversion ever be fixed? (I refer to the fact that despite the cave river being long dead and gone, the underground plants still only grow during certain seasons, while the aboveground plants can grow at any time. This is exactly the opposite of what you would expect, and what makes sense.)

Are the expeditions and squads you can sent out directly controlled by the player, or is it all a weighted RNG thing?

Sorry if this has already been asked, but I've been curious for some time.
You send them off your map, then the AI takes control (the world is alive so it's actually a simulation not just "weighted rng") they do their mission and come back if they survived, then tell you what happened.

So the battles are truly simulated, and not treated as worldgen/offsite battles are (those are just randomly decided)? That is, gear and skills of each side make a difference?

Skills and numbers are taken into account in world gen battles. They are definitely not random.

Wait, what?! When did this change? Last I knew, retired fortresses were falling to ridiculously weak invaders because it was a 50-50 chance for the defender to win (or something along those lines).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 01, 2017, 06:00:58 pm
Defenders (all defenders, not just retired fortresses) started automatically losing battles regardless of battle losses due to a bug some time ago. Like most serious bugs, it was fixed.

Dwarf Fortress is a world simulator, it simulates the world (except when bugs, non-intentional, screw it up).
Title: Re: Future of the Fortress
Post by: Max™ on September 01, 2017, 06:50:49 pm
It simulates the bugs pretty well too, but I still like the "we don't want to make a crappy fantasy universe, we want to make a crappy fantasy universe generator" explanation.
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on September 01, 2017, 10:36:07 pm
Ah, I must have misremembered the bug then, and thought it was more a flaw than a short-term bug. Well, that's neat! Thanks!
Title: Re: Future of the Fortress
Post by: Toady One on September 01, 2017, 10:36:25 pm
Thanks to PatrikLundell, pikachu17, Random_Dragon, KittyTac, Shonai_Dweller, Rockphed, Knight Otu, Miuramir, Untrustedlife, and anybody else that helped to answer questions.  I didn't include one larger suggestion post.  It has always been a blurry line, but we should try to keep those over in the suggestions forum.

Quote from: KittyTac
Interesting. So would a region-wide explosion instakill the player if he/she was caught in it, instead of just propelling them away, THEN killing him, because digging on-screen is prohibited in the latter case?

This was related to magical explosions being able to destroy tiles, and I don't think a region-wide explosion would concern them specifically, depending on what we mean by explosion.  In general, experiencing map-changing catastrophes is something that's hard to do with the loaded area staying intact, or even some of the intermediate structures, so it'd be hard to implement going through it (and for little relative reward vs. the time spent, if it is just everything being vaporized, though I understand wanting to be there for that moment).  It would likely black out and end the game -- something we are trying to avoid for forts if we can help it, at least without telegraphing a bit.  I'm not sure if that restricts the larger explosions to prophecies etc., or follow-just-this-recipe to end your fort gloriously (and some pre-effects for you to experience).  We'll have to feel it out -- region explosions won't happen in the code without specific implementation, so we have full control over the circumstances under which the procedural systems bring them into being.  But yeah, I don't think "non-diggability" will be an issue there, since they wouldn't have tile-based considerations.

Other kinds of region-wide disasters (more in line with the current blood rain, etc.) would be fully compatible with having the region loaded at the time, and some of those might raise diggability/fortress integrity questions.  We'll handle that as we go.

Quote from: AceSV
Will civs be able to send missionaries or crusades someday, or otherwise make alliances or enemies based on religion or divine allegiances?  Any thoughts on what that would be like?  What say would the player have?

It's hard to say what the order is going to be, but we'd like to get to more done.  We've started with some isolated and easier cases, like pilgrims and prophets.  With the embark scenarios, we'll have religious groups attached to sites with specific purpose, and the player would be involved with lots of decisions there.  But this is more about the issues of a larger body, whether it's a state-linked church or an independent and larger religious group that could order a larger action like this, and I'm not sure when we'll have those.  As an overall consideration, we'd hope that civ/etc. level decision that involve a player site as a smaller unit become less annoying overall than things like noble demands, and become more interesting in terms of politics and diplomacy.  We're building up some parts for that starting in the embark scenario release, though as usual who knows about any sort of timing.

Quote from: thvaz
Why don't you get an AC unit for your place? It is too expensive in US? Your energy bill would raise too much? Every year you seems to have the same issues with heat.

It's not easy for me to set up a window unit in my apartment, though a few people have done it so it's figure-out-able.  I generally only lose a few days work on the hottest days, and some sleep.  So I just make do.

Quote from: Bearskie
Speaking of which, is there a reason only some tags are supported by syndrome CE add/remove tags? Is there any future plans to expand the scope of supported tags? Asking because full tag support (ala creature variations) would certainly be a holy grail for modders.

Yeah, some are harder than others, due to optimization-based precalculations and other issues that make adding/removing a tag a non-trivial operation.  For the first syndrome pass, I just did the ones I needed and any super-easy ones that looked like they'd just plug-and-play.  There are probably some easy ones left over that I missed, but I'm not sure.  First magic release will get us more of them, or at least some related effects that blow by the notion of simple tag changes and do the necessary work the game requires.  Stuff like body/material changes certainly requires specific effort.

Quote from: Max^TM
What specifically does the worldgen population cap do? It seems to have a strong relationship with the histfig count unless it is set too low.

Is it related to the entity population values?

Are there any places where the number of non-histfig members of a civ or race can be found?

The dfhack structures have a tree with df > global > world > world_data > sites > inhabitants, and summing all the inhabitants in the sites gives a value which is VERY close to the one from the world_sites_and_pops.txt export, does the exported version include histfigs or something?

TOTAL_CIV_POPULATION from the world gen params?  That one?  Looks like two things.  Prevents births of new historical figures being scheduled post w.g. if they'd go over the cap, without respect to civ.  During w.g...  apparently some needlessly messy thing.  So every entity def has that max pop number (10000 for most, 2000 for skulking), and that's used to control the number of historical figures which can be born in one civ (so 10000 max hfs for most civs, though at the beginning that is capped by the total of the site pop caps as they grow in infrastructure points).  But if you have the total civ population set (15000 default), it takes the total number of sites from all civs, and looks at what percentage a civ owns, and potentially gives you a new cap.  So if you have 10% of the sites, you are only allowed to have 1500 hfs, rather than the 10000 hfs you'd normally be allowed.  I think this was set up to prevent one civ from dominating the hf pool if it didn't have the sites to back it up.  This has nothing to do with entity population or non-hf pops, and I don't think there are artificial controls for those anywhere (not sure).  The name TOTAL_CIV_POPULATION is confusing since this mechanic probably predates entity population entirely (though I'm not sure).  I don't think it prevents new hfs from being elevated when needed either, though elevated hfs are counted against these caps when it checks for new births.  So really this just seems to stop an hf-heavy, low-site-percentage civ from dominating the birth pool.  Ideally we wouldn't need this stuff, but not everybody can be historical, so some messiness is required to manage memory/cpu.

I don't think the number of non-hfs is isolated anywhere in the text dumps, though you all seem to have access to the various data points through utilities.

So the world civilization pops from world_sites_and_pops doesn't seem to use the broken overall entity population counters.  It goes through all living historical figures and adds them into the counts.  This can include things like historical zombies, but not gods that have that form.  Then it goes through all the site non-hf pops, not including zombies, and adds those in.  This can include sewer dwelling outcasts and any other pop on the site (aside from zombies).  I'm not sure where the ~3000 discrepancies are coming from.

Quote from: Dr.ZCochraine
1. In fortress mode, will random (and normally worthless) artifacts gain some amount of magical ability. Becaus I do notice there is a sh*ton of usless artifacts, gloves of mittens that do not have a pair, or even a ring that was a wast of som precious resources.  It would smply make them less of a wast its that did somthing related to magic.

2. Also in fortress mode. Could you make a pact with a god or som similar being to give you divine metal other then from dungeons. A ritual or exchange sacrifice, maybe build lots som item.

3. As a demigod in adventur mode, could you get some orders/quests/requests from your parent god. With all consivable consequences?

4. Might there be big rituals that you can do in the fortress, ( build some giant rune siècle sor equivalent for the magic of the world)

5. (If 4 is true) could some terrible accident happen with them, causing a dissaster. Set off all the volcanos, rain blood for a bit, maby resurrect all the dead everywhere(zombie apocalypse). Maby explode your fortress, or even teleport it to an alternat dimension, causing dimensional risk storms. At just simply makes your region haunted.

6. Make magical defences for your fort.

7. Could you colonize another dimension if you built a fort on a stable portal and then build on the other side.

1. For the magic release, it's likely that we'll get something there.  But even before that, artifacts now have a bit of worth by virtue of them being treasures that are offerable/claimable and so on.  We don't have a lot there yet, but the idea of treasures being valuable outside of their utility is something that should be considered.  Though I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

2/3/6. Not sure what'll happen with the magic release.  There's any number of valid ideas.

4. It'd be cool to leverage the building aspect of fort mode to do some cool large-scale magical effects.  Could also be tied into the religious embarks later.

5. We've had some discussions about accidents here in the past -- there's some balance to be had there.  Sudden impossible-to-prevent non-understandable fortress destruction is bad, but the more of a buy-in the player has, the more they can flirt with disaster.  Part of the "losing is fun" motto should be the ability to completely obliterate your fort in order to further the story of the world.  After all, the current end game content down underground should have world-changing effects, it just doesn't because we don't have proper world-reaching AI for the involved critters.  That end game is a magical disaster from a certain perspective, and more of that should be possible.

7. We had specifically considered inter-dimensional mining.  The seed might have been planted by some of the Manual of the Planes elemental earth plane reading from our childhood, or maybe not.  In any case, it requires the use of secondary load areas, which we've already mentioned in the context of off-site raids as well as portals.  It's all the same code, pretty much.  I guess there'd be some sort of tab you can flip between, like, your main fort, the goblin site you are attacking, and your gem-rich pocket dimension accessible from the portal you constructed (or wtvr).  There are CPU concerns, of course, with having multiple maps open, but having extra block columns loaded in a new map is more or less equivalent to increasing the size of your fort (aside from however portal pathing works, but shouldn't be so bad since it can be flagged from certain tiles where A* just says, oh cool, another connection, though the heuristic might get mad), and certain of them can be made thinner (for instance, the goblin site you attack might not need the lower blocks loaded, or it might, depending on cavern connections).  So we'll need to control for overall size -- if you have a 3x3 fort, then you have 7 extra block columns left over to get to a 4x4 fort, and perhaps you'd just get a warning box as you get toward the normal warning box size, or whatever.  It's too bad we can't have the whole world open!

Quote from: iceball3
What level of importance, if any do you think would be appropriate for individuals to predicate their reactions based on their recorded of generated histories? For example, will being a tradesmen/slave/leader/orphan have any direct measurable impact, or is the combinatorial complexity of trying to dictate how an experience shapes someone beyond the scope of Dwarf Fortress and it's Adventure mode?

Are individuals identifying with or believing in social stereotypes and biases based on one's profession, background, or appearance out of scope?
I know there's some scratchings of what I mentioned currently in place in the values system, but as it is, the intricacies, troubles, and emotional baggage that most experiences, professions, and positions would presumably have in real life are mostly either absent or impotent, ingame. Whether they're important or not is not my call, nor am I really sure of it personally, either.

They do use their history to some extent, and specific events in their lives to see what they think of people, but mostly regarding things like murders or entity affiliation.  They don't consider their professions.  Adding things like that is part of the game, and people have slowly become more complicated, though I'm not sure there are clear-cut ways that should go.  The 'status'/'customs' part of the embark scenario release will introduce some generated groupings and then considerations that are more along these lines, and hopefully something of a cultural understanding of how different groups of people are viewed in a given society and what they might think about things.  But yeah, there are potential issues there of how systemically grinding and miserable the game gets to be as you replicate real-world systems, and it can be a difficult call.  Of course, civs with a vampire ruler killing tens of thousands of people should be sort of miserable, and perhaps interpolating between what we have now and the ramifications of such a nightmare will find certain issues of individual and systemic real-world prejudice and oppression arising inevitably.

So we'll be entering that room with the embark scenario release, and it's not clear where we're going to go.  In a non-earth world, we don't need to necessarily grapple with racism and sexism, but on the other hand, DF has humans, and humans have a track record.  That said, if it starts generating prejudices based on, as you listed, appearance, is this even going to be a game people want to play?  If you are playing adventure mode and the game says you are the wrong color or sex etc. to speak to somebody, or your dwarves start spitting no certain people, or worse, I think we incur a deeper obligation with our players out there in the real world than just saying "oh the generator did that, no big deal".

Quote from: Shonai_Dweller
Completely edge case question, but interested for a mod I have. If an [UTTERANCES] race (like kobolds) had a caste that could speak and didn't have [UTTERANCES], and you convinced a member of that caste that you were a genuine kobold using the new fake identities mechanic, would the rest of the civ become non-hostile to you? Or does it not work like that? Would they even give you the chance to explain yourself?

I'm not sure how mixed caste stuff works in general when it comes to stranger-kill ethics vs. kobolds just killing everybody -- it might just poll the race-level var for "any caste w/ utterances" and always start fights.  Assuming we get past that, you shouldn't have to get clearance with everybody (to prevent spammy annoyance of replaying the same encounter scene over and over -- not sure if that problem's easily solvable in any non-gamey way), but it is a little weird.  If you met the non-utterance person first, that'd be it, of course, but I think you'd be fine if you get clearance first.  Maybe.

Quote from: Beag
1. What sort of divine laws will we see in the first pass of the myth and magic update if any?
2. If someone broke a divine law would the deity in question in fantasy worlds be able to curse them for breaking it?

1. It's unclear if we'll get into divine law in the first pass, because the law release is part of the embark scenarios stuff, which is the next release after myths.  So there are two ways it could work out -- we do divine law as a prototype for all law, or we do divine law with/later, once the actual law framework is in the game.  This is totally up in the air and will depend on what the features of the myth release ends up being.

2. Yeah, that's basically what's going on with the current vampire/werewolf curses in an unformalized sense.  Those curses should be placed within a framework of what's divinely legal or customary.  It might not be a written law "don't topple the statues", but there'll eventually be more of an understanding of what gods or collections of gods care about.

Quote from: TheFlame52
In your weekly update, you mentioned that artifacts were passed around extended families. Does this mean artifacts will pass from, say, uncle to nephew? If so, will you be transferring that to government positions? Will we finally see someone besides the eldest child inherit a position?

They pass to people with the same family id, but it doesn't have a hierarchy associated to it that would be used for heirs.  We're not to that point yet.

Quote from: Whatsifsowhatsit
What, if anything, will be changed/new in Legends mode for this the artifact release?

People mentioned the book/artifact split and that there's more XML exported.  Those are the larger changes.  There are 11 new events I think.  I think the myth release will cause some actual shifts to how it works, though we can't be sure how much since the first myth release is already signed up for a lot of heavy lifting.

Quote from: Untrustedlife
My question is though, do you ever plan to add a post processing step to map generation where it looks through the region names for specific keywords (e.g. "Worms" or "Centaurs" whenever you add them) and actually say decides to spawn a population of centaurs on "Centaur Isle" or specifically makes the grass worms in the "hill of worms". Or some feature that is akin to this.

Shonai_Dweller mentioned that it should be the other way around (features -> names), and we just don't have that much metadata on the words yet -- we have those larger "symbol" groupings, so some names fall in a very large ballpark of being correct, but hopefully we'll be much closer as the framework for prophecies starts to take over other parts of the game and replacing the name structure.  That'll introduce a flipside problem of names being too literal/specific, probably, and we'll have to make an effort to let them branch out a bit and become more obscure.

Quote from: Untrustedlife
How well defended are world-gen artifacts, do they ever get placed in tombs with the world-gen rulers? And if they are in fact hidden in the tomb are they elegible for quests?

There isn't anything interesting there yet.

Quote from: Shonai_Dweller
What was going to be covered in the dev item "support for the journey" (seems to have been skipped for this time?)? Is that something like hiring hill dwarves and such to assist? Or sending ahead word for supplies to be prepared?

Yeah, we were hoping to have some helpful, say, hearthpeople go along, and perhaps give you some free access to food/equipment etc.  We wanted it to be unlike the typical we-won't-help-you-but-please-save-the-world quest givers, but we didn't get there.  The ducks don't seem to line up well on anything even tangentially related to economic stuff, because there are some formalities missing and everything ends up being too much of a too-large placeholder.  Got closest to having helpers, but something came up even in that case.  Don't recall what.  We'll get there eventually.

Quote from: Killermartian
Once the myth gen is integrated, will we be able to see what the generator has created?

We're hoping to get something along the lines of what we had in the myth gen demo, with hyperlinks and so on, that you would be able to view from legends, but it's not 100% clear what is going to happen there.  There's also the matter of exposition outside of that, where you'll be able to see some part of the myths as they are generated prior to world gen, especially if it takes time (so something has to be on the screen).  Then there's all the in-game links to myths, where you'll be able to see the dwarven story of their creation (a subset of the overall myth), and whatever vector are used to deliver that.  But yeah, I think some people probably want the myth generator as a world-building tool much as world gen itself has been used that way, so I think you'll be able to interact with the complete myth in legends mode or something similar.  The settings for the myth generator and the raws and any potential editors and all that are going to be enough of a project that there could be a stand-alone test generator included there, just to see if things are working, but I'm not sure.

Quote from: tkamat29
Has the stress system been fixed for the next release? I recall someone mentioning that the effects from inebriation were too strong, has this been confirmed yet? The stress system as it stands is quite a pity, I have never even had a dwarf with positive stress level before, which basically removes an entire facet of the game.

I haven't changed it for this release, but it's high on the list of things to address in the bug-fix releases that follow.  I'm pretty sure just from the thought paragraphs I've seen that inebriation is way too powerful, especially in the way that there are never later realizations even if the person becomes sober, so it's like they don't know about their own life at all.  Though that's actually somewhat difficult to implement -- moments for people to pause and reflect on the right things without killing the processor.

Even if you mod inebriation out, I think stress might not be powerful enough, or as somebody noted, there are too many positive effects that outweigh the occasional huge negatives that should wear away at people.  So overall, we added a lot of things, and it pulled us away from the gamey and broken tantrum spiral, and made people resilient, as in real life, but maybe too resilient/complacent and certainly not interesting or tied into the game flow in a proper way.  So there's another balance that needs to take place, hopefully adding some neat new mechanics that make it better overall.  But it feels like it needs a political change, not just a psychological one...  that they shouldn't all go individually south as a result of misfortune/mismanagement like before, but they should just fire you, ha ha ha.  Insta-loss revolutions/elections are annoying, for the same reason as the demon timer was.  So you should be able to control them through the revolution, once the embark-scenario release mechanics are in place and we work with them a bit, with subgroups like guilds again, etc.  Lots of stuff to think about!

Quote from: Hapchazzard
Currently, it seems planned that worldgen will go through two stages: "creation"(mythgen) and then "history"(current history generation). Are there plans to possibly add an in-between stage for ancient, poorly recorded history before "Year 1" for historical events that happened in the remote past? To elaborate, this would be things like "around 7000 years ago, The Hammers of Dwarfiness was founded by Urist McLegendary" or "around 3500 years ago, the legendary dragon [DragonName] was slain by the human hero [HeroName]". Right now it would be infeasible to generate over 5000 years of proper history(few people have the PC or patience for it), and there's not much distinction between proper, well-recorded historical events(e.g. a major battle that happened just 54 years ago) and vague, legend-sy events that happened possibly before even writing existed(e.g. the founding of a civilization).

So, is there some sort of system planned to support this? It would really help with worlds having a feeling of ancientness and tying "creation"(mythgen) and well-recorded history in a more logical way.

The intent of the myth generator is to tie the Beginning to year 1 world gen.  So some of the late parts of the myth generator already have this feel (we've taken to calling it The Dawn of Time and The Dawn of Space as both time and space start to resolve more and more, no idea what it's called in academic lit/history/etc.), but the question game-wise is when to step forward, and that's hard -- a full w.g. style transition mode is probably not feasible, since algorithms don't just adapt to that kind of thing easily.  There are legendary cities and so on that come up in the myths, and Garden of Eden style places where races can start out, even some named individual actors from the races, but when should the minute details of the economy be applied, say, like they are in the current w.g., where it understands all the industries and has numerically counted stockpiles?  If those things aren't understood, initial artifacts won't be area-appropriate, for example.  Right now our answer is that we don't introduce mundane items etc., and once the myth explains the raw files (ie, we understand why humans age and die, etc.) and there are initial populations, then we transition immediately to year 1 w.g.  But that'll change no doubt when I start the myth release, as numerous practical concerns arise.

So there's room for the sort of legendary myths that involve the playable races that don't involve the map, and it sort of has to happen to some extent, but the disappointing side is the more we stuff into that mode, the more stories there will be that are missing crucial features (like proper items and geography).  Then there's the whole playability question.  The more stories you push into earlier modes, the more you want it to be playable, essentially the same as breaking out mid-myth and just starting at year 1.  There could be some solution that arises that allows us to go earlier, but it'll involve work like an sudden early map generator that lets you break out of myth gen halfway through and readapts the raw files to reflect their half-realized status.  This is linked in to the ability to have post w.g. world changing effects (like an 'awakening of magic' or wtvr), which might ultimate change the loaded raw files in some way, though that's quite hard as well.

Quote from: Killermartian
Will a deity be able to create some sort of artifact book and pass it to some race?

We haven't added new and specific literature yet -- Rockphed mentioned the existing slabs, and we also have false prophecies now, but I think that's it.  The magic/myth side isn't until the next major release.

Quote from: Untrustedlife
In the most recent dev log you mentioned prisoners, is imprisonment specific to goblin sites right now or do other civs do it aswell now in the coming version?

Can we rescue them in adventure mode?

Yeah, everybody can do it, and they are the same as the world gen prisoners.  Somebody mentioned that those might not work in some sites.  I haven't changed that, but if you can find them in adv mode, you can rescue them, and dwarf squads will be able to rescue even non-findable ones.

Quote from: Shonai_Dweller
Will the origin of holy relics be moddable at all? I'm thinking a raw tag on the priest position like [HOLY_BODY_PARTS] or something that we could add to custom positions. It would be nice for mods which have extended religious positions in Force based religions.

I don't recall adding anything for the religious positions, but I can take suggestions in a thread.  The specter of the myth release is kind of lurking over the religious changes, since it is bound to get a little destructive, but the relics themselves will probably be mostly independent of whatever happens with myths so we can likely work some suggestions in.

Quote from: Killermartian
Will sea creatures be expanded upon when boats are out?
Will there be such a thing as Sea FB?
Will FB have access to magic?

We already have that weird sea monster, so it seems reasonable enough.  Were there ever ocean titans?  I don't recall.  In any case, hard to say what'll happen.  People brought up multi-tile tentacles, and that'd be one of the perks of tackling multi-tile creatures, but it's a difficult problem, especially as it relates to raw files and getting a little too close to models and keyframe animation and all that stuff which is an enormous dev time sink.

FBs have to be explained by the myths, and that opens them up to magic systems, since it is all interlinked.  Some of their descriptions already sort of imply a magical nature, and the eventual hope is to have all of that be consistent with what is actually going on.  The current vault sphere-linked creatures are especially guilty of this.

Quote from: Shonai_Dweller
How will we know if all the dwarves in a squad have been taken prisoner? I know the dev pages mention 'rumours' of a squad's demise but specifically what will happen? Will it be noted on the map (and does that just update with prisoner figures automatically)? Will someone be able to give an account of their journey?

Will prisoner rescue squads pick up other prisoners if they're at the site and of a friendly civ? What if they're not of a friendly civ?

Yeah, prisoner rumors are annotated, and there's also a mode in the new world map screen that lists known prisoners, but the main problem is getting the rumor back in the first place.  Goblin sites don't leak a lot right now, so the rumor idea was flawed.  That said, a squad generally has some survivor (a portion of the squad can be captured, only rarely the entire squad), and if even one dwarf gets out, you can get the whole story.  We don't have a specific storytelling sort of thing where a collection of events can be relayed to you coherently by a third party, though that is an eventual goal.  Right now we just have the rumor dumps (in the new format), and of course the mission reports for the dwarves that do make it back.

But yeah, prisoner rescue squads will rescue other prisoners (sometimes random humans from world gen too).  Once they don't return, it won't be too long before you realize that an entire squad was imprisoned or killed, and you can then risk a rescue.  Small/lone squads of dwarves sneak better, so sometimes it makes sense to send a single dwarf on a rescue mission, so you don't have to risk your whole army.  Even if your dwarves aren't listed, you can still attempt a small-party rescue by sending a general purpose site raid, since the raid squad will always try to sneak first.  Later we'll have more specific orders and options.

Hmm...  I don't remember about non-friendly prisoners.  I think there's a will-they-attack-my-civilians-at-home check but I'll make a note.

Quote from: KittyTac
Will there be a lot of Kobold Quest references in the new kobold caves?

They prioritize poisonous critters, but it isn't specifically associated.

Quote from: 5crownik007
It seems that there are various things in DF that are always the same (dwarves, elves, counts, barons, swords, halberds... etc). Will there eventually be a feature that procgens civilization structures, weapons(like instruments) and civilized races(like clowns)? I could imagine a 'randomness' scale that controls the races, weapons, cultures and so on, but not geography, history gen, and stuff like that. It would probably scale between "Alien Culture" to "Familiar Places" or "Entirely Random" to "Very Predictable".

KittyTac mentioned the sliders we've brought up -- it's unclear exactly what form they'll take.  We've mentioned having randomness and a sort of horror factor, and I imagine it'll become a larger array of settings.  When it comes to what can specifically be randomized, everything is on the table -- we've already used the vaults to test code for randomizing items.  They aren't good, but the framework functions, used by the god-linked beings you find in vaults (both randomized item definitions and material definitions).  Now randomizing everything leads to exposition problems, as we've discussed in here previously, but aside from a little warning box and whatever the first-pass exposition looks like, I imagine the first release with the full random settings will just let you do as you like and we'll continue to try to improve it, so people that want to experiment can mess around and we can get a feel for it.

Quote from: Shonai_Dweller
I'm curious as to how you're considering sorting out the baby survivor issue. Is it not possible to just imprison them (presumably they'll starve or something)? Are you thinking of adding something detailed later (orphanages, temples, foster families, sacrifice at dawn) to deal with them?

Yeah, I was just gonna throw them in prison, but the way the functions were set up, it'd take an extra hour or whatever, so I made a note and moved on.  Lots of things like that.  Dunno about later, but the orphans in the fort certainly deserve something.

Quote from: squamous
Will we be able to be recruited by traveling NPC adventurers and act as their subordinates?

That's a tricky thing because of the travel, so I haven't gotten into it.  If you are companion, do they just move you around the map while you watch?

Quote
Quote from: StagnantSoul
Will we ever see an expansion on the cavern plants like we did for the aboveground? Or keep them more basic for newer players?
Quote from: Dozebom Lolumzalis
Speaking of underground plants, will the weird seasonal-plant inversion ever be fixed? (I refer to the fact that despite the cave river being long dead and gone, the underground plants still only grow during certain seasons, while the aboveground plants can grow at any time. This is exactly the opposite of what you would expect, and what makes sense.)

I'm not sure when I'm going to get to it next.  The underground plants are different from the aboveground plants of course, since the underground ones are made up, and presumably we'd just start generating them.  Perhaps that's a reason why we haven't worked much with fixing up season bugs etc., as there's this inevitable looming destruction for it (though I know people have favorites that should live on in some form/optionaly).  Not sure when.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 01, 2017, 11:42:46 pm
Thanks for the answers. Loads of great info this month!
Yes please, to stand-alone mythgen prototype, that'd be awesome.

Click-myth-click-new myth-mod-mod-click-awesome new myth, crazy sense of achievement...

Now, off to the suggestions forum.
Title: Re: Future of the Fortress
Post by: KittyTac on September 01, 2017, 11:57:30 pm
What do you mean, a publicly available mythgen demo? WHOOOOOOOOOOOOOOOOOOOOOOOOO!!
Title: Re: Future of the Fortress
Post by: Mechanoid on September 02, 2017, 12:39:52 am
If you are playing adventure mode and the game says you are the wrong color or sex etc. to speak to somebody, or your dwarves start spitting [on] certain people, or worse, I think we incur a deeper obligation with our players out there in the real world than just saying "oh the generator did that, no big deal".

The elven diplomats still make short jokes, and the players still provide them an ample trade of magma because of it, and the player is entertained exactly because they were given the choice of "Do i ignore it and play nice to get fancy pets and more cloth and rare plants, or do i retaliate and risk my fortress to a siege because it would be FUN?"

So what if the human civilization in the eastern map regions of seed #239950724357 decides not to deal with one of your specific dwarves because reasons? Train the speech stat to legendary +5 and convince the inn keeper to let you sleep inside the inn rather than the stable outside instead. Or train your weapon stat to the same level and convince them another way. Or hire a band of human mercs from the west to do the job you need done for you. Or send wave after wave of bards and scholars to brainwash the haters.
Or play a different map seed # where that doesn't happen.

No one tells stories about the game where they had a journey where nothing bad happened to their character and everyone in the world was polite and everything you wanted to come true actually did come true.
The players are not obligated to anything other than "Losing is fun." being true, and anyone who disagrees probably doesn't even play Dwarf Fortress.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 02, 2017, 01:38:37 am
I guess the issue is that people like to personalize their adventurer. If it suddenly becomes not fun to play a dark skinned human character because the rng seems to make humans dark-skin prejudice "every time" (either because of a bug, or just because rng always ends up doing things that make people think stuff happens "every time"), it becomes an issue.

Dwarves are short and get picked on by Elves is just a fantasy trope. Racial prejudice kind of isn't (especially if it accidentally ends up picking on the same people every time). Great to have prejudices of course, from a sim point of view, it adds a lot of depth to civs, but needs care.
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 02, 2017, 02:28:03 am
Welp. I haven't even asked any questions in a while, and since you mentioned me again despite not having any questions for you, I guess it's that time of year again. It's time...for the dreaded scorpionpost!

Ever gonna copy-paste giant desert scorpions back into the raws? <3
Title: Re: Future of the Fortress
Post by: 5crownik007 on September 02, 2017, 02:34:55 am
Racial prejudice is a part of reality and also a part of fiction. While a story may not need to have racial prejudice as a theme or even included, it's very important to include if you're going to create a realistic world(especially if it's a world with humans and creatures which act similar to humans). If you're an adventurer and someone is prejudiced against you, great! It gives an opportunity for you to interact with the world in a more interesting way! Perhaps you slay a great creature threatening these people, and forever change their world view for the rest of history! The important thing to remember is that it's fiction. Not only is it fiction, but it's fiction generated by a computer, and doesn't necessarily reflect the values of the creator. Thinking that way would be like saying that XCOM is a game about the developer's ideal world. "Oh yes i'd love to get invaded and experimented on by aliens that would just be lovely". Anyone who thinks like that is... well an idiot.
Title: Re: Future of the Fortress
Post by: KittyTac on September 02, 2017, 02:40:45 am
Welp. I haven't even asked any questions in a while, and since you mentioned me again despite not having any questions for you, I guess it's that time of year again. It's time...for the dreaded scorpionpost!

Ever gonna copy-paste giant desert scorpions back into the raws? <3

You can just do it yourself using the raws from the wiki, you know.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 02, 2017, 03:00:16 am
Racial prejudice is a part of reality and also a part of fiction. While a story may not need to have racial prejudice as a theme or even included, it's very important to include if you're going to create a realistic world(especially if it's a world with humans and creatures which act similar to humans). If you're an adventurer and someone is prejudiced against you, great! It gives an opportunity for you to interact with the world in a more interesting way! Perhaps you slay a great creature threatening these people, and forever change their world view for the rest of history! The important thing to remember is that it's fiction. Not only is it fiction, but it's fiction generated by a computer, and doesn't necessarily reflect the values of the creator. Thinking that way would be like saying that XCOM is a game about the developer's ideal world. "Oh yes i'd love to get invaded and experimented on by aliens that would just be lovely". Anyone who thinks like that is... well an idiot.
Yes, as I said, it's a great way to add much needed depth to civs. But, if you end up playing a few games, and every single time the rng ends up making a world with a white master race with rampant black slavery and prejudice, it's going to be a problem.

Racial prejudice is great civ flavor. Rushing it and accidentally mirroring earth rather too uncomfortably every single time (once in a while is fine) is something that needs to be avoided because bad press will follow. Because there's no other conclusion to come to other than that's the way Toady wants it to be.

Anyhow, best to start another thread if the conversation needs to continue. But, I don't think there's anyone on the board who'd argue against adding prejudices to civs.
Title: Re: Future of the Fortress
Post by: Max™ on September 02, 2017, 03:40:04 am
I'd rather see more fleshed out interaction with/responses to/things besides wars/some trading issues be influenced by the various ethics types.

Before we worry about different reasons the rng can throw out for group A to spit at someone from group B, what about the fact that folks from Civ A who are all "yay slaves and cannibalism!" don't even get it brought up when encountering someone from Civ B "boo slaves, just eat 'em!" or Civ C "you're both monsters, excuse me while I go torture prisoners!" which might be more pressing than racial or appearance based prejudices I think?

...although that brings us back to the whole "you can't even be a cannibal or slaver even if your ethics demand it" problem.

As it is now, the only real interactions of that sort on the person-to-person scale are stuff like murderers being spit at and bandits being told to screw off right?

Still good to have the explanation of the civ pop cap and so forth.
Title: Re: Future of the Fortress
Post by: ZM5 on September 02, 2017, 04:03:47 am
I agree with what Mechanoid said regarding the matter. Plenty of fantasy games already have these sorts of themes anyway, I don't see how it'd be different in this case.
I'm normally the sort of person who thinks if someone gets offended its on them (in this case I'd find it especially ridiculous since the worlds are randomly generated - there'd be as much of a chance of a pale-skinned human civ enslaving other humans who are darker as that of the opposite happening), but if Toady wants a more "diplomatic" solution then it could always be simplified to mere "racial" prejudice - not as in, skin colour differences between members of the same race that are only from different civs, but rather i.e humans disliking goblins due to worldgen wars or other conflicts, or dwarves disliking humans due to their own conflicts, etc. etc.

That said its up to Toady if he wants to make it more realistic with potentials for darker green goblins disliking those of a lighter green complexion from another civ and infighting or keep it on a more simple level.

I'd say from a gameplay standpoint it opens up more interesting possibilities for certain skills to be more useful in adv mode, i.e lying, conversationalism, speaking, etc. - also would make the tolerance personality trait actually have some use (if it does already then I haven't seen much of an effect).

Say you're a goblin who's a legendary speaker and you try to remain friendly with a human civ thats at war with your own (in which case of course the humies most likely wouldn't like gobbos around in their towns). If you'd want to get normal prices from taverns or speak to some important people you probably would need high conversation skills.

Alternatively another solution that could be added is via "glamour" type spells that make you look like a member of that civ - either through learning it yourself somehow or finding a merchant who'd use it on you for a price.
Title: Re: Future of the Fortress
Post by: Colev0 on September 02, 2017, 08:50:29 am
In worlds where gods/forces physically exist, would the death of a god eventually lead to rumors of their death, which itself would cause their followers to worship another god? Would priests working in temples devoted to that god change their profession upon learning of their god's death? Would temples dedicated to that god be destroyed, or would they be re-dedicated to another god?
Title: Re: Future of the Fortress
Post by: KittyTac on September 02, 2017, 09:21:16 am
In worlds where gods/forces physically exist, would the death of a god eventually lead to rumors of their death, which itself would cause their followers to worship another god? Would priests working in temples devoted to that god change their profession upon learning of their god's death? Would temples dedicated to that god be destroyed, or would they be re-dedicated to another god?

Addind to the above: Will creatures magically linked to the deities, possibly including priests, die/commit suicide?
Title: Re: Future of the Fortress
Post by: GoblinCookie on September 02, 2017, 11:19:31 am
I agree with what Mechanoid said regarding the matter. Plenty of fantasy games already have these sorts of themes anyway, I don't see how it'd be different in this case.
I'm normally the sort of person who thinks if someone gets offended its on them (in this case I'd find it especially ridiculous since the worlds are randomly generated - there'd be as much of a chance of a pale-skinned human civ enslaving other humans who are darker as that of the opposite happening), but if Toady wants a more "diplomatic" solution then it could always be simplified to mere "racial" prejudice - not as in, skin colour differences between members of the same race that are only from different civs, but rather i.e humans disliking goblins due to worldgen wars or other conflicts, or dwarves disliking humans due to their own conflicts, etc. etc.

It is really not a question of adding these things in or not, it is a question of how to add them.  It is far more realistic to have no prejudices at all, than it is to have them added randomly in order to fulfil some kind of inherent prejudice drive that the creature or entity has simply be virtue of it's being whatever it is.  In real-life racism in particular is based upon the symbolic value of appearance connected to a historical situation, in some cases defunct.  So the minimum requirement for 'realistic' racism in DF would be to track if a given trait (including simply being of a given race/species) is typical of a given group, either a foreign entity or a sub-group within your own entity; this is much needed from the perspective of detecting for instance spies.  So everyone uses the same information about the typical appearance of the members of various groups, if only to guess that Stranger X is probably an outsider but racists would immediately deduce that they *are* such and such a thing, in addition to what everybody else deduces.  Non-racists would replace their presumed information about an individual or group with the actual information when they learn it, racists on the other hand would cling to said inferred information and be resistant to evidence suggesting the contrary. 
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 02, 2017, 11:36:33 am
You can just do it yourself using the raws from the wiki, you know.

I do. Every single version. Orrr Toady could fix it for good by doing it once. Why do you think it annoys me? :V
Title: Re: Future of the Fortress
Post by: Knight Otu on September 02, 2017, 12:01:33 pm
The Giant Desert Scorpion is dedd. Nevah to return. Quoth the file changes.txt:

Quote
will add replacement scorpion later

 :P
Title: Re: Future of the Fortress
Post by: n4m3l3ss on September 02, 2017, 01:02:37 pm
I have a question about sending dwarves off-map in the next release.

Will I be able to get sieges from ANY distance? I mean, if I send out a squad to raid some goblin pits or a necro tower far away. Or steal some of their stuff. Piss em off and make them attack.

If yes, then hooray! I can just build my fort wherever I want to, and always be able to summon some !FUN!
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 02, 2017, 01:23:36 pm
I agree with what Mechanoid said regarding the matter. Plenty of fantasy games already have these sorts of themes anyway, I don't see how it'd be different in this case.
I'm normally the sort of person who thinks if someone gets offended its on them (in this case I'd find it especially ridiculous since the worlds are randomly generated - there'd be as much of a chance of a pale-skinned human civ enslaving other humans who are darker as that of the opposite happening), but if Toady wants a more "diplomatic" solution then it could always be simplified to mere "racial" prejudice - not as in, skin colour differences between members of the same race that are only from different civs, but rather i.e humans disliking goblins due to worldgen wars or other conflicts, or dwarves disliking humans due to their own conflicts, etc. etc.

It is really not a question of adding these things in or not, it is a question of how to add them.  It is far more realistic to have no prejudices at all, than it is to have them added randomly in order to fulfil some kind of inherent prejudice drive that the creature or entity has simply be virtue of it's being whatever it is.  In real-life racism in particular is based upon the symbolic value of appearance connected to a historical situation, in some cases defunct.  So the minimum requirement for 'realistic' racism in DF would be to track if a given trait (including simply being of a given race/species) is typical of a given group, either a foreign entity or a sub-group within your own entity; this is much needed from the perspective of detecting for instance spies.  So everyone uses the same information about the typical appearance of the members of various groups, if only to guess that Stranger X is probably an outsider but racists would immediately deduce that they *are* such and such a thing, in addition to what everybody else deduces.  Non-racists would replace their presumed information about an individual or group with the actual information when they learn it, racists on the other hand would cling to said inferred information and be resistant to evidence suggesting the contrary.

I never really liked the fact that if I'm a goblin walking into a human town that has had issues with goblins in the past they are just as polite to me as anybody, there's a lot of interesting stories that could come from species based prejudice, eg dwarves disliking/distrusting goblins.
Title: Re: Future of the Fortress
Post by: ZM5 on September 02, 2017, 01:24:54 pm
I agree with what Mechanoid said regarding the matter. Plenty of fantasy games already have these sorts of themes anyway, I don't see how it'd be different in this case.
I'm normally the sort of person who thinks if someone gets offended its on them (in this case I'd find it especially ridiculous since the worlds are randomly generated - there'd be as much of a chance of a pale-skinned human civ enslaving other humans who are darker as that of the opposite happening), but if Toady wants a more "diplomatic" solution then it could always be simplified to mere "racial" prejudice - not as in, skin colour differences between members of the same race that are only from different civs, but rather i.e humans disliking goblins due to worldgen wars or other conflicts, or dwarves disliking humans due to their own conflicts, etc. etc.

It is really not a question of adding these things in or not, it is a question of how to add them.  It is far more realistic to have no prejudices at all, than it is to have them added randomly in order to fulfil some kind of inherent prejudice drive that the creature or entity has simply be virtue of it's being whatever it is.  In real-life racism in particular is based upon the symbolic value of appearance connected to a historical situation, in some cases defunct.  So the minimum requirement for 'realistic' racism in DF would be to track if a given trait (including simply being of a given race/species) is typical of a given group, either a foreign entity or a sub-group within your own entity; this is much needed from the perspective of detecting for instance spies.  So everyone uses the same information about the typical appearance of the members of various groups, if only to guess that Stranger X is probably an outsider but racists would immediately deduce that they *are* such and such a thing, in addition to what everybody else deduces.  Non-racists would replace their presumed information about an individual or group with the actual information when they learn it, racists on the other hand would cling to said inferred information and be resistant to evidence suggesting the contrary.
Culture would also factor into this, so I'd say it would actually be less realistic to have no prejudices at all - for example, lets say we have two groups - group A values martial prowess and doesn't particularly care about peace, leisure time or nature - whereas group B highly values knowledge, nature, peace and leisure time but doesn't particularly care about martial prowess. I highly doubt the groups wouldn't have prejudices about each other - with members of group A seeing the majority of group B as decadent, weak whelps, and group B seeing the majority of group A as violent, ignorant barbarians.
Even if they weren't engaged in outright war, I don't believe members of either group would treat members of the other fairly - higher prices for goods, etc. - unless they proved themselves in some way to their society.
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 02, 2017, 04:24:49 pm
The Giant Desert Scorpion is dedd. Nevah to return. Quoth the file changes.txt:

Quote
will add replacement scorpion later

 :P

The scorpion is dead. Long live the scorpion. ;w;
Title: Re: Future of the Fortress
Post by: Urist McVoyager on September 02, 2017, 09:04:40 pm
On the prejudice side of things . . . as long as there's no absolute trends, there isn't an issue. Don't tie prejudice just to species or color. Add in all kinds of prejudiced traits, both physical and mental. And give high speakers the ability to change peoples' minds about said prejudice. It's only when you make something highly likely to happen that it becomes a problem. Heck, give these prejudices a logical underpinning, even. I'm sure the original cases of racism back when we were all primitives stemmed from competition for resources. The modern stuff came from a lot of different sources, depending on where you are. The Southern style in the states was boosted by black slaves taking over jobs that free whites were paid to do beforehand. And then further amplified on purpose by the slave owners as a way to keep the slaves from getting freed earlier.

It's a lot of work, so I don't blame Toady for not getting into it. Just, if the systems come into place for it as a natural consequence of development, think about it?
Title: Re: Future of the Fortress
Post by: dragdeler on September 03, 2017, 03:15:38 am
Would the secondary load areas work like fort or adventure mode, meaning: do you move inside a square or will the map load chunks around an object that moves?
Title: Re: Future of the Fortress
Post by: KittyTac on September 03, 2017, 03:28:18 am
Would the secondary load areas work like fort or adventure mode, meaning: do you move inside a square or will the map load chunks around an object that moves?

What? Did I miss anything? Are you talking about expeditions? If so, you don't control them, they're AI controlled.
Title: Re: Future of the Fortress
Post by: dragdeler on September 03, 2017, 03:58:28 am
Well in the first time it would only be for the interdimenional travel but it was mentioned that the framework could be really useful. CTRL+F the last reply for the word portal
Title: Re: Future of the Fortress
Post by: Dantez on September 03, 2017, 04:39:00 am
Since I am writing a book about dwarves right now, and music has a pretty big part in it, I had to ask:

Is there any possibility of clarifying the randomly generated musical instruments? So far if I want to build or buy some instruments, I have to go through a bit painful process of reading through what each instrument is and what it does. I mean, that is fun and kinda cool, but I would like it a lot if for example there was a (wind), or (string) tag in front of the random name. Would be much quicker and clearer in my opinion.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 03, 2017, 04:56:03 am
Since I am writing a book about dwarves right now, and music has a pretty big part in it, I had to ask:

Is there any possibility of clarifying the randomly generated musical instruments? So far if I want to build or buy some instruments, I have to go through a bit painful process of reading through what each instrument is and what it does. I mean, that is fun and kinda cool, but I would like it a lot if for example there was a (wind), or (string) tag in front of the random name. Would be much quicker and clearer in my opinion.
Lime green for questions.
Title: Re: Future of the Fortress
Post by: Killermartian on September 03, 2017, 06:04:02 am
With the addition of expeditions, will you be able to send squads out to civs your at war with to negotiate a treaty?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 03, 2017, 06:13:08 am
With the addition of expeditions, will you be able to send squads out to civs your at war with to negotiate a treaty?
Civs go to war with each other. Individual site wars are much rarer. So negotiating treaties would likely to be up to the mountainhome, not your single fortress.

In the current version, only the diplomat has the [make_peace_agreements] tag, and that's a civ position, not a site one.

Expansions to gameplay for after the king arrives and you become the mountainhome is probably part of the Scenarios release in several years.

Dev notes page explains what this release contains.
http://www.bay12games.com/dwarves/dev.html
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 05, 2017, 06:54:58 am
Is it the state of war itself that will cancel your siege safety triggers, or just war caused directly by player meddling (squads)? Will that status carry over into your next fortress if you play the same civ (and the war hasn't yet been resolved)?

The first might make for some Fun embarks, and not completely unfair since you are warned in advance if you're at war with anyone.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 05, 2017, 07:59:55 am
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 05, 2017, 08:47:52 am
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.
Toady already said a month or so back that harrasment causes full-scale civ on civ war, not single site on site conflict. So, yeah, if you get that elf report from the diplomat, expect an invasion soon (although npcs probably don't send harassment squads yet).
Title: Re: Future of the Fortress
Post by: GoblinCookie on September 05, 2017, 10:39:05 am
Culture would also factor into this, so I'd say it would actually be less realistic to have no prejudices at all - for example, lets say we have two groups - group A values martial prowess and doesn't particularly care about peace, leisure time or nature - whereas group B highly values knowledge, nature, peace and leisure time but doesn't particularly care about martial prowess. I highly doubt the groups wouldn't have prejudices about each other - with members of group A seeing the majority of group B as decadent, weak whelps, and group B seeing the majority of group A as violent, ignorant barbarians.
Even if they weren't engaged in outright war, I don't believe members of either group would treat members of the other fairly - higher prices for goods, etc. - unless they proved themselves in some way to their society.

Culture would factor into this, well we are talking about culture. :)

If the other group *are* violent, ignorant barbarians then it is not racism as such to work on the assumption that any  members of that group when they arrive will behave as such until proven otherwise.  A racist however *cannot* be proven otherwise, because the racist derives the barbaric nature of the other from the appearance of the creature, meaning they simply refuse to take seriously any evidence to the contrary, clinging to their initial prejudice; the stronger the racism so to speak the more evidence is needed.  For example, if we have a goblin civilization that tends to fight with a human civilization with white skins but also babysnatches from a black-skinned human civilization which has little contact with the white skinned one, the white skinned human civilization will initially treat all goblins with suspicion but also treat black-skinned humans with equal suspicion.  If one of the black skinned folks was however to turns up and join one of the sites of the white-skinned civilization then we would see whether they racist or not.  If they were racist they would treat such an individual with suspicion, while if they were not racist they would be fine with them once they realized that they came from the other human civilization not the goblin one. 

On the prejudice side of things . . . as long as there's no absolute trends, there isn't an issue. Don't tie prejudice just to species or color. Add in all kinds of prejudiced traits, both physical and mental. And give high speakers the ability to change peoples' minds about said prejudice. It's only when you make something highly likely to happen that it becomes a problem. Heck, give these prejudices a logical underpinning, even. I'm sure the original cases of racism back when we were all primitives stemmed from competition for resources. The modern stuff came from a lot of different sources, depending on where you are. The Southern style in the states was boosted by black slaves taking over jobs that free whites were paid to do beforehand. And then further amplified on purpose by the slave owners as a way to keep the slaves from getting freed earlier.

It's a lot of work, so I don't blame Toady for not getting into it. Just, if the systems come into place for it as a natural consequence of development, think about it?

The primitives never invented racism when they fought over resources because they seldom fought people who were not closely related to themselves; everyone you are fighting looks just like you do.  Racism is pretty much a modern thing entirely and has to be basically with improvements in naval technology bringing together people's who are not closely related and look different into unequal conflict.  The inequality thing is basically crucial though, racism tends to be more about superiority-inferiority than friendly-hostile.  The white folks become most racist when they conquer all the black folks in Africa (19th Century), because they decide they are superior and 'more advanced' than said folks.  Really most racism is of the superiority-inferiority kind and totally rooted in a mixture of colonial conquest of exotic locales and the accidental correlation of blackness with slavery (so not so complicated).  A more uncommon form of racism is the hostility racism, of which the only real example is antisemitism which sees the other not as stupid degenerates but as a sinister conspiring enemy with power. 

The first kind is related in internal hierarchies to a society (so master-slave, conquerer-conquered) while the latter corresponds to prolonged in-group, out-group conflicts that are not able to be resolved.  Both from a coding level are really matters connected to the ability of the AI to conclude information about an individual based upon secondary traits that do not in themselves inherantly imply the information being deduced.
Title: Re: Future of the Fortress
Post by: Hoshiqua on September 05, 2017, 11:39:57 am
Quote
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.

Sorry if that was answered already, but what happens when you attack a site of your own civilization ? Will you even be able to ? Will it cause your site to be "expelled" from your parent civ ?
Title: Re: Future of the Fortress
Post by: ZM5 on September 05, 2017, 12:36:52 pm
-snip-
Racism definitely isn't a modern thing, as a subset of tribalism. Most people, just like animals, prefer to be with those who are like them - those who don't look like them - wheter it'd be major or minor differences - or "speak funny" would be considered outsiders and wouldn't be welcome, regardless of their intentions. Long-term exposure could definitely prove the "racists" and tribals wrong enough to change their minds, definitely not as impossible as you're making it out to be. On a separate note - outside of that there are tropes like the softer "you're a credit to your race" or "you're good for an X" that are commonplace in settings similar to DF's own.

I have other reservations about what you're saying but I'm gonna end it on this note since it's neither the place nor the time and I don't want to spam this thread more.  :P
Title: Re: Future of the Fortress
Post by: Ggobs on September 05, 2017, 01:28:44 pm
So far if I want to build or buy some instruments, I have to go through a bit painful process of reading through what each instrument is and what it does. I mean, that is fun and kinda cool, but I would like it a lot if for example there was a (wind), or (string) tag in front of the random name. Would be much quicker and clearer in my opinion.

For now go to craftsworkshop and look up the instruments under the assemble instruments then use the manager to find all of the parts.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 05, 2017, 01:58:05 pm
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.
Toady already said a month or so back that harrasment causes full-scale civ on civ war, not single site on site conflict. So, yeah, if you get that elf report from the diplomat, expect an invasion soon (although npcs probably don't send harassment squads yet).
I suspect you either misunderstood what I tried to say, but we may also actually disagree. What I tried to say was that I think siege triggers remain in force until the player goads other civs into attacking, bypassing them. However, if the civ is already in a conflict when you embark (or enters one during the build up phase of your fortress without you causing it), the siege triggers would still protect that site until it's ripe for attack. I guess we'll have to wait for Toady's answer for the definite word on it, though.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 05, 2017, 04:24:57 pm
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.
Toady already said a month or so back that harrasment causes full-scale civ on civ war, not single site on site conflict. So, yeah, if you get that elf report from the diplomat, expect an invasion soon (although npcs probably don't send harassment squads yet).
I suspect you either misunderstood what I tried to say, but we may also actually disagree. What I tried to say was that I think siege triggers remain in force until the player goads other civs into attacking, bypassing them. However, if the civ is already in a conflict when you embark (or enters one during the build up phase of your fortress without you causing it), the siege triggers would still protect that site until it's ripe for attack. I guess we'll have to wait for Toady's answer for the definite word on it, though.
Yeah, sorry wasn't clear about which bit of your post I was responding to. You mentioned "retaliatory siege trigger overriding attacks directed at the offending site, not any random site belonging to the civ" whereas such 'retaliatory attacks' actually don't seem to exist (just a retaliatory declaration of war). But its a bit unclear what the situation is right now.

Certainly it seems to be just the case that a new flag makes your site lose siege trigger protection if you are the cause of a war.

Guess I'll take it to the suggestions board after the release. With War being warned before you embark, and a map with outpost liaison warnings if your civ is suddenly at war, it would feel more realistic and not too unfair if siege triggers were overridden by war in general. War should make you nervous, right?
Title: Re: Future of the Fortress
Post by: bluephoenix on September 06, 2017, 12:07:39 am
Quote
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.

Sorry if that was answered already, but what happens when you attack a site of your own civilization ? Will you even be able to ? Will it cause your site to be "expelled" from your parent civ ?
Toady said that yes you can attack sites of your own civ, I'm not sure what happens to your status in the civilization though.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 06, 2017, 12:18:43 am
Quote
With the current logic pre existing war does not circumvent the siege triggers, so my guess is that nothing is being done to change that. Also note that the retaliatory siege trigger overriding attacks are directed at the offending site, not any random site belonging to the civ. (Possible bug report: "I embarked while at peace with the elves". In the autumn the diplomat came by and told me about a daring artifact raid by a neighbor site, and in winter my fortress was razed by a full scale elven siege"). In my view the only way to get sieged prematurely should be to either bring it in yourself through raids, or by resuming or reclaiming (with reclaiming being dubious) a fortress that already is involved in a site level conflict. It would be useful to get this cleared up by Toady, though.

Sorry if that was answered already, but what happens when you attack a site of your own civilization ? Will you even be able to ? Will it cause your site to be "expelled" from your parent civ ?
Toady said that yes you can attack sites of your own civ, I'm not sure what happens to your status in the civilization though.
No, he didn't. He said specifically no, you can't attack the sites of your own civ. You can attack other dwarf civs though (and mercs don't care if you send them to attack their own civs, apparently).

But, will hit the Google later to see who's right. Perhaps my memory is tricking me.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 06, 2017, 03:25:08 am
If you want to be nervous about war you can change the siege pop trigger to 1, which should get you eligible rather quickly unless your civ is dead. Personally I wouldn't mind if you could flip the "let them ignore triggers" flag in the raws (or replace the pop trigger with number, as with the Titan attack trigger). We'll see what Toady cooks up.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 06, 2017, 03:42:21 am
If you want to be nervous about war you can change the siege pop trigger to 1, which should get you eligible rather quickly unless your civ is dead. Personally I wouldn't mind if you could flip the "let them ignore triggers" flag in the raws (or replace the pop trigger with number, as with the Titan attack trigger). We'll see what Toady cooks up.
Yeah, wait and see I guess.

Setting triggers to 1 is not at all the same as starting with triggers at 3 and then being informed a couple of years in that war has been declared so even though you're still 20 pops off, goblins might be on the way anyhow. Unexpected Fun is fun. (And forums are still full of 'I've exported millions but not one siege has come to attack my colony of 79 dwarves' "complaints" so trigger setting is still apparently considered 'advanced').

But, yeah, wait and see, then suggestions forum.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 06, 2017, 07:48:04 am
I'm not against a "hey, it's war now, so the old deals are off" war trigger. but I think it ought to be optional (although I believe you can disable sieges if you want to build your gold plated Urist statue without sieges interrupting it).

The siege triggers are somewhat buried, so for those reasonably new to DF it's not surprising if it's not known that they can be tweaked (but a check on the wiki should still tell them there IS a pop trigger). I wouldn't mind if the siege triggers were moved to an init file, as I don't really think modifying them is "real" raw editing (and, while at it, I'd move the Titan and megabeast triggers there as well).
Title: Re: Future of the Fortress
Post by: Beag on September 06, 2017, 03:44:03 pm
1. In worlds with afterlives will there sometimes be ways for adventurers to return to the mortal world in some way? Maybe by possibly making a deal with a powerful entity?
2. If an adventurer gets possessed by an entity, for example a demon, if they are strong willed enough will they be able to share control of their body with the entity? Would they be able to talk with the entity and possibly be able come to a truce to share the body?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 06, 2017, 05:39:51 pm
1. While reading one of ThreeToe's old stories, I was struck by the fact that the setting of one story seemed to have a named moon (Eros, if I recall correctly). Any chance of celestial bodies eventually being given their own unique names beyond just basics like "Sun" and "Moon" in worldgen, or perhaps even being capable of generating worlds with multiple suns or moons, etc.? It would certainly add depth to the lore of individual worlds in my opinion.
2. If in adventure mode your character becomes a threat to a major civilization (for example if he/she becomes a master criminal, night creature, evil sorceror, maybe they've just killed a few too many important people with a lack of reason for such, etc.), will it eventually be possible for NPC heroes to be issued quests to destroy you? Like, let's say, one day you're just minding your own business in your necromancer tower and then suddenly BOOM: an adventuring party armed with weapons shows up at your doorstep and tries to kill you? The idea of finding yourself being the villain of someone else's story is certainly something I find intriguing.
Title: Re: Future of the Fortress
Post by: Putnam on September 06, 2017, 07:28:40 pm
1. multiple moons has been mentioned as a possible thing, especially in the context of werebeast funniness involving multiple moon phases
Title: Re: Future of the Fortress
Post by: Inarius on September 07, 2017, 01:58:21 am
If there is a tidal locked moon, that will certainly be fun
Title: Re: Future of the Fortress
Post by: Hoshiqua on September 07, 2017, 02:17:24 am
Will it be possible for powerful magic / godly entities to appear in the world with a certain goal in mind ? For example, entity X has the ability to animate corpses like your average necromancer, has divine equipment, vulnerable to Y substances / metals... and has the goal to Rule the World, and since it is really powerful, it will actually be a world threat and invade. I realise it might not be very balanced (might lead to world being invaded and destroyed in 100 years) but then we can always re-generate worlds as we please. Could also have other goals like building the biggest city / wonder, killing a certain family (avenging spirit ?), counter another powerful entity (Entity X appears / wakes up to invade the world with an army of undead, Entity Y appears to fight it back), make a demigod child with some king / lord...
Would be really nice as it would give mature worlds a big shake, maybe destroy some part of it so in an adventure playthrough you could witness the event itself, or perhaps the aftermath where civilizations slowly rebuild...
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 07, 2017, 03:28:21 am
@Inarius: I think you confuse your celestial mechanics. A tidally locked moon would remain stationary over a particular location on the ground, but the phases would change as the planet rotates (and the locked moon with it). You'd have to have the moon stationary in one of the Lagrange points (I think there is one beyond the planet, in which case the moon would remain full permanently, but I don't know if it would be full as seen from all of the ground or only as seen from a certain spot [with the location that spot covers changing as the planet rotates]).

@Hoshiqua: Suggestions are better placed in the suggestion sub forum. If you look back to the latest FotF reply you'll find Toady refrained to respond to one of the points because it was too much of a suggestion.
Title: Re: Future of the Fortress
Post by: KittyTac on September 07, 2017, 03:54:35 am
IGNORE THIS
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 07, 2017, 04:44:24 am
Will there be something on the edge of the world in mythgen, based on the creation myth?
"Maybe".
Which I think is from last month, or perhaps the month before. I forget. Was in response to my question though, I think.

--edit Oh, found it:

Quote
Quote from: Shonai_Dweller
Come the mythgen release, do you think we'll get any details on what lies beyond the borders of our maps? For example, if some worlds are meant to be exactly what we see, perhaps floating on the back of a turtle?  While others are meant to be part of something bigger?

Probably?  I have various riffs on the turtle idea in the generator notes, but haven't done any of them in the generator yet.  We had some issues with having civs outside the main world that could send invaders without any ability to reply (which was sort of in a very early version), so the region-within-a-world model isn't as attractive now, even though it is in the list of default gen params.  It'll be especially weird when planar travel comes in and you can reply (if it makes sense) to planar invaders, but not to some barbarians that come in from the edge.  Though there could be room for a kind of infinite home plane as well, where it has to cope with the idea of civs going on and on forever, which is sort of interesting, but mushy.
Title: Re: Future of the Fortress
Post by: Waterline on September 07, 2017, 09:20:41 am
Just a quick note on behalf of being recruited into adventurer's party: in Mount and Blade Warband there is a modification that allows player to be enlisted in army, this means that you are just watching your lord party when it travels, fight when there is a fight and have access to city facilities when lord enters said city. Obviously, you can pause the travel anytime and ask for leave or separate at all.
Title: Re: Future of the Fortress
Post by: Inarius on September 07, 2017, 09:25:54 am
@Inarius: I think you confuse your celestial mechanics.

Oh, yes, you're right, sorry :)
Actually it was more the were-thing I missed than the celestial mechanics.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 07, 2017, 11:02:21 am
1. multiple moons has been mentioned as a possible thing, especially in the context of werebeast funniness involving multiple moon phases

Oh god, that would be hilarious! XD
Title: Re: Future of the Fortress
Post by: Immortal-D on September 07, 2017, 09:53:27 pm
So few players either know about or use the ingame macro recording feature.  There is currently 1 major bug which prevents it from being fully utilized;

- If I play a macro to place 10 thrones and 10 tables, but only have 6 thrones, the macro stops completely instead of just bypassing that step and building all the remaining tables.  Can you say offhand how difficult of a fix this would be?
- On a related note, have you considered adding a 'free build' mode for the purpose of macro recording ingame?  Just a blank canvas where digging and building are instantaneous.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 07, 2017, 10:06:24 pm
So few players either know about or use the ingame macro recording feature.  There is currently 1 major bug which prevents it from being fully utilized;

- If I play a macro to place 10 thrones and 10 tables, but only have 6 thrones, the macro stops completely instead of just bypassing that step and building all the remaining tables.  Can you say offhand how difficult of a fix this would be?
- On a related note, have you considered adding a 'free build' mode for the purpose of macro recording ingame?  Just a blank canvas where digging and building are instantaneous.
There's a world editor planned (appears in mythgen devnotes, although not sure how likely that is, at least in the first run). That'll let you design sites as you like, place histfigs etc and basically replicate whatever fantasy worlds you like.

Macro recorder is just recording a sequence of keypresses isn't it? That seems like it wouldn't be a quick fix but a new system altogether.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 08, 2017, 02:12:18 am
Referring to the latest development report(09/07/2017):http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)
I hope this interesting twist also means we'll get the means to give our questers more nuanced orders (should we want to avoid the interesting consequences of literally following the original (too brief) orders).
Title: Re: Future of the Fortress
Post by: thvaz on September 08, 2017, 01:24:29 pm
Is there a chance these parties we send may find something unexpected in their way? (ambushes by enemies or wild animals, bar fights, getting lost,  etc)
Title: Re: Future of the Fortress
Post by: MoonstoneFace on September 08, 2017, 02:11:17 pm
Will heroes and adventurers ever have titles related to their achievements? For example, in one adventure mode world I killed about twenty buzzards. Could there be a thing where I become MoonstoneFace the Buzzard Killer/Slayer of Birds, and could that be added to generated heroes based on their achievements?
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 08, 2017, 03:17:57 pm
Will heroes and adventurers ever have titles related to their achievements? For example, in one adventure mode world I killed about twenty buzzards. Could there be a thing where I become MoonstoneFace the Buzzard Killer/Slayer of Birds, and could that be added to generated heroes based on their achievements?

...I was gonna say to lime-green-ify your question, but quoting revealed you did but failed to place it correctly, which is legit the first time I can recall seeing someone do that. 3:
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 08, 2017, 03:55:51 pm
Will heroes and adventurers ever have titles related to their achievements? For example, in one adventure mode world I killed about twenty buzzards. Could there be a thing where I become MoonstoneFace the Buzzard Killer/Slayer of Birds, and could that be added to generated heroes based on their achievements?
Would be nice to see a more dynamic system that connects titles closer with reputation. That way, different parts of the world would know you by different titles, which seems to be how it works in a lot of fantasy. With an attached title only coming in when your reputation throughout the world is firmly established. We're already starting to see indications of that with 'protector of the weak' and such.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 08, 2017, 04:26:46 pm
With that awesome new devlog about the questing dwarf. In adventure mode Could I stalk an artifact quester to the dragons cave, without them noticing or maybe with a chance of being busted in the process, wait for them to retrieve it, then terminate them and get the glory for finding the artifact with no sequence breaks? Eg, can i follow them as they barhop directly and watch them walk into the cave or even see them sneak in and get the artifact?
Title: Re: Future of the Fortress
Post by: Immortal-D on September 08, 2017, 09:49:05 pm
There's a world editor planned (appears in mythgen devnotes, although not sure how likely that is, at least in the first run). That'll let you design sites as you like, place histfigs etc and basically replicate whatever fantasy worlds you like.

Macro recorder is just recording a sequence of keypresses isn't it? That seems like it wouldn't be a quick fix but a new system altogether.
A full world painter would indeed be epic.  As for the macro issue, I'm not sure it would be actually be that complicated.  I say so because the utility 'Quick Fort' has had this fix implemented as long as I can remember.  That is why I currently use Quick Fort macros for placing furniture & designating rooms, while the ingame macros are for digging only.  Would be nice if I could move all of my recordings to the ingame format.
Title: Re: Future of the Fortress
Post by: JesterHell696 on September 09, 2017, 06:02:04 am
I have a question that's kind of suggestion-ny but is closely related to current development  so I'm going to push my luck.

In your Dev blog post 09/07/17 you said

Quote
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic... now I guess I have a save if I want to test being invaded by angry humans.

My question is, do you have any intention of adding IF/THEN/ELSE statements to the orders that you give to Artifact retrieval squads, for example

IF Owner human THEN Diplomacy ELSE Steal
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on September 09, 2017, 11:53:18 am
Two questions, mostly economy related:

What are the plans for crafting speeds of items? Making them more realistic would mean, for example, that good chain mail would take almost a season to make from a decent armourer. This would have quite a big impact on gameplay, not necessarily positive. Which one would you prefer in this case, realism or gameplay?

Currently the economy of dwarven forts resembles bronze age palace economies, which got me thinking: once monetary economy has been added back in and innovations affect gameplay, will the former require inventions to appear? So if you start a fort in a world where things like currency and private ownership haven't been invented yet, will the economy be like the current one where dwarves don't have personal wealth and share everything?
Title: Re: Future of the Fortress
Post by: iceball3 on September 09, 2017, 01:18:05 pm
What with all the desire of maintaining the siege triggers, maybe a concept could be that a fortress is in "low profile" mode until they commit to some diplomatic action that opens them up to the general diplomacy and trade scene? So an isolationist fortress would experience very limited trade and outside contact, and of any incoming attacks, there would be ones they're more likely to pay off simply by surprising the ill-informed with the amount they're willing to give away, or people just getting lost trying to find your fort. Just a thought, though.
How much significance will currency have in diplomatic exchange in this upcoming release? Are the plans to make them significant for such measures deferred out until the Economy arc?
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 09, 2017, 02:02:42 pm
What with all the desire of maintaining the siege triggers, maybe a concept could be that a fortress is in "low profile" mode until they commit to some diplomatic action that opens them up to the general diplomacy and trade scene? So an isolationist fortress would experience very limited trade and outside contact, and of any incoming attacks, there would be ones they're more likely to pay off simply by surprising the ill-informed with the amount they're willing to give away, or people just getting lost trying to find your fort. Just a thought, though.
How much significance will currency have in diplomatic exchange in this upcoming release? Are the plans to make them significant for such measures deferred out until the Economy arc?
Given that neither diplomacy nor a decent economy is in the near term cards, that doesn't seem very likely. When it comes to the upcoming release, all the indications have been that the only thing you can "trade" to avert a siege is requested artifacts, so being deferred to the economy arc seems like the probable outcome.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 09, 2017, 02:28:34 pm
In adventure mode, will your character ever be able to call out a demon that's taken over a human civilization in the guise of a god (or, you know, any modded creature with the [POWER] token) as a false deity, in a similar way to how you can currently expose night creatures?
Title: Re: Future of the Fortress
Post by: clinodev on September 09, 2017, 04:18:34 pm
Dear Toady One,

I (sort of) maintain one of the more popular embark profile packs, and there's something of a mad scramble to playtest/fix them with each release (Embark points changed? Stepladders? Asexual livestock? Wooden axes?)

Are there any changes in the coming release/fixes that obviously require changes in Embark Profiles?
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 09, 2017, 04:30:15 pm
Well im not toady (evidently) but its highly likely that pedestals may end up being tool equipment akin to other objects such as bookcases.
Title: Re: Future of the Fortress
Post by: Killermartian on September 09, 2017, 09:34:22 pm
if you send a dwarf out by himself on an expedition, would they get attacked by bogeymen at night?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 09, 2017, 10:08:27 pm
if you send a dwarf out by himself on an expedition, would they get attacked by bogeymen at night?
Answered a couple of months ago. No.
Title: Re: Future of the Fortress
Post by: Random_Dragon on September 10, 2017, 11:00:32 am
Yeah, it's also rather easy to figure out with knowledge of existing behavior. Other traveling NPCs never actually suffer bogeyman attacks, and that would carry some hilarious implications if that were the case (would traveling semi-megabeasts by affected? Night trolls?).

Currently bogeymen are only a concern to the player, in adventurer mode. And that is why advanced worldgen is your friiiieeend.
Title: Re: Future of the Fortress
Post by: Derpy Dev on September 10, 2017, 03:25:28 pm
if you send a dwarf out by himself on an expedition, would they get attacked by bogeymen at night?
Answered a couple of months ago. No.
That sucks.

...yes I want that. I just really like the idea of me not being the only one in the DF worlds that gets mauled by those jerks.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 10, 2017, 04:03:13 pm
if you send a dwarf out by himself on an expedition, would they get attacked by bogeymen at night?
Answered a couple of months ago. No.
That sucks.

...yes I want that. I just really like the idea of me not being the only one in the DF worlds that gets mauled by those jerks.
Bogeymen are due for a revamp during mythgen. Probably because they're a weird player-centered gamey device with no real meaning in the world right now.
Title: Re: Future of the Fortress
Post by: StagnantSoul on September 10, 2017, 05:39:33 pm
Will we ever be able to run two fortresses at once?
Title: Re: Future of the Fortress
Post by: KittyTac on September 10, 2017, 09:26:26 pm
Will night trolls ever come to abduct dwarves in your fortress?
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 11, 2017, 01:37:12 am
Will we ever be able to run two fortresses at once?
"Ever" is a long time. When two way portals come along it ought to eventually be possible to have activities on both sides at the same time, which might be called "two fortresses" or "one fortress with activities split over several locations". Two actual fortresses (i.e. two embarks, etc) is unlikely, but would rather end up as a new civ level game mode where fortresses aren't controlled in detail (however that would work, if it gets implemented). I doubt sufficiently many people would want to control multiple embarks in parallel at the current level of detail for Toady to find it worth the trouble to implement it.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 11, 2017, 01:50:47 am
Will we ever be able to run two fortresses at once?
"Ever" is a long time. When two way portals come along it ought to eventually be possible to have activities on both sides at the same time, which might be called "two fortresses" or "one fortress with activities split over several locations". Two actual fortresses (i.e. two embarks, etc) is unlikely, but would rather end up as a new civ level game mode where fortresses aren't controlled in detail (however that would work, if it gets implemented). I doubt sufficiently many people would want to control multiple embarks in parallel at the current level of detail for Toady to find it worth the trouble to implement it.
Yeah more likely to be one main site and one minor site if at all. Since the ai can handle sites by itself there's not much point really. Two bits of a 'single fortress' based in two dimensions linked by a portal maybe.

By that time hopefully people will be over the concept that a site has to be a 'fortress'. Or feature dwarves...
Title: Re: Future of the Fortress
Post by: Derpy Dev on September 11, 2017, 08:15:46 pm
Will night trolls ever come to abduct dwarves in your fortress?

I hope. That would be very fun, especially if you could send your own dwarves to rescue them.
Title: Re: Future of the Fortress
Post by: thvaz on September 11, 2017, 08:34:08 pm
Will night trolls ever come to abduct dwarves in your fortress?

I hope. That would be very fun, especially if you could send your own dwarves to rescue them.

I wrote a suggestion about this about the time Toady was working on the night creatures.I thought then it wouldn't be so hard as there were mechanics for abductions already.
Title: Re: Future of the Fortress
Post by: LordBaal on September 11, 2017, 08:43:42 pm
Managing several sites at the same time is not something's that crazy and really doesn't need magic portals. It would suffice if you simply can control the adjacents squares to your fortress to expand it. Finally you could have a city more than a fortress.
Title: Re: Future of the Fortress
Post by: KittyTac on September 11, 2017, 09:39:48 pm
Will night trolls ever come to abduct dwarves in your fortress?

I hope. That would be very fun, especially if you could send your own dwarves to rescue them.

Then, since they transform at the time of birth, if it's a woman, perform surgery to remove the night troll embryo.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 12, 2017, 03:02:22 am
Managing several sites at the same time is not something's that crazy and really doesn't need magic portals. It would suffice if you simply can control the adjacents squares to your fortress to expand it. Finally you could have a city more than a fortress.

Having more than one site active in memory is the critical step for multiple sites, and this logic is going to be introduced by Toady as two way portals are implemented.
Expanding an existing site is expanding an existing site, and not multiple sites (any more than a building at each end of a current embark is multiple sites). It's probably possible to implement expansion with limited coding effort, but you may already be able to retire and then use DFHack's Embark Anywhere to embark on a larger site that covers the original one.
Toady touched on the subject of having embarks crossing world tile boundaries recently. It appears to be possible with a limited effert, but as usual, there are a number of unlablelled cans in the closet that may very well contain worms...
It can also be noted that expanding an existing embark would screw up every coordinate in it, unless the expansion is only to the south/east.
Title: Re: Future of the Fortress
Post by: KittyTac on September 12, 2017, 03:17:48 am
You know, by the time version 1.0 is released, we could as well load the entire world in memory. Woohoo, Moore's law!
Title: Re: Future of the Fortress
Post by: Putnam on September 12, 2017, 06:23:11 am
Moore's law is basically dead at this point due to the whole "physics" thing. Memory size increases don't have much to do with it anyway, that's all determined by breakthroughs in technology, which are happening pretty regularly.

(Moore's law is specifically about transistors per square inch on integrated circuits, so breakthroughs in technology definitely aren't counted there)
Title: Re: Future of the Fortress
Post by: KittyTac on September 12, 2017, 06:26:57 am
Moore's law is basically dead at this point due to the whole "physics" thing. Memory size increases don't have much to do with it anyway, that's all determined by breakthroughs in technology, which are happening pretty regularly.

(Moore's law is specifically about transistors per square inch on integrated circuits, so breakthroughs in technology definitely aren't counted there)

A little bit of confusion here, sorry.
Title: Re: Future of the Fortress
Post by: LordBaal on September 13, 2017, 01:56:58 pm
Well pepople seems to stimate the end of Moore's las around 2020~2021. But I'm not sure that would mean the progress on semiconductors will stop, it could just become slower as we aproach the atomic level I think.

Nos, what I meant with control of the areas around the fortress was for you to load them just as sites. That's it, districts of the same city. However being capable of loading everything or larger places at once would be sweet, the problem is not RAM. In theory with current technology ram has a pretty high upper limit. It would be processing power to keep everything in the screen moving along. While we don't quite see huge progress on processor speeds anymore, we do get increasing core numbers, which would mean that to do all that, DF needs to be rewritten to dinamically take advantage of N number of processors, no small feat given that even not all AAA games don't do it yet (mostly because the gaming indistry is in a sorry-ass state of churning cheapo-moneygrabing recycled games year after year).
Title: Re: Future of the Fortress
Post by: Arrek on September 14, 2017, 05:46:30 am
So I was wondering if it was possible to add a sort of prepare/fire thing for ranged weapons. Mind you, I know that you already have this in a way, but I mean a specific value, like for melee weapons. For example, if someone were to implement a repeating crossbow, [RANGED_ATTACK_PREPARE_AND_RECOVER:1:1] instead of say [RANGED_ATTACK_PREPARE_AND_RECOVER:1:10] or something along those lines. It would really open up modding, I think.
Title: Re: Future of the Fortress
Post by: KittyTac on September 14, 2017, 06:08:33 am
So I was wondering if it was possible to add a sort of prepare/fire thing for ranged weapons. Mind you, I know that you already have this in a way, but I mean a specific value, like for melee weapons. For example, if someone were to implement a repeating crossbow, [RANGED_ATTACK_PREPARE_AND_RECOVER:1:1] instead of say [RANGED_ATTACK_PREPARE_AND_RECOVER:1:10] or something along those lines. It would really open up modding, I think.

Limegreen-ified that for you. I want to make some high-tech weapons like machineguns and lasers for a project I'm working on.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 14, 2017, 12:08:13 pm
Once the magic system gets implemented (I'm aware that's still a while coming), will players creating their own magic-powered technology for their forts be a possibility?
Title: Re: Future of the Fortress
Post by: Beag on September 14, 2017, 07:43:31 pm
1. Will animal people and randomly generated races eventually get detailed facial and physique descriptions like humans, dwarves, elves, goblins etc.
2. If not how will law enforcement track the physical descriptions of animal people criminals without being suspicious of every animal person they see?
3. Will magic that disguises what you look like be possible in some worlds?
Title: Re: Future of the Fortress
Post by: Bumber on September 14, 2017, 07:43:45 pm
So I was wondering if it was possible to add a sort of prepare/fire thing for ranged weapons. Mind you, I know that you already have this in a way, but I mean a specific value, like for melee weapons. For example, if someone were to implement a repeating crossbow, [RANGED_ATTACK_PREPARE_AND_RECOVER:1:1] instead of say [RANGED_ATTACK_PREPARE_AND_RECOVER:1:10] or something along those lines. It would really open up modding, I think.
I'm certain it's possible, if that's what you really wanted to know. Suggestions, on the other hand, belong in the suggestions forum section.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 14, 2017, 10:18:27 pm
Do merchants notice/care if you try to sell them artifacts that belong to their civ? Do they recognise the diplomatic intent of offering them their artifacts for free (as opposed to free barrels of prepared meals for example which may well have a higher 'value')?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 14, 2017, 11:09:39 pm
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 15, 2017, 01:08:58 am
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?
If you've some idea of how that would work besides 'wait to be rescued', you should take it to the suggestions board. Think the current thinking is that, after imprisonment you'd retire then try to rescue yourself with a new adventurer (or now with a rescue squad too).
Title: Re: Future of the Fortress
Post by: KittyTac on September 15, 2017, 02:51:55 am
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?
If you've some idea of how that would work besides 'wait to be rescued', you should take it to the suggestions board. Think the current thinking is that, after imprisonment you'd retire then try to rescue yourself with a new adventurer (or now with a rescue squad too).

Guess what? Myth will have wall destroying explosions. This will make wizards pretty hard to imprison unless there's antimagic of some sort.
Title: Re: Future of the Fortress
Post by: MrWiggles on September 15, 2017, 03:35:52 am
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?
Probably possible if not intentful. You should be able to take over any historical person, and if their in prison, then them too.
EDIT:
And there is a planned goal to get captured and become imprisoned. So playing as a prisoner is planned. No reason not to start as one then.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 15, 2017, 03:52:18 am
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?
Probably possible if not intentful. You should be able to take over any historical person, and if their in prison, then them too.
EDIT:
And there is a planned goal to get captured and become imprisoned. So playing as a prisoner is planned. No reason not to start as one then.
Yes, but there doesn't seem to be a plan yet as to what you'd actually do after having been imprisoned. Which is why I suggested a Suggestion. Large scale prison sites, slaves with a fair amount of freedom to move around, gladiators, etc. There's a fair amount of fun stuff you could do besides 'wait in a cage'.

And yeah, accidentally starting as historical man-in-cage is hilariously planned. :)
Title: Re: Future of the Fortress
Post by: Max™ on September 15, 2017, 04:37:39 am
Picking locks, deconstructing walls, jumping guards, fashioning tools/weapons, randomly being rescued, cooperating on a breakout, all sorts of things planned.
Title: Re: Future of the Fortress
Post by: LordBaal on September 15, 2017, 05:12:36 am
3. Will magic that disguises what you look like be possible in some worlds?
A dwarf is no one.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 15, 2017, 06:39:23 am
Picking locks, deconstructing walls, jumping guards, fashioning tools/weapons, randomly being rescued, cooperating on a breakout, all sorts of things planned.
Prison chief (staring at hole in wall): So...what exactly happened?
Gremlin guard: He was locked in, his legs were chained and all he had on him was a pickaxe and bunch of lockpicks.
Prison chief: I see...
Gremlin guard: Before I knew it he was free. Jumped right over me then out the front gate where his mates were waiting.
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 15, 2017, 07:37:10 am
It was probably the gremlins fault for pulling a lever to release all the mechanised chains/open the doors and its a cover story for the guilt.
Title: Re: Future of the Fortress
Post by: Untrustedlife on September 15, 2017, 12:38:06 pm
Moore's law is basically dead at this point due to the whole "physics" thing. Memory size increases don't have much to do with it anyway, that's all determined by breakthroughs in technology, which are happening pretty regularly.

(Moore's law is specifically about transistors per square inch on integrated circuits, so breakthroughs in technology definitely aren't counted there)
intel disagrees.
http://www.telegraph.co.uk/technology/2017/01/05/ces-2017-moores-law-not-dead-says-intel-boss/

So does the company that presented in one of my junior level comp sci courses at my university last semester.
Lots of cool stuff happening now.
Though maybe it doesn't exactly fit definition now, they are just shoving in additional processors now. If you discount the breakthroughs that are happening.

also:
https://semiengineering.com/moores-law-a-status-report/
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 15, 2017, 05:37:50 pm
I don't meant to be rude, but can we put the Moore's law discussion to rest? Seems to me that we're getting a bit off-topic.
Title: Re: Future of the Fortress
Post by: LordBaal on September 15, 2017, 06:09:26 pm
Let us discuss Urist's law instead. The number of dead elves in a dense fortress doubles approximately every two years.
Title: Re: Future of the Fortress
Post by: KittyTac on September 15, 2017, 09:15:01 pm
I'm for moving it to another subforum. The off-topic one.
Title: Re: Future of the Fortress
Post by: ZM5 on September 16, 2017, 03:35:48 am
Will the raws of procedurally generated creatures - titans, angels, forgotten beasts, etc. - eventually interact more with the other creature raws?

I noticed demons occasionally are made out of modded materials - would it be possible then to have procedurally generated creatures that derive from other files? I.e sometimes instead of an FB thats a "cat with three eyes and a tail" you'd have a giant gorlak made out of iron with horns, or a gargantuan dwarf with chitin instead of skin, eye stalks and antennae.
Title: Re: Future of the Fortress
Post by: Derpy Dev on September 16, 2017, 08:23:09 am
Will the raws of procedurally generated creatures - titans, angels, forgotten beasts, etc. - eventually interact more with the other creature raws?

I noticed demons occasionally are made out of modded materials - would it be possible then to have procedurally generated creatures that derive from other files? I.e sometimes instead of an FB thats a "cat with three eyes and a tail" you'd have a giant gorlak made out of iron with horns, or a gargantuan dwarf with chitin instead of skin, eye stalks and antennae.

Or a deadly-dust spewing hydra made of steel.

Enjoying your nightmares?
Title: Re: Future of the Fortress
Post by: KittyTac on September 16, 2017, 08:40:41 am
Will the raws of procedurally generated creatures - titans, angels, forgotten beasts, etc. - eventually interact more with the other creature raws?

I noticed demons occasionally are made out of modded materials - would it be possible then to have procedurally generated creatures that derive from other files? I.e sometimes instead of an FB thats a "cat with three eyes and a tail" you'd have a giant gorlak made out of iron with horns, or a gargantuan dwarf with chitin instead of skin, eye stalks and antennae.

Or a deadly-dust spewing hydra made of steel.

Enjoying your nightmares?

Cave-in traps kill anything but ghosts, but good luck aiming one of those correctly.
Title: Re: Future of the Fortress
Post by: ZM5 on September 16, 2017, 09:48:38 am
Will the raws of procedurally generated creatures - titans, angels, forgotten beasts, etc. - eventually interact more with the other creature raws?

I noticed demons occasionally are made out of modded materials - would it be possible then to have procedurally generated creatures that derive from other files? I.e sometimes instead of an FB thats a "cat with three eyes and a tail" you'd have a giant gorlak made out of iron with horns, or a gargantuan dwarf with chitin instead of skin, eye stalks and antennae.

Or a deadly-dust spewing hydra made of steel.

Enjoying your nightmares?
That's not a nightmare, thats a dream. An unholy badass monstrosity of a dream but still a dream.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 16, 2017, 11:18:29 pm
In your talk today, you started to talk about the major difficulties that you have to overcome and concluded that skipping another 1000 years after playing for a bit (returning to worldgen) is 'pretty hard'. I certainly think you're right in that lots of people want to see this someday, but is it something you think you're going to attempt one day or by 'hard' do you mean you just can't conceive of how you might even attempt such a thing?

Great talk, loads of cool mythgen (and beyond) stuff. AI panel afterwards is interesting too.
https://youtu.be/L67Xb4tgVv8
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 17, 2017, 07:46:10 am
Thanks for the link, Shonai_Dweller.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 17, 2017, 08:13:29 am
Thanks for the link, Shonai_Dweller.
No problem. I'm sure it'll be posted in the devblog when Toady gets back. Just wanted to put this question up since he brought up the subject and it gets requested quite often.
Just wasn't sure if he was saying 'this stuff's all difficult but we're gonna solve it all' or 'this stuff's difficult but doable because it's all linked in logical order, but whatever you do, don't try going backwards, that just doesn't work'.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 17, 2017, 01:13:21 pm
My understanding is that Toady said it's tricky and they haven't figured out how to solve it. In my opinion it is a problem that's possible to solve, but whether it's worth the effort of doing it is another matter that probably requires side project investigations to determine.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 17, 2017, 01:14:05 pm
Will we ever be able to name our adventuring parties, at least once they acquire enough members? Fellowship of Urist's Glorious Cheeses FTW!

TBH not sure whether this belongs here or in the suggestions thread.
Title: Re: Future of the Fortress
Post by: Beag on September 17, 2017, 06:42:28 pm
1. I noticed that in the screenshots of the myth generator information pertaining to individuals of a particular race's fates, such as if they have free will, their fates are predetermined or if some other entity controls their fates. How will this translate into game play? For example if dwarves fates are predetermined to what extent is it predetermined? Are the destined to die a certain way or are their entire lives mapped out? Also how will this mesh with the player and their inevitable random actions in the event they play a member of that race in adventure mode?
2. In terms of who acquires magical abilities could factors other than blood line influence whether or not a creature has certain magical powers in some worlds? For example if they were born under a full moon or on magical land.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 18, 2017, 02:10:16 am
@Beag:
2: There are many ways in which fantasy bestows magic abilities, and DF seems to strive to provide as many ways as reasonable. Living under a certain sphere influence ("magic land") ought to be one way, bestowed by a deity/demon or magic feature (such as a magic rock) another. A full moon birth or other astrological circumstances could be another, provided some rationale for it can be provided by the myth generation. Hard work (a.k.a. "study" and "research") is definitely a possible route as well.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 18, 2017, 06:42:38 pm
Are there any ideas yet for how creation myths will function in worlds with little or no magic?
Title: Re: Future of the Fortress
Post by: KittyTac on September 18, 2017, 09:10:12 pm
Are there any ideas yet for how creation myths will function in worlds with little or no magic?

In truly magicless worlds, why not add something fixed like "this planet formed from asteroids a few billons of years ago"?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 18, 2017, 09:56:40 pm
Are there any ideas yet for how creation myths will function in worlds with little or no magic?

In truly magicless worlds, why not add something fixed like "this planet formed from asteroids a few billons of years ago"?
Because the creation myth forms the myths and legends that each race believes about their own creation. It won't be true in mundane worlds, but will be just as important.
Title: Re: Future of the Fortress
Post by: KittyTac on September 18, 2017, 10:02:27 pm
Are there any ideas yet for how creation myths will function in worlds with little or no magic?

In truly magicless worlds, why not add something fixed like "this planet formed from asteroids a few billons of years ago"?
Because the creation myth forms the myths and legends that each race believes about their own creation. It won't be true in mundane worlds, but will be just as important.

Oh. I thought it was something absolute.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 18, 2017, 10:12:22 pm
Are there any ideas yet for how creation myths will function in worlds with little or no magic?

In truly magicless worlds, why not add something fixed like "this planet formed from asteroids a few billons of years ago"?
Because the creation myth forms the myths and legends that each race believes about their own creation. It won't be true in mundane worlds, but will be just as important.

Oh. I thought it was something absolute.
Mythgen directly effects everything in the world. It's not just background fluff. Mundane worlds, like our own, will feature civs whose ethics, values, legends, beliefs, laws, etc are based on their version of the myth. No magic, sure, but that never stopped religion having a massive impact on our world.

And interestingly, whenever Toady mentions this, he's always careful to say that the myth is "probably" not true. Not sure what that implies, but there's a good deal of fantasy literature that dwells on fantastical stuff suddenly happening to mundane worlds. The mind boggles.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 18, 2017, 10:24:47 pm
My main concern is just where worldgen would start in worlds where creation myths are (probably) false. Would there be a whole process of geology and evolution slowly shaping the world or would it just skip straight past the myth stage like it does now, or maybe something else entirely?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 18, 2017, 10:46:10 pm
My main concern is just where worldgen would start in worlds where creation myths are (probably) false. Would there be a whole process of geology and evolution slowly shaping the world or would it just skip straight past the myth stage like it does now, or maybe something else entirely?
I expect magical geographic features are correctly tagged with a fantasy level so they don't happen at the most mundane point. Then it would just create the myth as always and start worldgen.
Title: Re: Future of the Fortress
Post by: PatrikLundell on September 19, 2017, 02:51:03 am
My main concern is just where worldgen would start in worlds where creation myths are (probably) false. Would there be a whole process of geology and evolution slowly shaping the world or would it just skip straight past the myth stage like it does now, or maybe something else entirely?
I expect magical geographic features are correctly tagged with a fantasy level so they don't happen at the most mundane point. Then it would just create the myth as always and start worldgen.
Good/Evil is going to be replaced by something spherish with Myth&Magic, but apart from that a fully mundane world would probably go through essentially the same creation as now (without Good/Evil), but with a Myth generation background preamble (influencing history, as civs build on it).
Normal magic worlds would probably also go through essentially the current world gen process, but with Myth causing magic land forms to (dis)appear and possibly other magic effects to be added (at least as a replacement for Good/Evil). There's no reason to mess with the current geography process for any of this (adjust for the new stuff, yes, but not replace it). Whacky magic is different, but I'd expect the current geography logic to remain (even though the layers are replaced with something completely different), if for no other reason that there are so many other things that are more urgent to change that there probably isn't time for fixing what ain't urgently broken.
Title: Re: Future of the Fortress
Post by: JesterHell696 on September 19, 2017, 04:31:00 am
Will night trolls ever come to abduct dwarves in your fortress?

I hope. That would be very fun, especially if you could send your own dwarves to rescue them.

Then, since they transform at the time of birth, if it's a woman, perform surgery to remove the night troll embryo.

OK, I have a couple questions about this.

1. is it the same for male abductees? as in do they transform when the night troll mother gives birth?

2. If their abducted again their will(it is an abduction right?) does that mean that the night troll has to force them for the first insemination as they have not transformed yet and are still unwilling?


I mainly ask because there was a big discussion about adding rape to DF in the sex suggestion from the suggestion forum but this makes it sound like rape is already in DF, if so then DF's night trolls remind me of the trolls from the Berserk manga...
Title: Re: Future of the Fortress
Post by: KittyTac on September 19, 2017, 04:34:44 am
Will night trolls ever come to abduct dwarves in your fortress?

I hope. That would be very fun, especially if you could send your own dwarves to rescue them.

Then, since they transform at the time of birth, if it's a woman, perform surgery to remove the night troll embryo.

OK, I have a couple questions about this.

1. is it the same for male abductees? as in do they transform when the night troll mother gives birth?

2. If their abducted again their will(it is an abduction right?) does that mean that the night troll has to force them for the first insemination as they have not transformed yet and are still unwilling?


I mainly ask because there was a big discussion about adding rape to DF in the sex suggestion from the suggestion forum but this makes it sound like rape is already in DF, if so then DF's night trolls remind me of the trolls from the Berserk manga...

Not enough !!SCIENCE!! has been done on this.
Title: Re: Future of the Fortress
Post by: Derpy Dev on September 19, 2017, 02:39:18 pm
I mainly ask because there was a big discussion about adding rape to DF in the sex suggestion from the suggestion forum but this makes it sound like rape is already in DF, if so then DF's night trolls remind me of the trolls from the Berserk manga...

Who the hell suggested that and why?

Nevermind, don't tell me...
Title: Re: Future of the Fortress
Post by: golemgunk on September 21, 2017, 12:03:07 am

Quote
OK, I have a couple questions about this.

1. is it the same for male abductees? as in do they transform when the night troll mother gives birth?

2. If their abducted again their will(it is an abduction right?) does that mean that the night troll has to force them for the first insemination as they have not transformed yet and are still unwilling?

I always imagined they were transformed into a night creature before mating. If the game code literally considers them non-troll until the birth that's probably just placeholder and the mechanics of night trolls will get fleshed out more later, maybe with the myth stuff.
Title: Re: Future of the Fortress
Post by: KittyTac on September 21, 2017, 01:09:55 am

Quote
OK, I have a couple questions about this.

1. is it the same for male abductees? as in do they transform when the night troll mother gives birth?

2. If their abducted again their will(it is an abduction right?) does that mean that the night troll has to force them for the first insemination as they have not transformed yet and are still unwilling?

I always imagined they were transformed into a night creature before mating. If the game code literally considers them non-troll until the birth that's probably just placeholder and the mechanics of night trolls will get fleshed out more later, maybe with the myth stuff.

You can actually find non-troll prisoners in their caves. And rescue them. Not sure if the consequences of a monster appearing in a town are calculated though.
Title: Re: Future of the Fortress
Post by: Max™ on September 21, 2017, 12:13:00 pm
If you make a dwarf converter caste and they kidnap an elf and convert it into a dwarf spouse and it becomes pregnant I have no idea why there would be a step where it goes back and has the (already converted) dwarf spouse pregnancy start as an elf and only get converted from an elf baby to a dwarf spouse baby upon birth.
Title: Re: Future of the Fortress
Post by: LordBaal on September 21, 2017, 12:56:16 pm
Never thought rape could become so difficult to understand and follow. I'm confused.
Title: Re: Future of the Fortress
Post by: KittyTac on September 21, 2017, 09:47:52 pm
Note that the only thing that led me to believe in this is legends mode. It says that they imprison, then 9 months later the abductee transforms AND gives birth.
Title: Re: Future of the Fortress
Post by: LordBaal on September 22, 2017, 05:19:47 am
Regardless of their sex?
Title: Re: Future of the Fortress
Post by: KittyTac on September 22, 2017, 05:55:26 am
Regardless of their sex?

In case of male victims, the troll gives birth and the spouse transforms.
Title: Re: Future of the Fortress
Post by: Mesa on September 23, 2017, 04:28:26 am
I know they're not the focus of this particular release, but how are starting scenarios going to work as far as their availability goes - say, being determined based on some factors like current history and the needs/desires of your civ and its rulers (with some 'evergreen' scenarios that you can always pick, including some kind of "freeform" scenario that is basically what we have now, a party of seven coming together to venture out into the world and found a new home for themselves, as well as other scenarios that fall into a "there's always a need for this" category, such as a mining colony or roadside tavern), or is it going to be more like Cataclysm: DDA's "starting professions" where you can just pick whatever you fancy at any point, even if it might make relatively little sense (like a military outpost...for a civ that isn't at war with anyone)?

Basically, how much depth is there meant to be wrt the starting scenarios before you pick one, if that makes sense?

I know it's probably the worst way to word this kind of question (it's basically a suggestion wrapped under a paper-thin veil of a question at this point), but I haven't really seen too many mentions of how that part of the scenarios is going to work (although I will admit I haven't done much in terms of actively looking for it, so maybe that's on me).
Title: Re: Future of the Fortress
Post by: Max™ on September 24, 2017, 02:55:50 am
Note that the only thing that led me to believe in this is legends mode. It says that they imprison, then 9 months later the abductee transforms AND gives birth.
Hadn't noticed that, makes it all the more horrific I suppose, but I'd assume the fetus was of the converted race already and the birth is just when the corruption finishes.
Title: Re: Future of the Fortress
Post by: KittyTac on September 24, 2017, 03:18:18 am
Note that the only thing that led me to believe in this is legends mode. It says that they imprison, then 9 months later the abductee transforms AND gives birth.
Hadn't noticed that, makes it all the more horrific I suppose, but I'd assume the fetus was of the converted race already and the birth is just when the corruption finishes.

Yup. We need more !!SCIENCE!! on this, but I'm not sure about how to do that.
Title: Re: Future of the Fortress
Post by: Knight Otu on September 24, 2017, 04:30:34 am
Note that the only thing that led me to believe in this is legends mode. It says that they imprison, then 9 months later the abductee transforms AND gives birth.
Hadn't noticed that, makes it all the more horrific I suppose, but I'd assume the fetus was of the converted race already and the birth is just when the corruption finishes.

Yup. We need more !!SCIENCE!! on this, but I'm not sure about how to do that.
Export the legends xml, find the first few historical events relating to the abduction and transformation by night creatures, as well as the first few night trolls being born, and compare the year and seconds72 (there are 403200 of these to a year) entries of those events and the birth subtag of the historical figures.
Title: Re: Future of the Fortress
Post by: KittyTac on September 24, 2017, 04:55:41 am
Note that the only thing that led me to believe in this is legends mode. It says that they imprison, then 9 months later the abductee transforms AND gives birth.
Hadn't noticed that, makes it all the more horrific I suppose, but I'd assume the fetus was of the converted race already and the birth is just when the corruption finishes.

Yup. We need more !!SCIENCE!! on this, but I'm not sure about how to do that.
Export the legends xml, find the first few historical events relating to the abduction and transformation by night creatures, as well as the first few night trolls being born, and compare the year and seconds72 (there are 403200 of these to a year) entries of those events and the birth subtag of the historical figures.
Did all that. I meant stuff like "can you unretire converted retired adventurers?
Title: Re: Future of the Fortress
Post by: Knight Otu on September 24, 2017, 05:47:02 am
Sorry, must have missed that (the specific question is of course a bit academic right now without stuff like DFHack).
Title: Re: Future of the Fortress
Post by: Max™ on September 24, 2017, 06:22:44 pm
Well there's also the later children born throwing a wrench into the whole "fetus is original race" thing, not to mention cases where you have those children converting spouses.
Title: Re: Future of the Fortress
Post by: DG on September 26, 2017, 01:29:56 am
Quote from: Toady
Elves showing up as peddlars, but the game giving them away as "Warrior" in their travel logs

No-one will suspect the elvish inquisition.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: Rockphed on September 26, 2017, 11:19:41 pm
Quote from: Toady
Elves showing up as peddlars, but the game giving them away as "Warrior" in their travel logs

No-one will suspect the elvish inquisition.

Spoiler (click to show/hide)

Yay, more reasons to simply purge all the tree-hugging cannibals.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 26, 2017, 11:34:03 pm
So, prophets and prophecies are kind of intriguing. I understand they'll all be 'fake prophets' this time around (even the ones which aren't spies) but what do you have planned for their prophecies when they're not fake? Can the game predict the future? How does that work? I know you mentioned it in a talk at gdc, but I don't think I understood it...at all... :)
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 27, 2017, 08:26:10 am
Tad too many metal weapons on that elf, obviously a bowman and the sword is just for show.

- With a understandable risk of being targeted for 'accidents' because the player knows its a dummy profession (or least a generic concealable one) do peddlers have any specific purpose to fortress mode to dissasuade players from calling a militia onto them pre-emptively to out a suspected spy or releasing traps to arrange fatal accidents? (visitor looting is already quite popular)

- Are peddlers within worldgen as you might find wandering around more receptive to trading requests?

Its just that by sort of revealing that these less notable professions could be spies, you've unknowingly sealed their fate & doom as per dwarf fortress players acting on this information (though there's plenty of other professions to hide in) unless sportsmanship is the key and we allow the subterfuge to happen for emergent story development.

Title: Re: Future of the Fortress
Post by: falcc on September 27, 2017, 10:05:09 am
Since there's already people being identified by descriptions with the new made up identities do you plan to eventually have artifacts spotted somewhere described by appearance if someone doesn't really know about it? I know you've played Caves of Qud and their artifacts need to be identified, but that game obviously doesn't have all the same tracking code DF does
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 27, 2017, 05:05:35 pm
Tad too many metal weapons on that elf, obviously a bowman and the sword is just for show.

- With a understandable risk of being targeted for 'accidents' because the player knows its a dummy profession (or least a generic concealable one) do peddlers have any specific purpose to fortress mode to dissasuade players from calling a militia onto them pre-emptively to out a suspected spy or releasing traps to arrange fatal accidents? (visitor looting is already quite popular)

- Are peddlers within worldgen as you might find wandering around more receptive to trading requests?

Its just that by sort of revealing that these less notable professions could be spies, you've unknowingly sealed their fate & doom as per dwarf fortress players acting on this information (though there's plenty of other professions to hide in) unless sportsmanship is the key and we allow the subterfuge to happen for emergent story development.

  • Sort of like how players purposefully keep their value settings down to not attract sieges, and other metaknowledge strategies bourne out of knowing the system for the most part very well.
People will kill their visitors if they feel like it regardless of their professions. It's just one way people enjoy the game. All visitors can be spies, turn them off if you don't like them.

Personally I can't understand why you'd want to reduce spies, as the only purpose of the spy is to attract attention from various sites. Something most players complain about a lack of these days.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on September 28, 2017, 07:10:13 am
As we'll be able to play as humans and other non-dwarven races in the future, I'd like to ask something about them. Will other races besides dwarves be able to live underground and dig as proficiently as dwarves? I don't think they should. Some big penalty to mining speed would do the trick and ensure players won't make underground fortresses with humans or whatever, and some health effect that is the opposite of cave adaptation (caused by entering underground after a long period of living above ground)  would be nice as well.
Title: Re: Future of the Fortress
Post by: Hinaichigo on September 28, 2017, 07:14:28 am
How many of the nuggets remain?

What would happen if you sent two separate squads out after the same artifact, one right after the other? If the first squad successfully obtained the artifact, would the second squad try to violently or stealthily take it from the first squad in order to bring it back to the fortress themselves?
Title: Re: Future of the Fortress
Post by: squamous on September 28, 2017, 11:27:03 am


1. So I found out you could make adventure mode sites in caverns. Is it possible that when they are linked with civs in the upcoming update (if I am understanding things correctly, that's on the list of changes), you could make an underground tavern that people will visit?

On another note, would visitors petition for residency in an adventurer-built site?

2. If NPCs can go on quests now, could they be assigned a quest to kill you if you are an enemy of the civ they are in?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 28, 2017, 12:37:34 pm
If we'll eventually be able to control any civilization, does that mean the game might be renamed once dwarves are no longer the central focus? Not that I have a problem at all with the current name, just something I'm curious about.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 28, 2017, 03:49:00 pm
If we'll eventually be able to control any civilization, does that mean the game might be renamed once dwarves are no longer the central focus? Not that I have a problem at all with the current name, just something I'm curious about.
Non-dwarf world's are coming right up and there's been no mention of Bay12 shooting themselves in the foot and throwing away a famous brand name. That just doesn't happen.

You might have noticed that there's no Armok either (except in delusional fanlore) but the game's still called Slaves to Armok II.

Not much in the way of slaves either yet...
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 28, 2017, 03:51:45 pm
So I found out you could make adventure mode sites in caverns. Is it possible that when they are linked with civs in the upcoming update (if I am understanding things correctly, that's on the list of changes), you could make an underground tavern that people will visit?

On another note, would visitors petition for residency in an adventurer-built site?
Nothing's been said about linking adventure sites to civs in the artifacts release. Would be nice to see visitors come to your taverns though (you can make a tavern in an adventurer site right now).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 28, 2017, 06:51:35 pm
With mythgen (and beyond) what do you see happening with the concept of 'natural enemies'?
Right now, at year 0, everyone hates goblins because they snatch babies and kobolds because they're thieves. Tags make it true for all time. Is that going to be more defined and mixed up during mythgen (dwarves hate humans naturally because in a time before time humans were created after their god betrayed the dwarven gods, etc)? Or are you thinking of phasing out tag-dictated natural enemies altogether and leaving it all to history (dwarf civ 1 and goblin civ 3 have been strong allies ever since a goblin adventurer recovered the dwarf civ 1's artifacts from a bunch of elves in the year 24. Dwarf civ 3 have never forgiven human civ 2 for the sacking of their capital in the year 4, etc).
Title: Re: Future of the Fortress
Post by: StagnantSoul on September 28, 2017, 07:01:00 pm
Will we be able to hire mercenaries from the tavern into our invasion squads? IE send goblin maceman off to attack nearby elf settlement? Also, will there be anyone coming to our fort specifically to join the invasion force, say we put out a rumour we're mustering an army?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 28, 2017, 07:05:37 pm
Will we be able to hire mercenaries from the tavern into our invasion squads? IE send goblin maceman off to attack nearby elf settlement? Also, will there be anyone coming to our fort specifically to join the invasion force, say we put out a rumour we're mustering an army?
Mercs will be able to join squads (with no morals about who they attack, apparently).

There's no armies or invasions in the next release, that's in the future. At that point, yes, you're supposed to be able to muster levies from the surrounding hill-dwarf and deep-dwarf populations.

Squads in the next release are for raiding, thieving and rescuing prisoners/kidnapped children.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on September 28, 2017, 07:24:43 pm
If we'll eventually be able to control any civilization, does that mean the game might be renamed once dwarves are no longer the central focus? Not that I have a problem at all with the current name, just something I'm curious about.
Non-dwarf world's are coming right up and there's been no mention of Bay12 shooting themselves in the foot and throwing away a famous brand name. That just doesn't happen.

You might have noticed that there's no Armok either (except in delusional fanlore) but the game's still called Slaves to Armok II.

Not much in the way of slaves either yet...

Good point. Didn't really expect it to change TBH, just posting questions as they come into my head.
Title: Re: Future of the Fortress
Post by: iceball3 on September 29, 2017, 04:02:45 pm
Will we, as fortress overseers, be able to arbitrate the arrest of fortress visitors (with or without diplomatic penalties with whoever they're associated with), now that the risk of a siege worth of party-goers accumulating in the pub is now very real?


For future versions:
How conscious of transformative conditions do you think society ingame should be? For instance, would anyone attempt to perform experiments, inquisitions, worship, or otherwise hold study topics about werewolfism or some other manner of syndrome?

Do you think societal interactions with conditions like these should be handled heuristically (takes social values of race and compares them to the effects of the syndrome/transformation in question) or dictatively (Specific tags in syndrome and/or civ/value system raws that allow one to directly set how a community generated from those raws would likely respond to the condition)?
Title: Re: Future of the Fortress
Post by: KittyTac on September 29, 2017, 08:29:36 pm
Can worldgen strange moods fail?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on September 29, 2017, 08:31:26 pm
Can worldgen strange moods fail?
Yes. With all the side-effects that implies.
FOTF reply from a while back.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on September 30, 2017, 02:00:05 am
Huh. That brings a new question in mind.

Will artifact weapons and armour be used in martial pursuits?

Will named food items be eaten?
Title: Re: Future of the Fortress
Post by: Inarius on September 30, 2017, 05:23:09 am
Quote
Will artifact weapons and armour be used in martial pursuits?

And can artifact weapons and armours can be taken from corpses after a battle ?
Title: Re: Future of the Fortress
Post by: Mesa on September 30, 2017, 08:30:52 am
Quote
Will artifact weapons and armour be used in martial pursuits?

And can artifact weapons and armours can be taken from corpses after a battle ?
I fail to see why they'd be any different from normal weapons&armor in that regard.
Title: Re: Future of the Fortress
Post by: FantasticDorf on September 30, 2017, 11:25:51 am
Quote
Will artifact weapons and armour be used in martial pursuits?

And can artifact weapons and armours can be taken from corpses after a battle ?
I fail to see why they'd be any different from normal weapons&armor in that regard.

Objects of significance carried through families would most likely be taken either during or after the battle, depends whether toady puts in any specific looting actions or if its handled by local site scroungers walking over the area rebasing to lootable sites.

Especially how reclaiming objects will be a big thing in the arc, still yet to be shown whether world generated mooded & personal objects would carry along with professional soldiers.
Title: Re: Future of the Fortress
Post by: Thundercraft on October 01, 2017, 02:58:43 pm
In the A question about clouds of wicked soot (http://www.bay12forums.com/smf/index.php?topic=167666.0) topic, PatrikLundell explained:
Don't worry: good/evil areas will disappear in the arc after the upcoming one (to be replaced with something sphere based), i.e. in 1½-3 years.

My question: After this gets implemented, will players/dwarves eventually be able to pray to a deity and ask to change the sphere of a region to something else (such as to reflect the sphere of the deity being prayed to)?

For example: If a region where a dwarf fortress was founded upon is under, say, the Sphere of Death, would it be possible to plead with a deity your dwarves worship to change the sphere to something else?
Title: Re: Future of the Fortress
Post by: Mr S on October 01, 2017, 06:08:34 pm
In the A question about clouds of wicked soot (http://www.bay12forums.com/smf/index.php?topic=167666.0) topic, PatrikLundell explained:
Don't worry: good/evil areas will disappear in the arc after the upcoming one (to be replaced with something sphere based), i.e. in 1½-3 years.

My question: After this gets implemented, will players/dwarves eventually be able to pray to a deity and ask to change the sphere of a region to something else (such as to reflect the sphere of the deity being prayed to)?

For example: If a region where a dwarf fortress was founded upon is under, say, the Sphere of Death, would it be possible to plead with a deity your dwarves worship to change the sphere to something else?

The implication I've gathered (although I'd be hard pressed to find a hard quote) is that it will be multi-faceted and non-binary in a given area. By this I mean that each of the spheres that influence a region would have varying degrees of strength. Influenced by the Gods, inhabitants, strange structures, etc. So, if you embark in a Filth-strong land, kill all of the Giant Scabbie Men, set up a Temple to Dwarven Bathing, the Filth influence would decrease over time, and the Showering sphere would increase in strength locally. Until, of course, a Muck Demon raises a Tower of Divine Crud from the Depths.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 02, 2017, 03:11:48 am
As far as I understand, the sphere influence is not intended to be static. How you'd go about to change influences and to what extend (both in strength, whether it's temporary or "permanent" (i.e. until the next power shift), and how long it takes for it to take effect seems to be up in the air.
I can think of variations of all of these. A gradual slow shift with temples, a "permanent" sudden change by the destruction of a sphere focus, a big ritual that has a large immediate effect but which doesn't "power" its sphere, and thus gets eaten away over time (unless you also add some kind of power focus).
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 02, 2017, 06:43:58 am
There's always the additional implication that dwarves might just adapt to their new localised sphere and pick up some religious followers over time (second generation dwarves etc) though you might imagine that they would find settling onto spheres they are not familiar with or are at opposites with non-favourable unless they are forced by the player.

Its like saying a fire sphere nation settles on a glacier with ice/water spheres, magical and energywise its going to be messy & uncomfortable unless a co-existance/dominance is achieved.
Title: Re: Future of the Fortress
Post by: KittyTac on October 02, 2017, 07:04:21 am
There's always the additional implication that dwarves might just adapt to their new localised sphere and pick up some religious followers over time (second generation dwarves etc) though you might imagine that they would find settling onto spheres they are not familiar with or are at opposites with non-favourable unless they are forced by the player.

Its like saying a fire sphere nation settles on a glacier with ice/water spheres, magical and energywise its going to be messy & uncomfortable unless a co-existance/dominance is achieved.

Say, the ice will melt and lakes of magma will spring up?
Title: Re: Future of the Fortress
Post by: ChristianWeiseth on October 02, 2017, 09:03:05 am
Wheres the future of the fortress post, getting the chills, I need my monthly Toady fix really really bad

(1) Will the new diplomatic options/demands for artifacts be held in the throne room of the Fortress Ruler?
(2) Are there any plans for future permanent embassies of diplomats? Or any Noble interactions/events such as "coronation, banquets with foreign dignitaries, tournaments" etc?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 02, 2017, 04:42:44 pm
Wheres the future of the fortress post, getting the chills, I need my monthly Toady fix really really bad

(1) Will the new diplomatic options/demands for artifacts be held in the throne room of the Fortress Ruler?
(2) Are there any plans for future permanent embassies of diplomats? Or any Noble interactions/events such as "coronation, banquets with foreign dignitaries, tournaments" etc?
Future of the Fortress reply is late this month. Says so on the devblog.
1) Toady mentioned meeting with artifact demanders outside, with enough time for whoever has to meet with them to run back inside before the invasion force charge.
Not sure how that's calculated.

2) Law and Society arc (starting scenarios) is specifically about individual's relationship with their entities (families, government, etc). Nobles will be overhauled then (and might actually have a point). Will start work in 5-6 years, so full details will probably be scarce so far.
Title: Re: Future of the Fortress
Post by: ZM5 on October 02, 2017, 06:10:40 pm
Kind of an odd question, but will there eventually be an option to have creature names remain untranslated - and also in that case, have a chance for the second word of their last name to be omitted?

I.e instead of Kogan Oddomzangin (would normally mean Cloistercreek) it'd just be shortened to Kogan Oddom, remaining untranslated when speaking to the dwarf.

I often use the word sets I generate for DF with external applications for settings and characters I write - it'd be a neat feature immersion-wise; it may be personal preference but I notice the names would roll of the tongue better
if they were left untranslated and kept to only single words for the name and last name.
Title: Re: Future of the Fortress
Post by: Iamblichos on October 03, 2017, 06:18:11 pm
How late is "late"?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 03, 2017, 06:47:27 pm
Don't think it was specified. Shouldn't be too much longer though.
Title: Re: Future of the Fortress
Post by: Mesa on October 03, 2017, 07:02:43 pm
Relax, it's coming. (Though I feel you; the one time I look forward to a FotF post, it's delayed. Oh well.)

To avoid coming off (well, solely) as an impatient and whiny B12, here's a question:Will there ever be limits with regards to areas in which you can embark, beyond the obvious "literally can't embark here because it's the middle of the damn sea"? I know people enjoy having the freedom to settle anywhere they please, but it seems rather odd that you can choose to go to places where that your civilization (or any civilization, as the case may be) isn't even aware of the existence of, let alone has access to.
Title: Re: Future of the Fortress
Post by: mikekchar on October 03, 2017, 08:17:25 pm
In my experience, when a programmer delays reporting it's mainly because they are programming and don't want to be disturbed.  Now, I wonder why that might be the case... ;-)
Title: Re: Future of the Fortress
Post by: Thundercraft on October 03, 2017, 08:23:20 pm
...I know people enjoy having the freedom to settle anywhere they please, but it seems rather odd that you can choose to go to places where that your civilization (or any civilization, as the case may be) isn't even aware of the existence of, let alone has access to.

But that's just it: Many players enjoy the freedom to settle (almost) anywhere. And if that was taken away, you better believe that many would complain about it.

Did Christopher Columbus know about two huge American continents thousands of miles away when he set out to discover a new trade route? And, yet, he was allowed to travel that direction and "discover" them. And now we hear this happened long after the Vikings had established settlements there and, possibly, after the Chinese had already made said discovery. Never mind that Native Americans had already immigrated to the Americas via an Ice Age land bridge.

The idea of dwarves (or any civilization) knowing something about a certain location on the opposite side of the world really isn't that far-fetched, if you think about it. The very fact that such locations are named indicates that members of some civilization had to have visited the place or heard about it from someone who has. I mean, look at how rumors are spread in Dwarf Fortress and how they can be used, already.

How would they know about the presence or lack of flux stone, clay or aquifers? Who's to say that dwarves don't send out a scouting party to prospective locations before actually embarking? Maybe they pay for information or hire mercenary prospectors?

More likely, dwarves know because they received this info from the deities they worship. In DF, deites and other supernatural beings actually exist and actually have a measurable impact on the world. Anyway, the player basically takes on the role of a deity guiding the dwarves. We don't have direct control of individual dwarves. We only guide them. Perhaps we should call it "deific omniscience"?

The real issue here is not the knowing of an exotic location far away. Rather, it is a matter of travel. That's the problem: The lack of boats. But then, this is supposed to be addressed eventually, right?

DF seems to gradually be getting slower with the introduction of more and more game complexity and more and more things for the game to keep track of. IMO, it's kind of telling that DF benefits from the move to 64-bits for the sake of more memory as some where experiencing out-of-memory issues with really lengthy world gens and huge maps.

Toady's to-do list is a mile long and will occupy him for years to come. And you want the game to keep track of which areas a particular civilization does and does not know about in order for it to restrict players from embarking at an unexplored location?
Title: Re: Future of the Fortress
Post by: Mesa on October 04, 2017, 12:07:39 am
Toady's to-do list is a mile long and will occupy him for years to come. And you want the game to keep track of which areas a particular civilization does and does not know about in order for it to restrict players from embarking at an unexplored location?
I'm not suggesting it's a priority, I'm well aware it isn't; Besides, this is a game that keeps track of way more minute things already, ones that are of far lower gameplay or immersion impact, except for the most narrative-oriented players. It's not the most far-fetched to expect something of that nature in a game that attempts to be as detailed of a simulation as it can.
Bottom-line, make it optional, or have a starting scenario (once those are in) that are effectively what we have now, a group of seven going into the world without any greater goal in sight set by their lords.

I know the game makes some immersion-breaking sacrifices for gameplay purposes (hell, even the way fortress mode operates is kind of wonky, if you try to explain it from an in-game perspective), and I'm fine with those being around, but I would like to see them reduced eventually, or at least integrated into the game's many systems in some meaningful organic way.Maybe I'm alone in that, though.
Title: Re: Future of the Fortress
Post by: DG on October 04, 2017, 01:28:51 am
You're not alone.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 04, 2017, 03:58:58 am
It would make *logical* sense that some embark scenarios would restrict where you can embark (a defensive outpost in the middle of an otherwise uninhabited island?), but I think the logical reason should be quite strong for the game to *restrict* you from embarking in illogical places: after all, if the players care, they can impose such restrictions upon themselves, without burdening those who don't care with restrictions they don't like.
I am in favor of additional pre embark info that facilitates players' ability to embark in appropriate places, along the line of scenario dependent shading of the map to indicate where borders/... are to help player make choices that make sense. In general, I find it is better to help players make the choices they want to make than to forbid players to do what the developers think does not make sense (but is otherwise "harmless" from a game mechanic consistency point of view, even if it harms the narrative).
If it's cheap to program you might consider embark scenario embark restrictions that the player can toggle off/on in the pre embark phase to (not)/enforce logical embark locations.

A bit too suggestiony, but I couldn't come up with a better way of explaining what I mean.
Title: Re: Future of the Fortress
Post by: JesterHell696 on October 04, 2017, 06:30:29 am
But that's just it: Many players enjoy the freedom to settle (almost) anywhere. And if that was taken away, you better believe that many would complain about it.

And? I don't see how people complaining about it is an issue, if Toady decides to do it then that's that and whether any of us agree is largely irrelevant, Toady has said before that he would get a "real" job to support himself and dev-DF on the side if necessary, and if it was added I can see it being one of the many init options, like how aquifers are and sapper are apparently going to be so there would be no reason to complain anyway.

I fully support Toady if he wants to add features I don't want or refuses to add features I do, so long as he's motive is that it does not fit his or Three Toes vision of DF.

Did Christopher Columbus know about two huge American continents thousands of miles away when he set out to discover a new trade route? And, yet, he was allowed to travel that direction and "discover" them. And now we hear this happened long after the Vikings had established settlements there and, possibly, after the Chinese had already made said discovery. Never mind that Native Americans had already immigrated to the Americas via an Ice Age land bridge.

This is reasonable, there no reason why you can't just travel "west" and see what you find, the problem is that the player can cherry pick a site even though there would be no real way of knowing until it is discovered and scouted by that civ.

The idea of dwarves (or any civilization) knowing something about a certain location on the opposite side of the world really isn't that far-fetched, if you think about it. The very fact that such locations are named indicates that members of some civilization had to have visited the place or heard about it from someone who has. I mean, look at how rumors are spread in Dwarf Fortress and how they can be used, already.

I could be wrong but I think pre-named regions are a place holder, once myth gen is in and region can change their sphere alignment then region will have to be re-nameable, doesn't make sense to call it the swamp of ducking muck if its been turned into a fiery hellscape now does it?

How would they know about the presence or lack of flux stone, clay or aquifers? Who's to say that dwarves don't send out a scouting party to prospective locations before actually embarking? Maybe they pay for information or hire mercenary prospectors?

DF is a simulation, which mean if they do send out scouts then that must be simulated, at least on some abstract level and it is, at lest a little as when you play adventure mode on large maps you can see the bounds of your civ's known lands in the travel map, so how do you know about the areas outside of these scouted lands?

More likely, dwarves know because they received this info from the deities they worship. In DF, deites and other supernatural beings actually exist and actually have a measurable impact on the world. Anyway, the player basically takes on the role of a deity guiding the dwarves. We don't have direct control of individual dwarves. We only guide them. Perhaps we should call it "deific omniscience"?

If they get this info from the god then how? do prophets have visions? is it a ritual? if yes then whats involved in that ritual? and what about worlds without gods or magic, how do they know then?

The real issue here is not the knowing of an exotic location far away. Rather, it is a matter of travel. That's the problem: The lack of boats. But then, this is supposed to be addressed eventually, right?

That's not the "real" issue, its another issue, something else on the list to be done whenever he gets around to it.

Toady's to-do list is a mile long and will occupy him for years to come. And you want the game to keep track of which areas a particular civilization does and does not know about in order for it to restrict players from embarking at an unexplored location?

Yes I do, I also want the game to track civ boarders and enforce them though civ actions, not simply telling the player "you can't embark here" but giving them a message saying "You risk war by embarking here : warning normal siege triggers are reduced for trespassing" meaning yes you can embark next to another civ's capital but don't bitch if they siege you on month 2 because you are within their boarders, unless of course those two civs have a mutual "settlement" agreement in which they can settle within each others boarders.


NOTE: All of the above is based upon my opinion that DF is first and foremost a simulation and a game second, this means that the player can do whatever they want within the simulation but they are bound by the rules of that simulation, like only using magic in worlds in which magic exists.
Title: Re: Future of the Fortress
Post by: Thundercraft on October 04, 2017, 08:55:04 am
...and if it was added I can see it being one of the many init options, like how aquifers are and sapper are apparently going to be so there would be no reason to complain anyway.

If it was made as an init option, then it would not be a freedom that is taken away from players - not really. But not all game features have init options.

I could be wrong but I think pre-named regions are a place holder, once myth gen is in and region can change their sphere alignment then region will have to be re-nameable, doesn't make sense to call it the swamp of ducking muck if its been turned into a fiery hellscape now does it?

From what I've read here (http://www.bay12forums.com/smf/index.php?topic=159164.msg7581416#msg7581416), sphere influence is not meant to be static. I can see local inhabitants continuing to call it "Swamp of Ducking Muck" after being turn into a hellscape, even centuries later, if that is the way it has always been known to the inhabitants, particularly if it was labeled as such on maps and in historical documents and if that's how it was named in popular stories. I can even see this happening if rumors about a distant land turned out to be false.

IRL there are examples of places that were misnamed. Iceland is more green and temperate than Greenland. And Greenland would be far more appropriately called "Land of Ice".

Anyway, I have no problem with region names being changeable. But I don't see how this disproves my idea of civilizations already knowing about distant lands through unseen or non-simulated means, such as deity interactions, rumors or explorers.

...so how do you know about the areas outside of these scouted lands?

Like I said: Imagine whatever non-simulated scenario you think fits best. Myself, I think it makes perfect sense that Dwarves know about distant lands through deities they worship, with the player taking on the role of one.

Many players eschew graphics sets or visualizers like Stonesense in favor of a plain ASCII tileset. They rely on their imagination to fill in the details. That "H" is a scary freak'n Hydra. And that "g" is an evil, ugly goblin (or walking source of goblinite). Even with a graphics set, one still has to use one's imagination for certain things and text descriptions only go so far. To play DF is to celebrate imagination.

If they get this info from the god then how? do prophets have visions? is it a ritual? if yes then whats involved in that ritual? and what about worlds without gods or magic, how do they know then?

There have been several simulation games published over the years in which the player takes on the role of a god. Populous and Black & White are just two examples. How does the deity that the player represents convey their wishes to their followers? I don't believe such games simulate that. And I really don't think players care. "It's F'n Magic" is as good an excuse as any. I think it's safe to say that most players either don't dwell on it or they use their imagination.

NOTE: All of the above is based upon my opinion that DF is first and foremost a simulation and a game second...

Is it a simulation first and a game second? Has Toady answered this question before? If not, that's a good question to ask. If being a simulation is more important than being a game, does this mean that playability is to be sacrificed for the sake of making a more realistic simulation?
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 04, 2017, 11:44:42 am
I've heard one version regarding the naming of Greenland as an early marketing ploy. When banished from Iceland for murder (as his father had been banished from Norway) the refugee wanted more people to come with him.

When it comes to places being inappropriately named, humans have a tendency to change the landscape by cutting down forests, drying out swamps, blasting away mountains, creating dams, etc.
Natural examples of inappropriate names are places called "bay" or "island" despite being kilometers away from the nearest body of water, this being the result of land (still) rising as a result of the ice age glaciers having melted away and no longer exerting a huge downwards pressure on the ground. I would also assume a number of formerly arable locations have been swallowed by deserts over the human history. Magic as an additional such feature bending force would be another example of where a formerly appropriate name no longer is.
Title: Re: Future of the Fortress
Post by: ZM5 on October 04, 2017, 11:50:33 am
A question I forgot to ask, inspired by some discussion on the Discord...Will there be a possibility different AI settings for creatures that modders will be able to set in the raws on an individual creature's basis?

For example, zombies and very simple-minded animals would have a setting, lets call it "mindless", so they act like they currently do, charging mindlessly without utilizing advanced tactics, concern for their own safety and not taking advantage of combat opportunities or surroundings.

On the other hand, humans, dwarves, and other intelligent humanoids would have a setting, lets call it "intelligent humanoid", so that they wouldn't mindlessly charge, instead changing up tactics depending on the opponent and taking opportunities - i.e against dragons and other firebreathers they'd spread out instead of clustering together, or against giant enemies you'd have several units grabbing onto their legs to keep the opponent distracted while others actually do damage; alternatively the melee weapon users would cluster around the giant to keep them from going anywhere and mostly staying on the defense, while the archers would keep their distance and pelt the enemy with arrows.

I understand there'd be a LOT more nuance to it (how armored the enemy/allies are, distance, possibility of picking up weapons if disarmed, wheter surrounding area has potentially deadly drops, personality of the individual creature - I can imagine an individual with high cruelty would needlessly prolong the death of their foe, whereas an individual with high bravery would be more likely to perform reckless charges against much stronger/tougher opponents even if its not to their advantage, etc.) and that it'd take a long time to actually get working to even a basic degree - I'm just wondering if its a possibility at any point in the future of the development.
Title: Re: Future of the Fortress
Post by: Thundercraft on October 04, 2017, 02:03:45 pm
...Will there be a possibility different AI settings for creatures that modders will be able to set in the raws on an individual creature's basis?

For example, zombies and very simple-minded animals would have a setting, lets call it "mindless", so they act like they currently do, charging mindlessly without utilizing advanced tactics, concern for their own safety and not taking advantage of combat opportunities or surroundings.

IMO, that's a pretty good question. I remember when dead bodies and body parts being reanimated was still a new thing. And players were frustrated as embarking in evil biomes became suicide because zombies were not balanced well. They were not defined in the raws, though, so players had to wait patiently for an official fix.
Title: Re: Future of the Fortress
Post by: ZM5 on October 04, 2017, 02:23:31 pm
...Will there be a possibility different AI settings for creatures that modders will be able to set in the raws on an individual creature's basis?

For example, zombies and very simple-minded animals would have a setting, lets call it "mindless", so they act like they currently do, charging mindlessly without utilizing advanced tactics, concern for their own safety and not taking advantage of combat opportunities or surroundings.

IMO, that's a pretty good question. I remember when dead bodies and body parts being reanimated was still a new thing. And players were frustrated as embarking in evil biomes became suicide because zombies were not balanced well. They were not defined in the raws, though, so players had to wait patiently for an official fix.
I haven't played before zombies were introduced (I started playing in 40.xx) but I remember them being really powerful even in that version - it seems mostly fixed now since they're pretty suicidal and have terrible combat rolls (though I wish it was controlled by a token instead of tied to the effects of animation - same for the "instant companion" thing also being controlled by the animation effect instead of a token).

The AI thing could be tied to tokens as well, overriding the animated creatures default ones - since zombies aren't their own "creature" type, merely being a creature with a syndrome tacked on.

Would also be good groundwork for some new types of magic, like some kind of mind-break spell that reduces a creature's AI by one - with enough applications turning, lets say, a normal human into a simple-minded "zombie". Or doing the opposite - making an animal gain sentience.
Title: Re: Future of the Fortress
Post by: Mesa on October 04, 2017, 02:27:45 pm
Would also be good groundwork for some new types of magic, like some kind of mind-break spell that reduces a creature's AI by one - with enough applications turning, lets say, a normal human into a simple-minded "zombie". Or doing the opposite - making an animal gain sentience.
A new explanation for the origin of animal men?
Title: Re: Future of the Fortress
Post by: ZM5 on October 04, 2017, 02:32:53 pm
Would also be good groundwork for some new types of magic, like some kind of mind-break spell that reduces a creature's AI by one - with enough applications turning, lets say, a normal human into a simple-minded "zombie". Or doing the opposite - making an animal gain sentience.
A new explanation for the origin of animal men?

Could be - some random magician in a time before written history gave a bunch of animals sentience !!FOR SCIENCE!! and let them "evolve", resulting in animal people tribes.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 04, 2017, 02:38:51 pm
A question I forgot to ask, inspired by some discussion on the Discord...Will there be a possibility different AI settings for creatures that modders will be able to set in the raws on an individual creature's basis?

Suggestion territory really here. I guess you could rephrase it to be "have you been thinking of any more types of generic/important creature raws?". Though im curious to see if toady will reply, the ability to either write our own code or mix-match coded behaviors (this already exists with the [Crazed] raw, but something more articulate perhaps) is interesting non-the less

You could say that most of the generic humanoid behavior is emergent via the value sliders (and existing raw tags) because they will act off those accordingly, goblins with high anger and malice values argue and fight more etc, and dwarves are more motivated & feel pride in their work because of craftsmanship values.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 04, 2017, 03:56:50 pm
I'd normally point out that this isn't the suggestion forum and whatever suggestions you write here will be lost to history even if it seems like a good idea, so kind of a pointless waste of time. But I guess it's a natural result of frustration caused by the combination of imminent release and late fotf so I'll just keep silent.
Title: Re: Future of the Fortress
Post by: Toady One on October 04, 2017, 05:16:26 pm
Thanks to Shonai_Dweller, PatrikLundell, Putnam, FantasticDorf, Bumber, MrWiggles, and anybody I missed for helping to answer questions this time!

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Quote from: Colev0
In worlds where gods/forces physically exist, would the death of a god eventually lead to rumors of their death, which itself would cause their followers to worship another god? Would priests working in temples devoted to that god change their profession upon learning of their god's death? Would temples dedicated to that god be destroyed, or would they be re-dedicated to another god?
Quote from: KittyTac
Addind to the above: Will creatures magically linked to the deities, possibly including priests, die/commit suicide?

Ha ha, all of those things would have to be added explicitly.  Even in the current version, unless it's broken, people can come to worship megabeasts that attack the towns enough, but they really don't give a crap if the megabeast dies or even if they see it.  It's just missing stuff that needs to be handled.

Quote from: n4m3l3ss
I have a question about sending dwarves off-map in the next release.

Will I be able to get sieges from ANY distance? I mean, if I send out a squad to raid some goblin pits or a necro tower far away. Or steal some of their stuff. Piss em off and make them attack.

If yes, then hooray! I can just build my fort wherever I want to, and always be able to summon some !FUN!

Yeah, it makes them count as "nearby" if you mess with them, to avoid asymmetric cheating, although that means (I think) that they might attack a fort closer to them than yours from your civilization if you antagonize them, or both.

Quote from: dragdeler
Would the secondary load areas work like fort or adventure mode, meaning: do you move inside a square or will the map load chunks around an object that moves?

Hard to say -- by default the secondary area would be like another stationary fort map, but there might be cause for it to move, and that wouldn't be too difficult (just some variables that would need to be updated).

Quote from: Dantez
Since I am writing a book about dwarves right now, and music has a pretty big part in it, I had to ask:

Is there any possibility of clarifying the randomly generated musical instruments? So far if I want to build or buy some instruments, I have to go through a bit painful process of reading through what each instrument is and what it does. I mean, that is fun and kinda cool, but I would like it a lot if for example there was a (wind), or (string) tag in front of the random name. Would be much quicker and clearer in my opinion.

Yeah, we're going to have to come to terms with better exposition at some point, especially if we start generating more items.  On a related note, in the next version you should be able to get at some of the paragraphs more directly in the XML dump.

Quote from: Killermartian
With the addition of expeditions, will you be able to send squads out to civs your at war with to negotiate a treaty?

Not yet!  We'll get to diplomacy as we go.  There'll be more of it in the embark scenario release, but we'll see if that involves that specific kind of diplomatic party.

Quote from: Shonai_Dweller
Is it the state of war itself that will cancel your siege safety triggers, or just war caused directly by player meddling (squads)? Will that status carry over into your next fortress if you play the same civ (and the war hasn't yet been resolved)?

The first might make for some Fun embarks, and not completely unfair since you are warned in advance if you're at war with anyone.

My recollection is that it is only player meddling, and that the state does not carry over.

Quote from: Beag
1. In worlds with afterlives will there sometimes be ways for adventurers to return to the mortal world in some way? Maybe by possibly making a deal with a powerful entity?
2. If an adventurer gets possessed by an entity, for example a demon, if they are strong willed enough will they be able to share control of their body with the entity? Would they be able to talk with the entity and possibly be able come to a truce to share the body?

1. Those sorts of rare journeys back and forth are common enough in real-world myths, so it fits the bill.  But it's unclear what'll come into the game of course.

2. Right now we have multiple souls supported for creatures (it's just not used), and there's an "active soul" that gets to control everything.  Smearing that out on a limited basis might end up being in the cards, especially as we get into spell effects like "possession" etc.  Hard to say exactly what though.

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Quote from: PlumpHelmetMan
1. While reading one of ThreeToe's old stories, I was struck by the fact that the setting of one story seemed to have a named moon (Eros, if I recall correctly). Any chance of celestial bodies eventually being given their own unique names beyond just basics like "Sun" and "Moon" in worldgen, or perhaps even being capable of generating worlds with multiple suns or moons, etc.? It would certainly add depth to the lore of individual worlds in my opinion.
2. If in adventure mode your character becomes a threat to a major civilization (for example if he/she becomes a master criminal, night creature, evil sorceror, maybe they've just killed a few too many important people with a lack of reason for such, etc.), will it eventually be possible for NPC heroes to be issued quests to destroy you? Like, let's say, one day you're just minding your own business in your necromancer tower and then suddenly BOOM: an adventuring party armed with weapons shows up at your doorstep and tries to kill you? The idea of finding yourself being the villain of someone else's story is certainly something I find intriguing.
Quote from: squamous
If NPCs can go on quests now, could they be assigned a quest to kill you if you are an enemy of the civ they are in?

1. Putnam mentioned multiple moons coming up before, and it's still the idea.  There are some annoying parts that need to be handled, in terms of things that are currently hard-coded (like the little sun/moon display at the top of adv mode travel).

2. There's nothing like that at this point, though it's sort of encircled by related code now, by your own quests and also monster hunters visiting forts and more.  Not sure when it'll come to fruition.

Quote from: Hoshiqua
Will it be possible for powerful magic / godly entities to appear in the world with a certain goal in mind ? For example, entity X has the ability to animate corpses like your average necromancer, has divine equipment, vulnerable to Y substances / metals... and has the goal to Rule the World, and since it is really powerful, it will actually be a world threat and invade. I realise it might not be very balanced (might lead to world being invaded and destroyed in 100 years) but then we can always re-generate worlds as we please. Could also have other goals like building the biggest city / wonder, killing a certain family (avenging spirit ?), counter another powerful entity (Entity X appears / wakes up to invade the world with an army of undead, Entity Y appears to fight it back), make a demigod child with some king / lord...
Would be really nice as it would give mature worlds a big shake, maybe destroy some part of it so in an adventure playthrough you could witness the event itself, or perhaps the aftermath where civilizations slowly rebuild...

Ha ha, PatrikLundell mentioned this is squarely in suggestion territory, and would make a fine thread over there, but I just wanted to say that, along the theme of "change", which is a big part of what the myth/magic release is to us, this sort of thing generally would fit.

Quote from: Immortal-D
- If I play a macro to place 10 thrones and 10 tables, but only have 6 thrones, the macro stops completely instead of just bypassing that step and building all the remaining tables.  Can you say offhand how difficult of a fix this would be?
- On a related note, have you considered adding a 'free build' mode for the purpose of macro recording ingame?  Just a blank canvas where digging and building are instantaneous.

I didn't write the macro code, so I really have no idea.

Somebody mentioned potential future site editing, in terms of the 'free build'.  As we approach that, we can all think of ways we might relate such a thing to the game.

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Quote from: PatrikLundell
(regarding dev log on drunken wandering dwarf quester)
I hope this interesting twist also means we'll get the means to give our questers more nuanced orders (should we want to avoid the interesting consequences of literally following the original (too brief) orders).
Quote from: JesterHell696
My question is, do you have any intention of adding IF/THEN/ELSE statements to the orders that you give to Artifact retrieval squads, for example

IF Owner human THEN Diplomacy ELSE Steal

Ha ha, yeah, that story raised those questions for us as well, and though we haven't done anything yet, I imagine that'll be part of a future update.  Depending on how annoying it is, sooner rather than later.

Quote from: thvaz
Is there a chance these parties we send may find something unexpected in their way? (ambushes by enemies or wild animals, bar fights, getting lost,  etc)

As you might imagine, having interesting and varied After Action Reports for our off-site squad journeys was an initial goal.  As you might also conclude, having watched the project for a time, we also totally ran out of time and whiffed, ha ha ha.  But we'll keep putting stuff in!

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Quote from: MoonstoneFace
Will heroes and adventurers ever have titles related to their achievements? For example, in one adventure mode world I killed about twenty buzzards. Could there be a thing where I become MoonstoneFace the Buzzard Killer/Slayer of Birds, and could that be added to generated heroes based on their achievements?
Quote from: Shonai_Dweller
Would be nice to see a more dynamic system that connects titles closer with reputation. That way, different parts of the world would know you by different titles, which seems to be how it works in a lot of fantasy. With an attached title only coming in when your reputation throughout the world is firmly established. We're already starting to see indications of that with 'protector of the weak' and such.

Yeah, we'd always wanted to make the titles more meaningful, but the name code doesn't currently support it.  The changes to language we are testing out with prophecies (not really noticeable in game, but the framework is growing) will hopefully come to suddenly allow all sorts of better constructions, related to in-game content and so forth.

Quote from: Untrustedlife
With that awesome new devlog about the questing dwarf. In adventure mode Could I stalk an artifact quester to the dragons cave, without them noticing or maybe with a chance of being busted in the process, wait for them to retrieve it, then terminate them and get the glory for finding the artifact with no sequence breaks? Eg, can i follow them as they barhop directly and watch them walk into the cave or even see them sneak in and get the artifact?

Mostly, up until the part where they are actually supposed to pick up the thing in the cave if you follow them too closely.  Some of that is dodgy (ie, they have no meticulous local search code or whatever would be required).  If you hang back a bit, they can hit the cave more abstractly and you'd be able to rob them right afterward.  Ideally, they'd have the search code too, to complete the picture, but there just wasn't time for it.

Quote from: Daniel the Finlander
What are the plans for crafting speeds of items? Making them more realistic would mean, for example, that good chain mail would take almost a season to make from a decent armourer. This would have quite a big impact on gameplay, not necessarily positive. Which one would you prefer in this case, realism or gameplay?

Currently the economy of dwarven forts resembles bronze age palace economies, which got me thinking: once monetary economy has been added back in and innovations affect gameplay, will the former require inventions to appear? So if you start a fort in a world where things like currency and private ownership haven't been invented yet, will the economy be like the current one where dwarves don't have personal wealth and share everything?

There's something hard lurking in there, between the fort/adv mode time differences, and what should be the overall worthlessness of your fort in the grand scheme of things.  I'm not quite sure what'll happen.  In some sense, "gameplay", whatever that means, must always win.  But it becomes a blurry concept with realism when you think of different moods you could be going for, and we vaguely slant realistic most of the time.  Adv mode is easier for me, since realistic times are easier to default to.  The fortress feels like it needs to remain a world participant, even if that involves fudging.

Ideally, the inventions/innovations would be required for a given thing to work.  Naturally there are practical problems with this, in terms of the amount of code work and sanity-checking that needs to be done for different combinations.

Quote from: PlumpHelmetMan
In adventure mode, will your character ever be able to call out a demon that's taken over a human civilization in the guise of a god (or, you know, any modded creature with the [POWER] token) as a false deity, in a similar way to how you can currently expose night creatures?

Ha ha ha, it's reasonable enough.  I'm not sure why we don't have something like that already.

Quote from: clinodev
I (sort of) maintain one of the more popular embark profile packs, and there's something of a mad scramble to playtest/fix them with each release (Embark points changed? Stepladders? Asexual livestock? Wooden axes?)

Are there any changes in the coming release/fixes that obviously require changes in Embark Profiles?

Hmm, I'm not sure what the typical problems are.  FantasticDorf mentioned that there'll be some new items, like display cases and pedestals.

Quote from: StagnantSoul
Will we ever be able to run two fortresses at once?

PatrikLundell mentioned portals, and that might be the first feeling of it.  And yeah, as for other instances of it, I'm not sure if there'll be something specific there, or a looser civ mode, out in the distant future of the future.

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Quote from: KittyTac
Will night trolls ever come to abduct dwarves in your fortress?
I wrote a suggestion about this about the time Toady was working on the night creatures.I thought then it wouldn't be so hard as there were mechanics for abductions already.

Yeah, not so much a tech problem, but one of the mental obstacles with diving into this was not being able to go out and rescue them.  Like, of course that was there for the kidnapped children, but piling up on that feeling of helplessness was a blocker for it.  And with the new off-site squads, that's settled now!  But I'm not sure when it'll actually happen, of course.  It'll be nice to continue making world gen and in-play more homogenous, anyway.

Quote from: PlumpHelmetMan
Once the magic system gets implemented (I'm aware that's still a while coming), will players creating their own magic-powered technology for their forts be a possibility?

Like...  crystal-powered mills and stuff?  I'm not sure.  Various objects and reagents are in the myths now, some more tech-feeling than others.

Quote from: Beag
1. Will animal people and randomly generated races eventually get detailed facial and physique descriptions like humans, dwarves, elves, goblins etc.
2. If not how will law enforcement track the physical descriptions of animal people criminals without being suspicious of every animal person they see?
3. Will magic that disguises what you look like be possible in some worlds?

1. Ideally, but it's more work, and there are a lot of them.
2. They might very well be suspicious of all of them.  Certain critters like crows are very hard to tell apart in real life, so we might have to embrace that at some points anyway.
3. It's in the effect lists, which means it is on the plate but not necessarily on the first pass.

Quote from: Shonai_Dweller
Do merchants notice/care if you try to sell them artifacts that belong to their civ? Do they recognise the diplomatic intent of offering them their artifacts for free (as opposed to free barrels of prepared meals for example which may well have a higher 'value')?

Yeah, there is a special pop-up window for it, and it understands trade vs. offer (vs. seize if you grab one back).

Quote from: PlumpHelmetMan
Once the justice system finds its way into adventure mode, will it be possible for your player character to start out as a prisoner?

People mentioned some issues with actually, like, being in a cage or something.  We always imagined our opening 'prisoner' situation would be something more like Ultima Underworld, say, where you're in more of an exile environment.  The rest depends on how time passage and/or escapes work.

Quote from: ZM5
Will the raws of procedurally generated creatures - titans, angels, forgotten beasts, etc. - eventually interact more with the other creature raws?

I noticed demons occasionally are made out of modded materials - would it be possible then to have procedurally generated creatures that derive from other files? I.e sometimes instead of an FB thats a "cat with three eyes and a tail" you'd have a giant gorlak made out of iron with horns, or a gargantuan dwarf with chitin instead of skin, eye stalks and antennae.

It gets harder and harder to parse that sort of thing.  I'd say it's closely linked to the "centaur" problem, of mixing a human and a horse raw object properly.  If we solve that we should have various interesting interactions.  Not sure when we'll try.  Maybe not for the first myth release though.

Quote from: Shonai_Dweller
In your talk today, you started to talk about the major difficulties that you have to overcome and concluded that skipping another 1000 years after playing for a bit (returning to worldgen) is 'pretty hard'. I certainly think you're right in that lots of people want to see this someday, but is it something you think you're going to attempt one day or by 'hard' do you mean you just can't conceive of how you might even attempt such a thing?

Nah, we might try it.  The pure dumping of all the refined post w.g. data and going back to world gen isn't the hard part, it's more choosing which data to dump and doing that gracefully or in stages (I think I might have mentioned the problem of starting a 1000 year advance and then bailing out after 5 years, which would leave a shell of your former world if the data is dumped).  Well, the pure dump isn't *easy*, some care must be taken, but having some stark button like "I commit to a 100 year advance" is certainly in the realm of not-impossible things.

Quote from: PlumpHelmetMan
Will we ever be able to name our adventuring parties, at least once they acquire enough members? Fellowship of Urist's Glorious Cheeses FTW!

Probably, since the bandits can do it with their groups right now, and there are squads, and performance troupes.  Not sure when or what.

Quote from: Beag
I noticed that in the screenshots of the myth generator information pertaining to individuals of a particular race's fates, such as if they have free will, their fates are predetermined or if some other entity controls their fates. How will this translate into game play? For example if dwarves fates are predetermined to what extent is it predetermined? Are the destined to die a certain way or are their entire lives mapped out? Also how will this mesh with the player and their inevitable random actions in the event they play a member of that race in adventure mode?

The nice thing about fate is that it doesn't need to matter at all, between free-will and predetermination.  But we can work it into what kinds of spell effects are available, how they work, and so on -- so there might be "strands of fate" linked to the "Wheel of Whatever" and all that, and it might change, in practice, some future prophecy or something like luck rolls.  It's mostly flavor text, but it's also usable.  It's very hard to actually map out a future life though, and we likely won't try that beyond certain specific manageable things.

Quote from: Mes
I know they're not the focus of this particular release, but how are starting scenarios going to work as far as their availability goes - say, being determined based on some factors like current history and the needs/desires of your civ and its rulers (with some 'evergreen' scenarios that you can always pick, including some kind of "freeform" scenario that is basically what we have now, a party of seven coming together to venture out into the world and found a new home for themselves, as well as other scenarios that fall into a "there's always a need for this" category, such as a mining colony or roadside tavern), or is it going to be more like Cataclysm: DDA's "starting professions" where you can just pick whatever you fancy at any point, even if it might make relatively little sense (like a military outpost...for a civ that isn't at war with anyone)?

Basically, how much depth is there meant to be wrt the starting scenarios before you pick one, if that makes sense?

I know it's probably the worst way to word this kind of question (it's basically a suggestion wrapped under a paper-thin veil of a question at this point), but I haven't really seen too many mentions of how that part of the scenarios is going to work (although I will admit I haven't done much in terms of actively looking for it, so maybe that's on me).

The idea, which admittedly is a bit far off to detail, was definitely to tie it in closely to the current state of the civilization, so that it would understand what the "point" of your fort is in the same way that it understands other new sites it makes (of course that's not involved now either, but it will be in that release).  Now, I think there's a fair concern in terms of wanting to have this or that style fortress and it just not being supported by any world civs, and perhaps something like the grayed out "not recommended" race/class combinations in some games (that you are still allowed to pick) would work.  I guess we'll figure that out closer to the time.

Quote from: Shonai_Dweller
So, prophets and prophecies are kind of intriguing. I understand they'll all be 'fake prophets' this time around (even the ones which aren't spies) but what do you have planned for their prophecies when they're not fake? Can the game predict the future? How does that work? I know you mentioned it in a talk at gdc, but I don't think I understood it...at all...

Ha ha, yeah, it's a hard problem, but certainly a simple timed event (like the world being bathed in fire in the year 500) is easy enough to manage.  The harder part is more like conditional prophecies, or the fate of a given character hinging on this or that nebulous state.

Quote from: FantasticDorf
- With a understandable risk of being targeted for 'accidents' because the player knows its a dummy profession (or least a generic concealable one) do peddlers have any specific purpose to fortress mode to dissasuade players from calling a militia onto them pre-emptively to out a suspected spy or releasing traps to arrange fatal accidents? (visitor looting is already quite popular)

- Are peddlers within worldgen as you might find wandering around more receptive to trading requests?

Ha ha, not yet.  We knew we didn't have the economy, but we did want to plant a flag on behalf of the peddler having a future role, so they are there, useless.

Quote from: falcc
Since there's already people being identified by descriptions with the new made up identities do you plan to eventually have artifacts spotted somewhere described by appearance if someone doesn't really know about it? I know you've played Caves of Qud and their artifacts need to be identified, but that game obviously doesn't have all the same tracking code DF does

Yeah, we'd hoped to play around with that in the future.  The way it just gives you the name for free now is weird, and that can be spread out to apply to more than just the player (and going on a whole quest just to get the name of an artifact might be cool, or something like Gandalf's archive search to ID the ring, etc).  Not sure when, naturally!

Quote from: Daniel the Finlander
As we'll be able to play as humans and other non-dwarven races in the future, I'd like to ask something about them. Will other races besides dwarves be able to live underground and dig as proficiently as dwarves? I don't think they should. Some big penalty to mining speed would do the trick and ensure players won't make underground fortresses with humans or whatever, and some health effect that is the opposite of cave adaptation (caused by entering underground after a long period of living above ground)  would be nice as well.

It certainly makes sense...  it probably ties into the whole discussion of how mining can be made more involved in general, in which case we'd have more conceptual levers to play with.

Quote from: Hinaichigo
What would happen if you sent two separate squads out after the same artifact, one right after the other? If the first squad successfully obtained the artifact, would the second squad try to violently or stealthily take it from the first squad in order to bring it back to the fortress themselves?

As I recollect, there's a civ check that'll prevent them from becoming hostile, but I suspect they would follow the other squad back with some interest (ie, like glue).  Wouldn't commit to that w/out a test of course.

Quote from: squamous
So I found out you could make adventure mode sites in caverns. Is it possible that when they are linked with civs in the upcoming update (if I am understanding things correctly, that's on the list of changes), you could make an underground tavern that people will visit?

On another note, would visitors petition for residency in an adventurer-built site?

Ha ha, I really have no idea.  Seems more and more likely as we get the links properly formed that things'll pop in automatically.  On petitions, on the other hand, those are fortress-mode specific right now.

Quote from: PlumpHelmetMan
If we'll eventually be able to control any civilization, does that mean the game might be renamed once dwarves are no longer the central focus? Not that I have a problem at all with the current name, just something I'm curious about.

Ha ha, I doubt we should rename it now.  We have tried to make sure that "Dwarf" isn't hard-coded very many places, to make mods feel full, and I thought at one point that might include the title at the top during play.

Quote from: Shonai_Dweller
With mythgen (and beyond) what do you see happening with the concept of 'natural enemies'?
Right now, at year 0, everyone hates goblins because they snatch babies and kobolds because they're thieves. Tags make it true for all time. Is that going to be more defined and mixed up during mythgen (dwarves hate humans naturally because in a time before time humans were created after their god betrayed the dwarven gods, etc)? Or are you thinking of phasing out tag-dictated natural enemies altogether and leaving it all to history (dwarf civ 1 and goblin civ 3 have been strong allies ever since a goblin adventurer recovered the dwarf civ 1's artifacts from a bunch of elves in the year 24. Dwarf civ 3 have never forgiven human civ 2 for the sacking of their capital in the year 4, etc).

There's a part of that that's tied up in ethics tags, rather than "snatcher", I think, though I don't precisely recall, and ethics tags are going to weaken over time as strict raw elements as new systems appear (eg laws/customs/status).  And stuff like "snatcher"...  well, those too.  Those shouldn't exist, really, outside of something more like a better customs frameworks.  I don't mind the idea of myths setting up very strong issues between critters, even kill-on-sight stuff, though of course what goes in is anybody's guess, and it's more interesting if those initial issues can get bent oftentimes in the course of history.

Quote from: iceball3
Will we, as fortress overseers, be able to arbitrate the arrest of fortress visitors (with or without diplomatic penalties with whoever they're associated with), now that the risk of a siege worth of party-goers accumulating in the pub is now very real?

For future versions:
How conscious of transformative conditions do you think society ingame should be? For instance, would anyone attempt to perform experiments, inquisitions, worship, or otherwise hold study topics about werewolfism or some other manner of syndrome?

Do you think societal interactions with conditions like these should be handled heuristically (takes social values of race and compares them to the effects of the syndrome/transformation in question) or dictatively (Specific tags in syndrome and/or civ/value system raws that allow one to directly set how a community generated from those raws would likely respond to the condition)?

Haven't done anything with this yet, and not really sure how much that'll come up until we understand the justice system a bit better.

We had a bit on the dev page about, say, a holy order that would be able to help you hunt night creatures or something.  Linking the current knowledge system used by scholars in with the fantasy facts of the world is sort of a myth release goal, along the lines of "magical research" but not necessarily restricted to that.

Tagless heuristics are best if you can get them to work in a way that doesn't step on common sense or moddability.  Not sure what we'll end up with, especially when that's all mashed into myth gen (which has a much more mushy quality to it, and a sort of cascading relationship with mods and parameters).

Quote
Quote from: Fleeting Frames
Will artifact weapons and armour be used in martial pursuits?

Will named food items be eaten?
Quote from: Inarius
And can artifact weapons and armours can be taken from corpses after a battle ?

People can carry their treasures, and this'll be especially true of weapons/shields/etc. given names during world gen, but it doesn't specifically try to set anything up now either.  Dunno if there's named food, unless that's a bug.

There is corpse raiding for artifacts, though I never observed it in-play for dwarf squads.  Have seen it in world gen.

Quote from: Thundercraft
After this gets implemented, will players/dwarves eventually be able to pray to a deity and ask to change the sphere of a region to something else (such as to reflect the sphere of the deity being prayed to)?

On the "change" theme, we intend to code the new region states as changeable.  Haven't really committed to specific mechanisms though.

Quote from: ZM5
Kind of an odd question, but will there eventually be an option to have creature names remain untranslated - and also in that case, have a chance for the second word of their last name to be omitted?

I.e instead of Kogan Oddomzangin (would normally mean Cloistercreek) it'd just be shortened to Kogan Oddom, remaining untranslated when speaking to the dwarf.

I often use the word sets I generate for DF with external applications for settings and characters I write - it'd be a neat feature immersion-wise; it may be personal preference but I notice the names would roll of the tongue better
if they were left untranslated and kept to only single words for the name and last name.

I'm open to suggestions for various options, although there's some inertia in the code pushing against a really easy change here.  It's almost random now whether it chooses to show an untranslated, translated or both names in a given context.

Quote from: Mes
Will there ever be limits with regards to areas in which you can embark, beyond the obvious "literally can't embark here because it's the middle of the damn sea"? I know people enjoy having the freedom to settle anywhere they please, but it seems rather odd that you can choose to go to places where that your civilization (or any civilization, as the case may be) isn't even aware of the existence of, let alone has access to.

There's the whole exploration section of the dev page, where it's sort of assumed there's partial maps and all that sort of thing.  Of course, people like their cool hard-to-find embarks and so on, so we'd be careful with it, but a sort of default might be that you can strike out a little beyond the known lands, or more ambitiously we'd dive into one of those Oregon-trailesque suggestions of having your party actually go out from a fortress in a sort of pre-fort mode where you could strike out as far as you can for whatever reason, perhaps running into trouble along the way.

Quote from: ZM5
A question I forgot to ask, inspired by some discussion on the Discord...Will there be a possibility different AI settings for creatures that modders will be able to set in the raws on an individual creature's basis?

For example, zombies and very simple-minded animals would have a setting, lets call it "mindless", so they act like they currently do, charging mindlessly without utilizing advanced tactics, concern for their own safety and not taking advantage of combat opportunities or surroundings.

On the other hand, humans, dwarves, and other intelligent humanoids would have a setting, lets call it "intelligent humanoid", so that they wouldn't mindlessly charge, instead changing up tactics depending on the opponent and taking opportunities - i.e against dragons and other firebreathers they'd spread out instead of clustering together, or against giant enemies you'd have several units grabbing onto their legs to keep the opponent distracted while others actually do damage; alternatively the melee weapon users would cluster around the giant to keep them from going anywhere and mostly staying on the defense, while the archers would keep their distance and pelt the enemy with arrows.

I understand there'd be a LOT more nuance to it (how armored the enemy/allies are, distance, possibility of picking up weapons if disarmed, wheter surrounding area has potentially deadly drops, personality of the individual creature - I can imagine an individual with high cruelty would needlessly prolong the death of their foe, whereas an individual with high bravery would be more likely to perform reckless charges against much stronger/tougher opponents even if its not to their advantage, etc.) and that it'd take a long time to actually get working to even a basic degree - I'm just wondering if its a possibility at any point in the future of the development.

There's a sense in which this is already the case -- that is, scared people run away, and zombies don't, and there are a few distinctions elsewhere, peppered throughout various decisions.  As we add more stuff as we go, it'll apply to proper things, as combat continues to be expanded.  That doesn't relate specifically to modding yet, since we haven't had much to work with, but as a simple case I certainly see a future where there are things like pack hunting vs. ambush hunting (that's already vaguely in there in some broken spiderish cases or spawn number type things, but I mean, more correctly), and then on from there.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 04, 2017, 05:55:46 pm
I can hear the jovial Toady from here, like a train down a tunnel as the update is seen far on the horizon waiting to pull into the station. Excellent responses as always to our rather sometimes difficult questions.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 04, 2017, 06:18:06 pm
Thanks very much for your responses to all my inquiries, Toady. You and ThreeToe keep up the good work!
Title: Re: Future of the Fortress
Post by: Ophanim on October 04, 2017, 09:35:41 pm
When it comes time to add secondary loaded areas, do you have any plans to multithread them?

Will there be Banach space planes populated by flat chains? Or, more realistically, taxicab metric planes?
Title: Re: Future of the Fortress
Post by: KittyTac on October 04, 2017, 09:51:17 pm
Will the unfinished stuff you ran out of time to implement fully be implemented in the bugfix mini-releases following this one?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 04, 2017, 10:05:41 pm
When it comes time to add secondary loaded areas, do you have any plans to multithread them?

Rather than posting here, you should probably add to one of the many threads that discuss the exact complexity of multi-threading dwarf fortress and say why you think specifically this part should be multi-threaded, as opposed to any other, along with the exact benefits, comparitive ease of implementation, etc. And then make a suggestion on the suggestion board.
Title: Re: Future of the Fortress
Post by: thvaz on October 05, 2017, 03:56:36 am
Thanks, Toady! Eager to try the upcoming release.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on October 05, 2017, 06:53:08 am
Dunno if there's named food, unless that's a bug.
There's an old story about hauler getting interrupted and fighting/killing so much with a cheese they name it.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 05, 2017, 07:20:06 am
Quote from: Toady One
Quote from: Stagnant Soul
Will we ever be able to run two fortresses at once?

PatrikLundell mentioned portals, and that might be the first feeling of it.  And yeah, as for other instances of it, I'm not sure if there'll be something specific there, or a looser civ mode, out in the distant future of the future.

Something about this gives me 'Stargate' esque vibes of two immediate places being immediately or short term connected over long distance, also ambiguity for what might be on the other side at any given time without someone poking their head around to scout.


- I don't mean to press for details about something that at the given time is a twinkle in your eyes, but are portals static constructions or wizard dependant temporary arcane constructs?

- Besides from nasties that might arise from going outside your existing plane, will there be any immediate danger in regards to world armies coming through the portals if they own the immediate site on the other side? (Goblin occupation for instance, see you're on the other side of the portal and instead decide to send a army right on through to you rather than walk the long distance to the overworld because you're nearer than everywhere else)

And finally

- Are portals likely to become secret generation features to be found after being placed in worldgen?

I thought i would get my portal related questions out of my system while you got me thinking about the subject.
Title: Re: Future of the Fortress
Post by: Putnam on October 05, 2017, 08:19:09 am
Quote from: Toady One
Quote from: Stagnant Soul
Will we ever be able to run two fortresses at once?

PatrikLundell mentioned portals, and that might be the first feeling of it.  And yeah, as for other instances of it, I'm not sure if there'll be something specific there, or a looser civ mode, out in the distant future of the future.

Something about this gives me 'Stargate' esque vibes of two immediate places being immediately or short term connected over long distance, also ambiguity for what might be on the other side at any given time without someone poking their head around to scout.


- I don't mean to press for details about something that at the given time is a twinkle in your eyes, but are portals static constructions or wizard dependant temporary arcane constructs?

Why would it be limited to one?
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 05, 2017, 09:35:59 am
Why would it be limited to one?

I mean without stargate esque dialing, which is why i drew out that example also it probably wouldn't be clean (but very dwarvenish) if you were all bundled into the same portal system.

I suppose we'll get a answer from toady, but i mean there's any sort of thing to speculate on it. Moving units across the XYZ presentably isnt a hard task with co-ordinates (obtaining & execution in dfhack) so really determining what portal goes where and if stepping in the radius of a portal tile deliberately or accidentally would return consistent results is what i meant versus static fixed into place or temporal portals opened by people with the power to do so (with magic rules).

Really saying any more of it treks into suggestion territory.

Quote from: PatrickLundell
"Ever" is a long time. When two way portals come along it ought to eventually be possible to have activities on both sides at the same time, which might be called "two fortresses" or "one fortress with activities split over several locations". Two actual fortresses (i.e. two embarks, etc) is unlikely, but would rather end up as a new civ level game mode where fortresses aren't controlled in detail (however that would work, if it gets implemented). I doubt sufficiently many people would want to control multiple embarks in parallel at the current level of detail for Toady to find it worth the trouble to implement it.

Ah here's the quote.

> Click on portal, loads other sitemap is what i think Toady was alluding to in that regard if the player's UI perspective can follow through from a fortress mode perspective to another site under your control in a wider scheme. Again just speculation.

(*I edited and restructured after i found the quote i needed)
Title: Re: Future of the Fortress
Post by: KittyTac on October 05, 2017, 09:42:54 am
WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.
Title: Re: Future of the Fortress
Post by: JesterHell696 on October 05, 2017, 10:09:38 am
In some sense, "gameplay", whatever that means, must always win.  But it becomes a blurry concept with realism when you think of different moods you could be going for, and we vaguely slant realistic most of the time.

Well I was wrong, which is not that surprising really, but I know that if personal quantum computers where available I'd want the individual grains of sand to be simulated, that would be detailed and awesome.

Adv mode is easier for me, since realistic times are easier to default to.  The fortress feels like it needs to remain a world participant, even if that involves fudging.

This is partly why I want to play fortress mode at the adventure mode timescale, significantly less fudging.


NOTE: Thanks for the answer to my question Toady.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 05, 2017, 10:31:29 am
WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.
Same. I like using my imagination to decide what things really look like (same reason I find reading more fun than watching movies).
Title: Re: Future of the Fortress
Post by: Scoops Novel on October 05, 2017, 12:24:27 pm
WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.

Pretty certain. Next!
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 05, 2017, 01:17:05 pm
@JesterHell696: I think you've got the wrong impression of what quantum computers are. They're not insanely powerful versions of the current von Neumann computers, but more akin to array processors or graphics processors, i.e. devices very good at a limited set of tasks (such as rendering the current financial network's encryption almost totally useless as protection against an attack against any selected individual transactions, but not all at once, for instance, assuming the attacker has access to such computers, of course). The analogy isn't quite accurate, as the domain in which quantum computers shine is one where current computers curl up in a ball and cry, rather than just one or two orders of magnitude faster (NP complete problems, in math terminology). A quantum co-processor would e.g. be handy for path finding (but you'd still have to write a special program for the co-processor), as it should be possible to compute the actual cheapest path for dorfs according to the penalties applied in little time. Alas, quantum co-processors for private use are probably a very long way off.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 05, 2017, 03:50:44 pm
WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.
Text based graphics is a fairly established form of expression nowadays. While I don't know what Toady eventually plans, it would be sufficient for a  'graphics overhaul' just to add comprehensive support for adding graphics, larger and multiple tilesets, color customization, etc. Anything more would surely just limit the game.

Just thinking about the amount of time it would take to create procedurally generated pixel art that accurately represents the hundreds of possible variants of procedurally generated main races after mythgen, along with support for whatever modifications people want to add to those variants is pretty mind boggling. Would much rather Toady embraced text and the limitless power of the imagination (while updating everything to be as moddable as possible).
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 06, 2017, 11:32:01 am
Something entered my mind after listening in to the recent EXAG talk attentively, more of a little observation that came around from looking inside goblin psychology & behaviours when you have them as fortress citizens and observe their likes/dislikes & thoughts.

Goblins are good at lying anyway as its actually on one of thier civ values that is frequently levelled up in skills that may generate potential pleasure, but would it be possible to "break" a spy on the opposite end of the personal individuals spectrum (Lying = Truth values) as a goal -  past the currently impending update (at a later date if the system recieves more work to tie up loose ends described in the talk that are partially completed) - by exploiting a individual with high truth values who sincerely dislikes lying but is pushed into the role anyway by the selection algorithms.

Here's to making a unusually honest spy completely flip back to its original identity in the middle of town dropping the secret identity of its own volition or giving up and go on a rampage deliberately by poking enough holes in its story and/or drive it beserk/catonic/suicidal by giving it constant unhappy thoughts by making it lie to avoid disrupting their mission.

Title: Re: Future of the Fortress
Post by: BenLubar on October 06, 2017, 06:24:56 pm
I watched your talk on YouTube, and it seems like a lot of the systems in Dwarf Fortress are limited by the fact that computers have a limited amount of RAM.

What limitation of Dwarf Fortress itself has caused you the most trouble?
Title: Re: Future of the Fortress
Post by: kontako on October 06, 2017, 10:33:48 pm
Can you take on the identity of another character? If I were to kill a king, dress as them and dispose of their body will I be able to inherit their position?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 06, 2017, 11:05:11 pm
Can you take on the identity of another character? If I were to kill a king, dress as them and dispose of their body will I be able to inherit their position?
Not yet. He covered that in the stream yesterday.
https://youtu.be/t2LEr7Etf9s
Title: Re: Future of the Fortress
Post by: kontako on October 06, 2017, 11:52:38 pm
Can you take on the identity of another character? If I were to kill a king, dress as them and dispose of their body will I be able to inherit their position?
Not yet. He covered that in the stream yesterday.
https://youtu.be/t2LEr7Etf9s

Hahah, I just came back to say nevermind but you beat me to it.
Title: Re: Future of the Fortress
Post by: Mel_Vixen on October 07, 2017, 12:50:45 am
Quote from: Toady One
Ha ha, yeah, it's a hard problem, but certainly a simple timed event (like the world being bathed in fire in the year 500) is easy enough to manage.  The harder part is more like conditional prophecies, or the fate of a given character hinging on this or that nebulous state.


I dont see that as a problem per se. As with false prophecies and changing fate you could just say a prophecy was broken / false. If there is a nebolous condition then it should be, for the sake of gameplay and openness, be possible to avert or further the fullfillment of that condition/prophecy. There are numerous examples of Prophecies that are tried to be broken in fantasy already - say Pharaos killing the firstborns of an enslaved religious sect.

edit:

Quote from: Toady One
2. Right now we have multiple souls supported for creatures (it's just not used), and there's an "active soul" that gets to control everything.  Smearing that out on a limited basis might end up being in the cards, especially as we get into spell effects like "possession" etc.  Hard to say exactly what though.

This is only a TECHNICAL question (cause recent modding topics) and not because of Politics or whatever: Is the Gender of a being defined within the soul or is it defined by the bodies sex? In Fantasy there allready Genderbender scenarios - for example loki turning into female being. Also the orinetation is stored in the soul right? Would a fem soul in a Male body have bad thoughts?
Title: Re: Future of the Fortress
Post by: Rose on October 07, 2017, 01:18:18 am
If a goblin disguised as a human (probably lots of tan paint, I guess) steals from the elves, and a human hears about it and approves, then later finds out it was really a goblin, will the human get a better opinion of the goblins?
Title: Re: Future of the Fortress
Post by: Putnam on October 07, 2017, 01:25:37 am
WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.
Same. I like using my imagination to decide what things really look like (same reason I find reading more fun than watching movies).

It is sincerely unlikely that a graphics overhaul would come with actual built-in graphics. The last one certainly didn't.
Title: Re: Future of the Fortress
Post by: Detros on October 08, 2017, 05:17:26 am
Quote from: StagnantSoul
Will we ever be able to run two fortresses at once?
PatrikLundell mentioned portals, and that might be the first feeling of it.  And yeah, as for other instances of it, I'm not sure if there'll be something specific there, or a looser civ mode, out in the distant future of the future.
How possible with current systems are overlapping sites?
Like ability to embark on 1x2 area that already includes two 1x1 forts. Or even to create fort C on 1x2 area that includes right end of 1x5 fort A and left upper corner part of 2x3 fort B? Or making new 1x2 fort inside bigger 3x4 one? Probably all map tiles of new fort will need to be either empty or belonging to (ruins of?) forts of your civ.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 08, 2017, 05:28:18 am
Quote from: StagnantSoul
Will we ever be able to run two fortresses at once?
PatrikLundell mentioned portals, and that might be the first feeling of it.  And yeah, as for other instances of it, I'm not sure if there'll be something specific there, or a looser civ mode, out in the distant future of the future.
How possible with current systems are overlapping sites?
Like ability to embark on 1x2 area that already includes two 1x1 forts. Or even to create fort C on 1x2 area that includes right end of 1x5 fort A and left upper corner part of 2x3 fort B? Or making new 1x2 fort inside bigger 3x4 one? Probably all map tiles of new fort will need to be either empty or belonging to (ruins of?) forts of your civ.
Not possible in vanilla (but you can embark over an adventurer site), possible with Dfhack.

What exactly do you want to know? What issues there are technically in the code preventing (vanilla) from allowing embark anywhere?
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 08, 2017, 06:30:45 am
Expanding on Shonai_Dweller's comment: DFHack's embark anywhere allows embarking on top of necro towers, vaults, and, I think, existing habitation sites (plus, I assume other non habitation sites I haven't tried, such as labyrinths and tombs). I haven't checked whether you can embark (partially) on top of player created fortresses.
Title: Re: Future of the Fortress
Post by: EPM on October 08, 2017, 01:20:37 pm
I haven't checked whether you can embark (partially) on top of player created fortresses.

I've done this as part of an experiment on whether doing that or unretiring/reclaiming a site would lead to better FPS, my theory being that an identical map that discarded all the other data attached to the site would be worth a try. (It made no difference for the record, since FPS drops in an aging fort are caused by so many different factors.)

It does lead to the pre-existing inhabitants of the site all being marked Hostile, however, though I'm not sure if this was due to being part of a different civilization (same race) or not, and I cursed myself after the fact for not making note of that detail.
Title: Re: Future of the Fortress
Post by: Thomasasia on October 08, 2017, 07:12:25 pm
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 08, 2017, 10:23:01 pm
Sentient artifacts feature in a few of the base stories, so it's certainly something Tarn has pondered.
Title: Re: Future of the Fortress
Post by: Mel_Vixen on October 08, 2017, 11:48:16 pm
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

I think souls iirc as it stands now incorporate all the mental data of an intelligent being (Name, mental skills, knowledge, motivations etc.) as seperate Datastructure to the body. There were some experiments where people summoned (DF-Hacked) the soul of gods into usefull idiots willing subjects.
Since gods are bodyless entities and keep theyr data i would say that they do retain data. If a souls skills rust in Limbo is to be seen.
As for souled artefacts ... i think the last word on it was "Planed but no ETA"?
Title: Re: Future of the Fortress
Post by: KittyTac on October 09, 2017, 04:22:33 am
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

I think souls iirc as it stands now incorporate all the mental data of an intelligent being (Name, mental skills, knowledge, motivations etc.) as seperate Datastructure to the body. There were some experiments where people summoned (DF-Hacked) the soul of gods into usefull idiots willing subjects.
Since gods are bodyless entities and keep theyr data i would say that they do retain data. If a souls skills rust in Limbo is to be seen.
As for souled artefacts ... i think the last word on it was "Planed but no ETA"?
Oh crap. Link to the experiments?
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 09, 2017, 09:14:45 am
Well that sounds like fun, maybe resummon a wizard kept in the afterlife back into the living realm by doing a soul-swap with the wizzes skills, memories and conciousness taking over the host.
Title: Re: Future of the Fortress
Post by: KittyTac on October 09, 2017, 09:17:13 am
Well that sounds like fun, maybe resummon a wizard kept in the afterlife back into the living realm by doing a soul-swap with the wizzes skills, memories and conciousness taking over the host.

Or maybe, if it's some sort of murderous evil wizard, uncontrollably going on a rampage.
Title: Re: Future of the Fortress
Post by: Dr.ZCochraine on October 09, 2017, 07:08:30 pm
What sorts of skills will be needed for magic? Or will that be combined with other skils depending on the myth generated and the magical task or item used.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 09, 2017, 07:32:22 pm
Magic will be randomly generated along with the myths, so the skills required won't be set in stone.
Title: Re: Future of the Fortress
Post by: Mel_Vixen on October 10, 2017, 05:59:43 am
Oh crap. Link to the experiments?

Sadly not. I searched the forums but i cant find it since it was a few months back.
Title: Re: Future of the Fortress
Post by: Putnam on October 10, 2017, 08:34:37 pm
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

I think souls iirc as it stands now incorporate all the mental data of an intelligent being (Name, mental skills, knowledge, motivations etc.) as seperate Datastructure to the body. There were some experiments where people summoned (DF-Hacked) the soul of gods into usefull idiots willing subjects.
Since gods are bodyless entities and keep theyr data i would say that they do retain data. If a souls skills rust in Limbo is to be seen.
As for souled artefacts ... i think the last word on it was "Planed but no ETA"?
Oh crap. Link to the experiments?

No idea, since souls are only stored in units and gods don't have units (i.e. gods don't have souls).
Title: Re: Future of the Fortress
Post by: Bumber on October 11, 2017, 07:17:22 am
What sorts of skills will be needed for magic? Or will that be combined with other skils depending on the myth generated and the magical task or item used.
I would assume one way would be a bit like musical forms. General magic skills + proficiency for spell types.
I think Toady mentioned that magic could behave like a relationship with an entity. Maybe social skills would be of use in divine spellcasting.

Oh crap. Link to the experiments?
Sadly not. I searched the forums but i cant find it since it was a few months back.
There's one from several years ago: http://www.bay12forums.com/smf/index.php?topic=139278.0
Title: Re: Future of the Fortress
Post by: Putnam on October 11, 2017, 08:40:22 am
Ah, right, that. That was hist fig manipulation, nothing to do with souls.
Title: Re: Future of the Fortress
Post by: JesterHell696 on October 11, 2017, 11:19:27 pm
Like I said: Imagine whatever non-simulated scenario you think fits best. Myself, I think it makes perfect sense that Dwarves know about distant lands through deities they worship, with the player taking on the role of one.

I think how they know needs to be simulated at least a little, not just hand waved.

There have been several simulation games published over the years in which the player takes on the role of a god. Populous and Black & White are just two examples. How does the deity that the player represents convey their wishes to their followers? I don't believe such games simulate that. And I really don't think players care. "It's F'n Magic" is as good an excuse as any. I think it's safe to say that most players either don't dwell on it or they use their imagination.

You do know that there will be a magic setting right? and that if you set it to "none" there will be no magic and no dwarves, at some point human hamlets will be playable in magic-less worlds, this mean that the game will need to be able to say how they know and not just that they know, and if it can do that for humans then it can do it for dwarves as well.

The hows and whys of magic are part of the reason why there will be a myth generate in the first place, and if magic is set to "none" then the myths the myth generator writes will be false and presumably that means their world formed roughly like ours and little explanation will be needed, but if magic is set higher then the magic of the world will have rules and not just be hand waved as "MAGIC".

I must ask, why do you think that magic will be less detailed then other aspects of DF?

NOTE: While I love the black and white games they are not comparable to DF in terms of depth of simulation.

Is it a simulation first and a game second? Has Toady answered this question before? If not, that's a good question to ask. If being a simulation is more important than being a game, does this mean that playability is to be sacrificed for the sake of making a more realistic simulation?

Unfortunately no.

In some sense, "gameplay", whatever that means, must always win.  But it becomes a blurry concept with realism when you think of different moods you could be going for, and we vaguely slant realistic most of the time.

Well I was wrong, which is not that surprising really, but I know that if personal quantum computers where available I'd want the individual grains of sand to be simulated, that would be detailed and awesome.
Title: Re: Future of the Fortress
Post by: JesterHell696 on October 11, 2017, 11:31:35 pm
@JesterHell696: I think you've got the wrong impression of what quantum computers are. They're not insanely powerful versions of the current von Neumann computers, but more akin to array processors or graphics processors, i.e. devices very good at a limited set of tasks (such as rendering the current financial network's encryption almost totally useless as protection against an attack against any selected individual transactions, but not all at once, for instance, assuming the attacker has access to such computers, of course). The analogy isn't quite accurate, as the domain in which quantum computers shine is one where current computers curl up in a ball and cry, rather than just one or two orders of magnitude faster (NP complete problems, in math terminology). A quantum co-processor would e.g. be handy for path finding (but you'd still have to write a special program for the co-processor), as it should be possible to compute the actual cheapest path for dorfs according to the penalties applied in little time. Alas, quantum co-processors for private use are probably a very long way off.

I do know that there not just "better" processors, its just the the go too "SUUPERR COMPUUTERR" statement, my intent with my comment is that if I had unlimited processing power aka quantum processors in my home computer on top of the standard cpu's and gpu's then I'd want everything to be simulated, right down to the atoms and electrons, even the quantum mechnics of the simulated world if possible.

I know it's ridicules but I've always loved Tim the Toolman Taylor's "MOAR POWER!!!" mentality, its just !!!FUN!!!
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 12, 2017, 04:48:12 am
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

I think souls iirc as it stands now incorporate all the mental data of an intelligent being (Name, mental skills, knowledge, motivations etc.) as seperate Datastructure to the body. There were some experiments where people summoned (DF-Hacked) the soul of gods into usefull idiots willing subjects.
Since gods are bodyless entities and keep theyr data i would say that they do retain data. If a souls skills rust in Limbo is to be seen.
As for souled artefacts ... i think the last word on it was "Planed but no ETA"?
Oh crap. Link to the experiments?

No idea, since souls are only stored in units and gods don't have units (i.e. gods don't have souls).
I don't see any reason for why gods couldn't generate units to store their (newly generated) souls should the need arise. This could happen either as a result of a game event, or as a general change to DF so gods would always have a unit just in case. Soul containing artifacts would presumably have to be units as well.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 12, 2017, 04:57:40 am
Im thinking over the wording of my question and ill change it perhaps after the update eventually lands this month (hopefully)

Because animals can be set to be a internal supply of a civ, does this mean that the beastiary will open to be expanded because the pressure is taken off worldgeneration and [COMMON_DOMESTIC] tags to supply animals, and we will see more examples & variations of animals as a result?

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: KittyTac on October 12, 2017, 06:21:32 am
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

I think souls iirc as it stands now incorporate all the mental data of an intelligent being (Name, mental skills, knowledge, motivations etc.) as seperate Datastructure to the body. There were some experiments where people summoned (DF-Hacked) the soul of gods into usefull idiots willing subjects.
Since gods are bodyless entities and keep theyr data i would say that they do retain data. If a souls skills rust in Limbo is to be seen.
As for souled artefacts ... i think the last word on it was "Planed but no ETA"?
Oh crap. Link to the experiments?

No idea, since souls are only stored in units and gods don't have units (i.e. gods don't have souls).
I don't see any reason for why gods couldn't generate units to store their (newly generated) souls should the need arise. This could happen either as a result of a game event, or as a general change to DF so gods would always have a unit just in case. Soul containing artifacts would presumably have to be units as well.

Ooh, hidden places. DFhackers would love to break into that place.
Title: Re: Future of the Fortress
Post by: Putnam on October 12, 2017, 06:30:50 am
Soul-containing artifacts wouldn't need a unit, they'd just need a pointer to a soul.
Title: Re: Future of the Fortress
Post by: Thundercraft on October 12, 2017, 11:04:21 am
Because animals can be set to be a internal supply of a civ, does this mean that the beastiary will open to be expanded because the pressure is taken off worldgeneration and [COMMON_DOMESTIC] tags to supply animals, and we will see more examples & variations of animals as a result?
...rabbit the size of a badger specially bred (animal husbandry experiment)...

This is a good question.

DF does have some degree of animal husbandry and genetics simulation. (See v0.31 Talk:Butcher (http://dwarffortresswiki.org/index.php/v0.31_Talk:Butcher).) There can be a surprising degree of variation in terms of a species' HEIGHT, BROADNESS and LENGTH. (Not to mention variation in hair, eye, and tissue colors. See TLCM_GENETIC_MODEL (http://dwarffortresswiki.org/index.php/DF2012:Creature_token#T) and other creature tokens (http://dwarffortresswiki.org/index.php/DF2012:Creature_token).) And these traits can be inherited by offspring.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 12, 2017, 11:13:36 am
Well i sort of meant it as a seperate animal only owned by dwarves, when i was talking about that but uh yeah, interesting point you raise there, internal populations slowly becoming different to the needs of the civ that is tweaking them.
Title: Re: Future of the Fortress
Post by: Random_Dragon on October 12, 2017, 12:14:49 pm
Some discussion elsewhere made me realize a thing and I can't recall whether it's been confirmed or denied yet:

Are these new display rack items going to be available to construct and place in adventure mode? If so, is it handled via hardcoded additions to the code, or will some raw handling of tool-based furniture for adventure mode be implemented? If the latter, I can see that being potentially useful for modding.
Title: Re: Future of the Fortress
Post by: Inarius on October 12, 2017, 12:37:51 pm
I have a good feeling about all this. I think we are close to the next release ! :)
Title: Re: Future of the Fortress
Post by: Wikipera on October 13, 2017, 03:34:45 pm
With the new off-map squads, will we ever see a construction-oriented version of them? Say, a construction crew to build a road to the mountainhome, or an aqueduct, or a series of watchtowers and distress beacons?
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 13, 2017, 03:42:21 pm
With the new off-map squads, will we ever see a construction-oriented version of them? Say, a construction crew to build a road to the mountainhome, or an aqueduct, or a series of watchtowers and distress beacons?

We'll know, more about interactions with the outside map by the time we approach the hillock arc in order to do stuff with other sites, by the artifact arc atleast there will be barebones diplomatic negotiations for objects. And perhaps better definitions of how civs work in the law & property arc.

Picking Toady's brains for more info on squad functions is interesting, but your question sounds more phrased like a suggestion.
Title: Re: Future of the Fortress
Post by: thvaz on October 13, 2017, 05:51:21 pm
I have a good feeling about all this. I think we are close to the next release ! :)

I can feel it too.
Title: Re: Future of the Fortress
Post by: Random_Dragon on October 13, 2017, 05:58:14 pm
DF2018 sooooon? :3
Title: Re: Future of the Fortress
Post by: KittyTac on October 13, 2017, 08:14:06 pm
DF2018 sooooon? :3

Might be 2017. Depends.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 13, 2017, 08:44:08 pm
DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).
Title: Re: Future of the Fortress
Post by: Beag on October 13, 2017, 08:47:52 pm
1. In some of the myth generator screen shots it was shown that some races might be reborn into new bodies after they die. If a player adventurer died while playing as one of these races would they get to play as the reborn creature? In cases where the race in question is reborn as a non sentient creature would player adventurers get to play as that animal?
2. I also noticed in some of the myth generator screen shots certain races will be able to have their souls merge with cosmic entities. In terms of afterlife game play, what would this entail for a player adventurer of such a race who qualifies for this specific afterlife?
3. If a magical organization gets big enough, would other means or training new magic users besides apprenticeships be possible? For example could 1 skilled magic user teach an entire class of fresh prospects? Also how big could the structures in which these magical organizations reside get?
4. In the first pass of the myth and magic update will there be both corruption affects that affect the whole body and localized corruption that affects one body part at a time and slowly spreads or just one or the other? If just one which? Finally will there be a special UI for viewing corruptions or will they be viewable by viewing your physical description?
Title: Re: Future of the Fortress
Post by: KittyTac on October 13, 2017, 08:55:10 pm
DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).

The number of craps I give about stability is <1.
Title: Re: Future of the Fortress
Post by: Random_Dragon on October 13, 2017, 09:59:30 pm
DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).

It's mostly just me joking about the fact we're already past the semptember estimate for next update, and before I've also joked, close to the 1-year anniversary of last update, that I'd be happy to see the update actually hit in this year.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 13, 2017, 10:05:02 pm
DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).

It's mostly just me joking about the fact we're already past the semptember estimate for next update, and before I've also joked, close to the 1-year anniversary of last update, that I'd be happy to see the update actually hit in this year.
Well anyway, looks pretty certain that it'll be end of October/start of November. No mention of delays in today's report. So that's good.

Of course the version we'll all be playing during the dark years waiting for mythgen will be one released in 2018.
Title: Re: Future of the Fortress
Post by: Rockphed on October 13, 2017, 10:07:47 pm
In the October 13th dev-log, you mention invaders getting spooked and going on a rampage.  Is there any way to keep in the getting spooked part and just have them run away?  I think releasing captive animals near the demanding invaders to scare them off would be an awesome way to deal with them.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 13, 2017, 10:11:24 pm
In the October 13th dev-log, you mention invaders getting spooked and going on a rampage.  Is there any way to keep in the getting spooked part and just have them run away?  I think releasing captive animals near the demanding invaders to scare them off would be an awesome way to deal with them.
I imagine they'll kill them all, same as they do right now. The only difference being that it won't make them automatically forget negotiations and become hostile to everyone in your fortress.
Title: Re: Future of the Fortress
Post by: Knight Otu on October 14, 2017, 05:51:19 am
Well, there is precedence for an animal ruining negotiations (http://www.arthurkingoftimeandspace.com/0822.htm). Wouldn't be too fun, though. ;)
Title: Re: Future of the Fortress
Post by: iceball3 on October 14, 2017, 05:11:44 pm
Thank you for the responses, Toady!
Quote from: iceball3
Will we, as fortress overseers, be able to arbitrate the arrest of fortress visitors (with or without diplomatic penalties with whoever they're associated with), now that the risk of a siege worth of party-goers accumulating in the pub is now very real?

Haven't done anything with this yet, and not really sure how much that'll come up until we understand the justice system a bit better.
Interesting. Would the preemptive response be to attack them using current stopgaps be military, or organize unfortunate accidents for them? Until the Justice system is fleshed out, that is.
In the event that we kill a suspect individual, do diplomatic repercussions affect relations with entities by the victim's cover identity, or their real identity?
Title: Re: Future of the Fortress
Post by: ShinyandKittens on October 15, 2017, 09:11:31 pm
Will magical artifacts give Dwarves (and others who use them) extra attacks, such as fire jets and syndrome inducing stuff? And would it be removed if a dwarf removed the item?
Title: Re: Future of the Fortress
Post by: LulllberJack on October 16, 2017, 11:07:36 pm
Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity
Title: Re: Future of the Fortress
Post by: Rockphed on October 16, 2017, 11:22:08 pm
Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity

Unless I missed something, it looks like there are currently 3 missions available for squads sent out in to the world.

Quote from: Devlog 03/18/2017
We have little missions for groups of squads, and they can leave the map now. The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected. I'll let you know if anything amusing happens!

So, you should be able to do a raid and start trouble.  Trying to conquer a site for your civ, however, is not currently available.

Also, if you want Toady to see your questions, high-light them lime green.  Welcome to the boards.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 17, 2017, 01:32:23 am
Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity

Unless I missed something, it looks like there are currently 3 missions available for squads sent out in to the world.

Quote from: Devlog 03/18/2017
We have little missions for groups of squads, and they can leave the map now. The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected. I'll let you know if anything amusing happens!

So, you should be able to do a raid and start trouble.  Trying to conquer a site for your civ, however, is not currently available.

Also, if you want Toady to see your questions, high-light them lime green.  Welcome to the boards.
And, just recently announced, you can send squads to rescue other kinds of prisoners too. Including the survivors of your own failed squad raids.
Title: Re: Future of the Fortress
Post by: pikachu17 on October 17, 2017, 09:16:31 am
Are the new kobold sites an actual new site, or is everyone living in a cave going to have egg chambers?

Title: Re: Future of the Fortress
Post by: FantasticDorf on October 17, 2017, 09:26:42 am
Are the new kobold sites an actual new site, or is everyone living in a cave going to have egg chambers?

The implication is that the kobold civ will probably have additional tags (like how structures are built in the world such as outdoor tombs for humans) that will modify the cave they are currently inhibiting. But additional questions like this help for clarity. I could be totally wrong about it and you rightly point out it could be a different site setting.

Update is not quite imminent but upcoming so we might get a practical answer for ourselves in time.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 17, 2017, 08:29:49 pm
Once mythgen comes around, can we expect engravings and sculptures to depict images from the myths of their particular world on occasion (especially the ones in temples)?
Title: Re: Future of the Fortress
Post by: iceball3 on October 18, 2017, 10:16:15 am
Will the spoils of war and enemy materiel be recovered from raids, or are they merely a "civ angering" action and little else?
Title: Re: Future of the Fortress
Post by: Hapchazzard on October 18, 2017, 01:54:59 pm
1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will spellbooks work? They're a staple of high fantasy and they'll obviously be included, but I see some problems with how to make them both fun and having them make sense. More specifically:

a) How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?
b) Are spellbooks planned to be the one-spell-per-book variety, or the all-encompassing tomes with a bunch of spells contained? The first would be more fun(since it would require more exploration and learning new spells would be more rewarding) but would make far less sense(why, exactly, would a 2 step spell require an entire book about it?) while the second would be the other way around.
c) What would prevent worldgen mages from cluttering the world with 3000 books about the exact same spell?
d) What would prevent worldgen mages from simply discovering every spell there is on older worlds?
e) What would prevent spellbooks going around the world in massive numbers and making everyone a mage over time? If my character can read, what prevents me from simply learning a spell even if I'm not a mage(excluding spells that have prerequests, such as a bloodline or a faith in a god)?
f) Will there be spellbooks less about practical spells and more about interesting experiments that could further one's deeper understanding of the magic system?

Hope that isn't too much.
Title: Re: Future of the Fortress
Post by: ShinyandKittens on October 18, 2017, 02:00:47 pm
1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will spellbooks work? They're a staple of high fantasy and they'll obviously be included, but I see some problems with how to make them both fun and having them make sense. More specifically:

a) How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?
b) Are spellbooks planned to be the one-spell-per-book variety, or the all-encompassing tomes with a bunch of spells contained? The first would be more fun(since it would require more exploration and learning new spells would be more rewarding) but would make far less sense(why, exactly, would a 2 step spell require an entire book about it?) while the second would be the other way around.
c) What would prevent worldgen mages from cluttering the world with 3000 books about the exact same spell?
d) What would prevent worldgen mages from simply discovering every spell there is on older worlds?
e) What would prevent spellbooks going around the world in massive numbers and making everyone a mage over time? If my character can read, what prevents me from simply learning a spell even if I'm not a mage(excluding spells that have prerequests, such as a bloodline or a faith in a god)?
f) Will there be spellbooks less about practical spells and more about interesting experiments that could further one's deeper understanding of the magic system?

Hope that isn't too much.

Answer to (c): likely a spell book cap, in which you can no longer make any more of a certain type
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 18, 2017, 04:22:41 pm
1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will spellbooks work? They're a staple of high fantasy and they'll obviously be included, but I see some problems with how to make them both fun and having them make sense. More specifically:

a) How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?
b) Are spellbooks planned to be the one-spell-per-book variety, or the all-encompassing tomes with a bunch of spells contained? The first would be more fun(since it would require more exploration and learning new spells would be more rewarding) but would make far less sense(why, exactly, would a 2 step spell require an entire book about it?) while the second would be the other way around.
c) What would prevent worldgen mages from cluttering the world with 3000 books about the exact same spell?
d) What would prevent worldgen mages from simply discovering every spell there is on older worlds?
e) What would prevent spellbooks going around the world in massive numbers and making everyone a mage over time? If my character can read, what prevents me from simply learning a spell even if I'm not a mage(excluding spells that have prerequests, such as a bloodline or a faith in a god)?
f) Will there be spellbooks less about practical spells and more about interesting experiments that could further one's deeper understanding of the magic system?

Hope that isn't too much.
Well, firstly you're asking about the NEXT arc, not the one whose first release is nearing, so things are still quite a bit up in the air.
b. Single/limited number of uses magic items, such as runes, potions, crystal, etc. are common in fantasy, with some of them usable by anyone, some only by the creature they're given to, and some only by those with sufficient skill/knowledge to use them. What DF will implement remains to be seen, but they probably wouldn't be called spell books.
c. There are numerous reasons for why mages aren't mass producing spell books:
   - Trade secrets
   - Limited demand
   - There are much more interesting and profitable (in whatever currency is of interest to the mage) things to do for a skilled mage than cranking out spell books
   - ...
d. There is nothing in particular to prevent everything that's possible to research to have been researched in an old world. There is also nothing saying there won't be cataclysms that causes a new set of rules to come into play, adding to, subtracting from, or replacing some or all of the previous rules. The elimination of a god or containment of a sphere would probably affect any magic that has those as a source, while the birth, resurrection, or growing power of a "god" could introduce new rules.
e. Typically magic requires long and painstaking training and research, so a spell book would only provide meaningful information to people with the appropriate prerequisites (i.e. sufficient study of that branch of magic). Unless you've studied advanced math, the advanced math textbooks are nominally readable to you, but probably not particularly understandable, as they assume you already have acquired the underlying body of knowledge, like e.g. referring to proofs you're assumed to be familiar with, terms with a specific well defined meaning, etc. In addition to this, magic is often described as having verbal and somatic components, so you need to know the words, how they should be uttered, the required state of mind, and the appropriate gestures to successfully cast a spell. A skilled mage might be able to infer a lot from just a spell book together with a known body of knowledge to research/figure out how to cast a spell described, while the same spell book acts more as a reminder than a complete set of instructions to those who know the spell (possibly with the same kind of shorthand and omissions as reminder notes can have). Thus, everyone do not become mages for the same reason everyone isn't cobblers, carpenters, accountants, and engineers simultaneously in the real world: you have to concentrate on one profession, although you can be a dabbler at many, or have some as a hobby. Note, however, that this is just one case. There may be hyper magic worlds where everyone knows at least some simple magic, and there will most likely be other kinds of magic (bestowed by a powerful magic wielding more or less godlike creature/item/force, innate magic in certain races/animals/plants(?), etc.).
f. Magic research is very likely to be available in fortress mode (eventually). Whether research can be jump started or accelerated by acquired arcane research notes (I wouldn't call such works "spell books") remains to be seen, but it's not uncommon in fantasy for powerful creatures blocked from gaining access to our (fantasy) world use minions or other remote control methods to either open gates to let them through or spread information on how to open gates to lure fools into releasing them through the promise of power/riches/knowledge. You can also find examples of notes left behind by defeated enemies or powerful wizards of old being found or located.
Title: Re: Future of the Fortress
Post by: LulllberJack on October 21, 2017, 05:29:19 am
 Hello from Russian community of this game! Thank you for your work! We have some questions about this game:
Phoenix writes:
Question about magic release: will there be different types of magic?
Maxim Matvienco asks:
It seems like genetics is disable in current releases. If there are any plans of reworking it in nearest future? Would be nice to see some appearance tuples disabling/decreasing probablity of strange appearance combinations (something like black skin and copper hair). What about appearance prefrences? We already have favourite food, metals and animals, but no favorite eyes color etc. In other hand, standarts of beauty can be generated for each civilization separately during worldgen.
Second question: should we expect practical applying of scholar skills? Maybe something like discovereing "technological" secrets. For example: Optical engineer discovered secret of mirror or lense-making, which alows us to create them in glassmakers worksop (or u can just disable some already existing reations by default, so we require to discover them first)
Sergei Rybakov writes:
Are you planning to add ability to make cooperation for musicians in to musical groups, who will organize concerts and world group-tours? Will you add ability to sell fighters/mercenaries for short time? Are you planning to rise criminals among dwarves (vandalism, stealing, murdering, etc.)? Will you add poison plants, which can be identified by experienced planter (with small chance to no-distinction, of course)? Will you make sport competitions?
Title: Re: Future of the Fortress
Post by: KittyTac on October 21, 2017, 05:31:26 am
Hello from Russian community of this game! Thank you for your work! We have some questions about this game:
Phoenix writes:
Question about magic release: will there be different types of magic?


Definitely yes. Only Toady knows the specifics though.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 21, 2017, 03:34:11 pm
Magic will be procedurally generated. So yes, we will get many different varieties that will vary in nature from world to world.
Title: Re: Future of the Fortress
Post by: KittyTac on October 21, 2017, 11:58:05 pm
What is the Manifestation, mentioned in the devlog?
Title: Re: Future of the Fortress
Post by: Knight Otu on October 22, 2017, 03:47:52 am
What is the Manifestation, mentioned in the devlog?
I'm not sure where it was mentioned (I could have sworn it was a devlog, but apparently not), but its a debug tool-created creature.
Title: Re: Future of the Fortress
Post by: Untrustedlife on October 22, 2017, 01:19:58 pm
Hello from Russian community of this game! Thank you for your work! We have some questions about this game:
Phoenix writes:
Question about magic release: will there be different types of magic?
Maxim Matvienco asks:
It seems like genetics is disable in current releases. If there are any plans of reworking it in nearest future? Would be nice to see some appearance tuples disabling/decreasing probablity of strange appearance combinations (something like black skin and copper hair). What about appearance prefrences? We already have favourite food, metals and animals, but no favorite eyes color etc. In other hand, standarts of beauty can be generated for each civilization separately during worldgen.
Second question: should we expect practical applying of scholar skills? Maybe something like discovereing "technological" secrets. For example: Optical engineer discovered secret of mirror or lense-making, which alows us to create them in glassmakers worksop (or u can just disable some already existing reations by default, so we require to discover them first)
Sergei Rybakov writes:
Are you planning to add ability to make cooperation for musicians in to musical groups, who will organize concerts and world group-tours? Will you add ability to sell fighters/mercenaries for short time? Are you planning to rise criminals among dwarves (vandalism, stealing, murdering, etc.)? Will you add poison plants, which can be identified by experienced planter (with small chance to no-distinction, of course)? Will you make sport competitions?
Здравствуйте

Cool to see some non-english communities popping in here.
Title: Re: Future of the Fortress
Post by: AceSV on October 22, 2017, 08:10:30 pm
How far off do think you are from a combat system upgrade?  There's a long list of things I've always wanted, like archer dwarves carrying side-arms, throwing weapons like javelin or shuriken, AI for multiple types of ranged weapons, AI not jumping off walls, hooked weapons, weapons that are good or bad at parrying, tip/base balance calculation, spiked shields, helmets that cover the face, gunpowder/explosives, construction-destroying siegers.  It's a lot of realistic stuff that I assume you want to do at some point, I'm curious how far away that kind of thing is on your to-do list. 
Title: Re: Future of the Fortress
Post by: KittyTac on October 22, 2017, 10:02:09 pm
How far off do think you are from a combat system upgrade?  There's a long list of things I've always wanted, like archer dwarves carrying side-arms, throwing weapons like javelin or shuriken, AI for multiple types of ranged weapons, AI not jumping off walls, hooked weapons, weapons that are good or bad at parrying, tip/base balance calculation, spiked shields, helmets that cover the face, gunpowder/explosives, construction-destroying siegers.  It's a lot of realistic stuff that I assume you want to do at some point, I'm curious how far away that kind of thing is on your to-do list. 

I'm not sure how Toady checks messages, but if it's a bot, use LIME green, not green.
Title: Re: Future of the Fortress
Post by: Rose on October 22, 2017, 10:05:03 pm
It's not a bot. Toady just reads them himself.
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 23, 2017, 02:46:54 am
Either kind of green works as Toady notification, although lime green is the "official" notification color. If you read the answers you'll see that Toady makes references to forumite answers, so the color is most likely used to quickly find the actual questions when writing the answers.

A combat revamp is currently beyond the (sort of) scheduled horizon (Artifacts, Myth & Magic * X [looking at the dev page, M&M consists of 5 sections, all but one with more bullets than the whole of the Artifacts arc, so it won't all fit in one arc], and Starting Scenarios arcs).
It also seems multi tile machinery (e.g. boats) and economy revival are closer to the horizon than a combat revamp.
However, the schedule can be reshuffled due to e.g. side project influences or discovered needs for infrastructure support for things that are scheduled.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 23, 2017, 04:30:28 am
I imagine little bits of combat updating will appear from time to time during each release. Taverns doesn't appear combat related but still saw force, helmet removal and proper armor for invaders added at the end. But yeah, a specifically combat focussed update seems a long way off.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 23, 2017, 05:51:37 am
Take mounting a creature for instance, its feasable right now since outside civs realise how to do it (and suspiciously get better configs on what creatures to choose in the artifact update) and it can be pseudo done in arena mode, not least its been prototyped since forever there's not a lot holding back Toady slipping it into a update one of these days.

Item degredation like Shonai says was out of the blue entirely.


Title: Re: Future of the Fortress
Post by: PatrikLundell on October 23, 2017, 05:58:48 am
Well, technically dwarves use mounts as well, it's only that they forget how to ride when they become children, and the mounts are restricted to mothers ;)
Title: Re: Future of the Fortress
Post by: Mesa on October 23, 2017, 12:53:06 pm
FWIW, DF2014 (world activation) offered several big improvements to combat as well.
Since combat is a pretty big part of the game, I think it's fair to say that we can expect little bits and pieces of improvements to it every now and again, which over time might add up to an equivalent of a dedicated combat-focused update.
Title: Re: Future of the Fortress
Post by: pikachu17 on October 23, 2017, 12:59:29 pm
Why do underground plants have seasonal limitations, and aboveground plants don't?
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 23, 2017, 01:11:45 pm
With all due respect, that's not really a FOTF question.
Title: Re: Future of the Fortress
Post by: pikachu17 on October 23, 2017, 01:55:53 pm
Why not?
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 23, 2017, 01:57:00 pm
Why do underground plants have seasonal limitations, and aboveground plants don't?
I agree it's a Past of the Fortress question...
If I understand it correctly, DF once had underground plant farming only, and caverns had seasonal variations in the caverns, like flooding seasons. For whatever reason (presumably game play suitability) the seasonal changes in the caverns were removed, but the plants were not updated. When surface plant farming was introduced seasonal farming associations were not added to those, possibly because a more complex system is intended to eventually be introduced (I can e.g. think of latitude and temperature associations beyond the bare biome ones). It can be noted, though, that wild surface plants have a season bound cycle of when they produce their flowers and seed bearing parts (this is particularly noticeable with trees, as you can't farm those).
People who actually were around at the time might be able to correct me.
Title: Re: Future of the Fortress
Post by: Dwarfu on October 23, 2017, 02:48:31 pm
Why do underground plants have seasonal limitations, and aboveground plants don't?

It is a valid question.  Patrik's answer gave some history in that the underground plants were there first.  I believe the last FotF (http://www.bay12forums.com/smf/index.php?topic=140544.msg5475034#msg5475034) thread had Toady's answer, specifically:

Quote from: Toady One
Quote from: Mephansteras
    On a related question about plants: Are there plans to go through and give the various aboveground plants more realistic seasons and growth durations, as well as reasonable harvest seasons for things like fruit?

    Right now they're all pretty much set for any season with short growth durations that allow you to get a crop every season (or more), while the underground plants all have seasons, which doesn't make much sense.


Yeah, I'd like to have the seasons be correct, where seasons even exist, and the biomes are also too non-specific in most cases.  Right now it's a combination of research/data-entry time combined with not having farming finalized and so worrying about wasting mine (or anybody's) time entering info.  I haven't gotten close enough to tackling farming think about how the plant issue is going to be handled.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on October 23, 2017, 03:58:52 pm
Yes, it's a valid question in itself. It just wasn't exactly phrased as a FoTF question, but maybe I'm being too picky.
Title: Re: Future of the Fortress
Post by: Dwarfu on October 23, 2017, 05:18:11 pm
What is the Manifestation, mentioned in the devlog?
I'm not sure where it was mentioned (I could have sworn it was a devlog, but apparently not), but its a debug tool-created creature.

This tweet? (https://twitter.com/Bay12Games/status/783103504982302721)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 23, 2017, 05:31:01 pm
Useless post deleted.
Title: Re: Future of the Fortress
Post by: FantasticDorf on October 23, 2017, 05:34:39 pm
Outside of being a dev-tool, might it be probable that we see the manifestation-esque beings incarnated into the mainframe of the mythgenerator's resulting creatures & entities?

Indeed, a physical personification of a force, being or concept.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 23, 2017, 05:45:45 pm
Outside of being a dev-tool, might it be probable that we see the manifestation-esque beings incarnated into the mainframe of the mythgenerator's resulting creatures & entities?

Indeed, a physical personification of a force, being or concept.
Manifestation. A short, cursor shaped being with blatant disregard for clothing.
Title: Re: Future of the Fortress
Post by: Daniel the Finlander on October 23, 2017, 08:44:29 pm
Once you've revamped economy and agriculture and allowed player fortresses to interact with hill dwarves, (way, way down the line, I know, but it's in the dev.html page anyways), will the player be able to sustain themselves with food anymore or will they need to rely on hill dwarves if they wish to have a decently sized fort?

In the history real world, before the agricultural revoltuion, a family needed about 3 hectares to sustain itself and 5 hectares if it kept animals. Obviously DF worlds are far too small for this degree of realism, but the point still is that a lot of land is needed for agriculture. Fort maps tend to encompass only 9 tiles and thus shouldn't have enough land to sustain too many dwarves. So will the player be reliant on hill dwarves for food? I'm rather curious about this.
Title: Re: Future of the Fortress
Post by: Egan_BW on October 23, 2017, 11:42:44 pm
Hmm. The player in fortress mode is not Armok. They are Manifestation.

Manifestation may appear visible or not as it pleases, and passes through walls and gives orders without touching the world.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 24, 2017, 12:34:27 am
Once you've revamped economy and agriculture and allowed player fortresses to interact with hill dwarves, (way, way down the line, I know, but it's in the dev.html page anyways), will the player be able to sustain themselves with food anymore or will they need to rely on hill dwarves if they wish to have a decently sized fort?

In the history real world, before the agricultural revoltuion, a family needed about 3 hectares to sustain itself and 5 hectares if it kept animals. Obviously DF worlds are far too small for this degree of realism, but the point still is that a lot of land is needed for agriculture. Fort maps tend to encompass only 9 tiles and thus shouldn't have enough land to sustain too many dwarves. So will the player be reliant on hill dwarves for food? I'm rather curious about this.
The caverns are full of underground crops too. You can see them if you wander around down there. Presumably to be worked by Deep Dwarves.

Toady mentioned that raiding others for specific items, such as food, might be introduced in the future so I think starving dorfs will be a major source of Fun when the economy hits.
Title: Re: Future of the Fortress
Post by: Egan_BW on October 24, 2017, 12:43:39 am
What is The Manifestation lore?
Title: Re: Future of the Fortress
Post by: Knight Otu on October 24, 2017, 07:31:41 am
What is the Manifestation, mentioned in the devlog?
I'm not sure where it was mentioned (I could have sworn it was a devlog, but apparently not), but its a debug tool-created creature.

This tweet? (https://twitter.com/Bay12Games/status/783103504982302721)

That's what I was thinking of, yes. Thanks! :)


Outside of being a dev-tool, might it be probable that we see the manifestation-esque beings incarnated into the mainframe of the mythgenerator's resulting creatures & entities?

Indeed, a physical personification of a force, being or concept.
Avatars and the like have become a bit of a fantasy game staple, so chances are good. In one of the DF Talks, Toady mentioned a divine avatar joining you on the quest - a bit tongue-in-cheek - but it's on his radar.

Edit - also this bit from the current dev page:
Quote
Further involvement of deity-level beings and their servants in mortal affairs

    Basic divine law as a precursor to law framework
    Manifestation and even integration with civilizations in high-magic settings
    Conflicts between deities or the confused/imperfect agents of a single deity



What is The Manifestation lore?
In a time between times, the Creator devised the Manifestation so to better observe his Works.
Title: Re: Future of the Fortress
Post by: LordBaal on October 24, 2017, 07:49:01 pm
Will parties going outside the fortress be able to do more mundane stuff like huntting/gathering and logging? That would allow thigs like embarking on a mountain (as it is rigth now) possible.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 24, 2017, 09:57:08 pm
Will partida going outside the fortress be able to do more mundane stuff like huntting/gathering and logging? That would allow thigs like embarking no a mountain (as it is rigth now) possible.
Not in the next update, no.
Or did you mean sometime in the far, far future? In which case I believe the answer is 'Sure, one day, no schedule'. But Toady will let you know if I'm wrong next week.
Title: Re: Future of the Fortress
Post by: RobotFighter7 on October 25, 2017, 12:20:34 am
Is it possible the magic arc will include the offensive use of potions/extracts like the fire snake's liquid fire, or would such weapons be more likely to be addressed in a different arc?

Would the moving fortress part/boat arc also lay the groundwork for proper carts/wagons and invader siege engines (wheeled towers and battering rams in particular)?
Title: Re: Future of the Fortress
Post by: Mel_Vixen on October 25, 2017, 07:12:04 pm
Is it possible the magic arc will include the offensive use of potions/extracts like the fire snake's liquid fire, or would such weapons be more likely to be addressed in a different arc?


Potions in general are a tricky thing cause the AI has no real idea how to use them correctly. There were suggestions of usage tags but even those fall short especialy if you create new potions via modding or on the fly.

Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 25, 2017, 10:02:59 pm
Is it possible the magic arc will include the offensive use of potions/extracts like the fire snake's liquid fire, or would such weapons be more likely to be addressed in a different arc?


Potions in general are a tricky thing cause the AI has no real idea how to use them correctly. There were suggestions of usage tags but even those fall short especialy if you create new potions via modding or on the fly.
I think the expectation of this question is that, if potions are introduced, the ai will be programmed to know how to use then. Not much point in introducing them otherwise.
Title: Re: Future of the Fortress
Post by: iceball3 on October 30, 2017, 01:28:14 am
How much do you aim to have the economics of generated or modded materials, objects, plants, animals, etc influence worldgen and general economic performance of civilizations and their sites?
In the event that it's significantly influential, how do you think edge cases will be handled, such as a random crop that makes society post scarcity for practical purposes, for example? This question would apply to any content, particularly randomly generated, that would fundamentally alter the balance away from the medieval-low-medium-fantasy we've been working with from the start.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 30, 2017, 02:18:44 am
I guess it's not part of the upcoming release, but in addition to 'recorded kills' as they have now, will artifact weapons ever gain 'reputation' by themselves? In other words, I get that naming my lute won't make it an object of desire for npcs, but if I go on to kill a bunch of hydras with it, could that change?
Title: Re: Future of the Fortress
Post by: Qartar on October 30, 2017, 05:48:08 pm
Have you had any thoughts about integrating migrants into the petition system? (Ideally prior to the Scenarios release...) I'm imagining something similar to the mercenary, except instead of being able to assign to a squad but no labors it would be the opposite; you could assign labors to a migrant resident but not to a squad or positions (or maybe it would be useful to add a token to the raws for positions that can/can't be taken by non-citizens.)

More petition related topics; can we expect to see more information in the petition screen? Currently all we get is a name, which is pretty underwhelming. I always end up having to leave the screen, find the character in the units tab and check them out there, then return to the petition screen. Would be great to see skills and relationships before accepting residency.

Do relatives of citizens/migrants have a higher chance of immigrating than unrelated characters? It kinda sucks when your fortress can't have any children because all of its residents are married to off-site characters. Thanks!
Title: Re: Future of the Fortress
Post by: PatrikLundell on October 31, 2017, 05:08:54 am
Have you had any thoughts about integrating migrants into the petition system? (Ideally prior to the Scenarios release...) I'm imagining something similar to the mercenary, except instead of being able to assign to a squad but no labors it would be the opposite; you could assign labors to a migrant resident but not to a squad or positions (or maybe it would be useful to add a token to the raws for positions that can/can't be taken by non-citizens.)

More petition related topics; can we expect to see more information in the petition screen? Currently all we get is a name, which is pretty underwhelming. I always end up having to leave the screen, find the character in the units tab and check them out there, then return to the petition screen. Would be great to see skills and relationships before accepting residency.

Do relatives of citizens/migrants have a higher chance of immigrating than unrelated characters? It kinda sucks when your fortress can't have any children because all of its residents are married to off-site characters. Thanks!

- The first section is squarely a suggestion and belongs in the suggestion sub forum. I don't see anything that would prompt changes to migrants prior to starting scenarios, though (but I don't see Toady's whims and side projects...). If Toady starts discussing suggestions in this thread it will rapidly be derailed into a Suggestion Discussion with the Dev thread.
- I agree the petition screen is rather unfinished, in particular when it comes to performance troupes.
- (Nearly) dead civ and migrating children are two counters to that issue. When a civ is nearly dead the migrants will almost all be void dorfs which have no relatives outside of the migrant wave they come in.
Title: Re: Future of the Fortress
Post by: Urist Mcpiromano on October 31, 2017, 10:13:23 pm
what is the problem with clothing that prevents the implementation of mixed populations in fortress mode
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on October 31, 2017, 10:39:59 pm
what is the problem with clothing that prevents the implementation of mixed populations in fortress mode
Probably needs a lot more detail if you're expecting some kind of answer (and lime green text).
What problem are you referring to? Mixed race fortresses have been a thing since the last major release a couple of years ago.
Title: Re: Future of the Fortress
Post by: Toady One on November 01, 2017, 02:19:18 am
Thanks to Shonai_Dweller, PatrikLundell, EPM, PlumpHelmetMan, Mel_Vixen, Bumber, Rockphed, FantasticDorf, KittyTac, Knight Otu, and anybody I missed for helping to answer questions this month!

Quote from: KittyTac
Will the unfinished stuff you ran out of time to implement fully be implemented in the bugfix mini-releases following this one?

WHen the graphic overhaul comes (I'm aware that's a long time from now), will there be an option to switch back to ASCII? Not a graphics fan here.

Unfinished stuff works out all kinds of ways.  I know people have been disappointed in the past by things that are left on the table, from years and years ago, and I'm not going to promise anything here.  Some things'll be worked on, and others will sit.

I don't anticipate ever ending ASCII support.  It would be a very different code-base where that was even on the table as a possibility.

Quote from: FantasticDorf
- I don't mean to press for details about something that at the given time is a twinkle in your eyes, but are portals static constructions or wizard dependant temporary arcane constructs?

- Besides from nasties that might arise from going outside your existing plane, will there be any immediate danger in regards to world armies coming through the portals if they own the immediate site on the other side? (Goblin occupation for instance, see you're on the other side of the portal and instead decide to send a army right on through to you rather than walk the long distance to the overworld because you're nearer than everywhere else)

And finally

- Are portals likely to become secret generation features to be found after being placed in worldgen?

- Portals might not be constructed at all.  There are really any number of models.  The traditional 'gateway to the underworld' is possibly a portal.  So are certain models of a possibly easy-to-cast teleport spell.  Or one of those giant stone ones you might have to build.  We're up for whatever.

- One of the issues with magical modes of movement is updating the AI, so it'll be on the table and we'll get to what we get to.  If you suddenly have a goblin army teleport into your fort, that's how that world is, but that cuts all ways.  Easy teleportation should change the entire world and its societies, in ways which sometimes aren't thought out in such settings (e.g. what would cheap Town Portal scrolls really do to those CRPG societies?).  We might not think it out any better, but it'll improve over time, and the simulation will force us to come to terms with certain things.

- It's possible!  The gateway to the underworld might be such an example.

Quote from: FantasticDorf
Goblins are good at lying anyway as its actually on one of thier civ values that is frequently levelled up in skills that may generate potential pleasure, but would it be possible to "break" a spy on the opposite end of the personal individuals spectrum (Lying = Truth values) as a goal - past the currently impending update (at a later date if the system recieves more work to tie up loose ends described in the talk that are partially completed) - by exploiting a individual with high truth values who sincerely dislikes lying but is pushed into the role anyway by the selection algorithms.

I don't quite understand...  you don't mean break in terms of interrogation, but break in terms of forcing a truthful person to be a crappy spy?  Or do you mean interrogating such a crappy spy?  It depends on the numbers I suppose, once we get to that point.  There'll be the sense of duty and loyalty and fear on the other side, even for truth tellers, in terms of whether they'd maintain cover, but it might be possible for the numbers to get out of whack enough for a spy to just be terrible at it by virtue of their conscience.  A lot will depend on the exact mechanisms.

Quote from: BenLubar
I watched your talk on YouTube, and it seems like a lot of the systems in Dwarf Fortress are limited by the fact that computers have a limited amount of RAM.

What limitation of Dwarf Fortress itself has caused you the most trouble?

I don't quite understand what you mean by 'itself', like, is this independent of the RAM/CPU concerns?  Then it's just the lack of implementation as we slowly work on things.  But with RAM/CPU included, here are two things.  1. FPS death.  2. The entity pops that had to sub for historical figures -- it would be ideal if every intelligent creature could be tracked, mainly for relationship/history tracking purposes.  But it wasn't possible to maintain that without the game remaining about small-scale squabbles.

Quote from: Mel_Vixen
This is only a TECHNICAL question (cause recent modding topics) and not because of Politics or whatever: Is the Gender of a being defined within the soul or is it defined by the bodies sex? In Fantasy there allready Genderbender scenarios - for example loki turning into female being. Also the orinetation is stored in the soul right? Would a fem soul in a Male body have bad thoughts?

I might be wrong, but I think there's currently a gender variable both in the soul and the body.  But we haven't really addressed what differences mean, since it doesn't generate trans people (if that's the right model for it), and there are no soul swapping spells.  I don't think it's a straightforward implementation, overall -- trans characters in games generally lean on the fact that their in-game societies also have strong gender norms, which we don't have in DF to any meaningful degree (eg, gender-restricted clothing etc.).  There's a sort of trans-erasing assertion sitting there, which is bad (ie, it asserts trans people don't exist without such norms), but I think it's complicated to sort out the way things are structured, and I don't have a clear road forward (eg, how do we handle pronouns in the heterogeneous body/soul case without it looking like a simple bug to report -- the character needs a larger world model within which to state their identity).  The first chance we'd have is with the status groups after the myth release, though basic soul swapping/stacking/merging/etc might happen earlier.

Quote from: Japa
If a goblin disguised as a human (probably lots of tan paint, I guess) steals from the elves, and a human hears about it and approves, then later finds out it was really a goblin, will the human get a better opinion of the goblins?

Right now they don't disguise themselves as humans, naturally, but they can become an agent in a human-culture town with existing goblin populations.  I don't think there are entity-level reputations that depend on anything but pure warfare/caravans/artifact-trade (unfortunately this is stored entity to entity as the "diplomacy state", without a h.f.-entity level yet), so they'd only maintain their approving reputation for the goblin, with the additional negative reputation that might come from the goblin association they learn later.  This wouldn't be impossible to change, and there are already some "entity opinions" stored with local cultural identities as well (which it uses for e.g. occupations).

Quote from: Detros
How possible with current systems are overlapping sites?
Like ability to embark on 1x2 area that already includes two 1x1 forts. Or even to create fort C on 1x2 area that includes right end of 1x5 fort A and left upper corner part of 2x3 fort B? Or making new 1x2 fort inside bigger 3x4 one? Probably all map tiles of new fort will need to be either empty or belonging to (ruins of?) forts of your civ.

If I disabled the embark restriction, the first case would be somewhat possible.  Creating a fort that eats two parts of existing forts is harder, since those forts are saved to disk with their entire maps, and we don't want conflicting information there.  It would need to enlarge the loaded area to include everything, which gets to be a problem naturally, or I'd need a multi-file timestamped map loader thing, which is also messy.

Quote from: Thomasasia
I saw in some of the myth generator screenshots mentions of souls. Will it be possible to have a Stormbringer-like magical artifact that can kill souls?
Will souls retain any of their qualities or traits from life, if they are reincarnated or sent to another plane?
Speaking of Stormbringer, is there a possibility of sentient or semi-sentient artifacts?

Ha ha, I'm not sure what a killed soul is.  I mean, in DND there are demons devouring them as hags trade them, or something, which cuts against the notion of final disposition and judgement.  Of course, that's not a problem, just a different way of thinking about things.  So it'd depend on the metaphysics, I suppose.

How reincarnation works is also up to metaphysics.  It might be that ancestor souls are added to the soul arrays of certain descendants, and able to communicate with them telepathically or something.  Ancestors might be added to the soul arrays of all descendants...  either way, there are certain additive effects to worry about as the memory gets piled up.

Intelligent artifacts are on the table, with the same issues there in terms of how crowded that table is for magic-myth.

Quote from: Dr.ZCochraine
What sorts of skills will be needed for magic? Or will that be combined with other skils depending on the myth generated and the magical task or item used.

We figured it would be a combination of existing skills and new, possibly procedural skills.  For instance, a skillful dance might be used for some power, or it might depend on how well you (woodcraft) carve your wand, and then a new generated physical wand manipulation skill.  Or you might need to...  skillfully "Focus Your Goro", an entirely new skill and essence-type it generated for that universe.

Quote from: FantasticDorf
Because animals can be set to be a internal supply of a civ, does this mean that the beastiary will open to be expanded because the pressure is taken off worldgeneration and [COMMON_DOMESTIC] tags to supply animals, and we will see more examples & variations of animals as a result?

In the default entities?  I haven't changed anything beyond the kobolds.

Quote from: Random_Dragon
Are these new display rack items going to be available to construct and place in adventure mode? If so, is it handled via hardcoded additions to the code, or will some raw handling of tool-based furniture for adventure mode be implemented? If the latter, I can see that being potentially useful for modding.

A wooden pedestal is available as a reaction in the raws, and adv site blueprints allow display furniture now, but there isn't any kind of larger framework.

Quote from: Wikipera
With the new off-map squads, will we ever see a construction-oriented version of them? Say, a construction crew to build a road to the mountainhome, or an aqueduct, or a series of watchtowers and distress beacons?

'ever' is a hard word, as usual.  At some point we hope to do these things -- in world generation, those roads are already created, and that doesn't happen post w.g., for instance, which is something we're slowly trying to remedy.

Quote from: Beag
1. In some of the myth generator screen shots it was shown that some races might be reborn into new bodies after they die. If a player adventurer died while playing as one of these races would they get to play as the reborn creature? In cases where the race in question is reborn as a non sentient creature would player adventurers get to play as that animal?
2. I also noticed in some of the myth generator screen shots certain races will be able to have their souls merge with cosmic entities. In terms of afterlife game play, what would this entail for a player adventurer of such a race who qualifies for this specific afterlife?
3. If a magical organization gets big enough, would other means or training new magic users besides apprenticeships be possible? For example could 1 skilled magic user teach an entire class of fresh prospects? Also how big could the structures in which these magical organizations reside get?
4. In the first pass of the myth and magic update will there be both corruption affects that affect the whole body and localized corruption that affects one body part at a time and slowly spreads or just one or the other? If just one which? Finally will there be a special UI for viewing corruptions or will they be viewable by viewing your physical description?

1. This question becomes complicated, because we also wanted you to be able to play your time in the afterlife.  So you might even jump into the e.g. reincarnation pool manually.  It's a bit weird letting you play an animal, but I don't have a big issue with it.

2. I think in many cases the afterlife is simply too boring to play, after you see it.  However, if we have a god/force mode that works, we could transition to that, and let you play for a bit after you die.

3. We are pro magic academy (in worlds where that makes sense).  Not sure what we'll see first pass, considering we don't have academies for anybody outside of the occasional fort military demonstration.  Size-wise, there's no reason why a magic organization can't inhabit their own plane, once we have them available.

4. First pass?  No idea!  Whole body corruption is probably easier.  I don't know about the UI yet.  The more we have, and the more you can have at once, the more likely it is it'll get its own view.

Quote from: Rockphed
In the October 13th dev-log, you mention invaders getting spooked and going on a rampage.  Is there any way to keep in the getting spooked part and just have them run away?  I think releasing captive animals near the demanding invaders to scare them off would be an awesome way to deal with them.

I guess this is a morale question.  They already have some calculations there, going by the numbers, but it's not nearly as interesting or functional as it could be.

Quote from: iceball3
Interesting. Would the preemptive response be to attack [agents in your fort] using current stopgaps be military, or organize unfortunate accidents for them? Until the Justice system is fleshed out, that is.
In the event that we kill a suspect individual, do diplomatic repercussions affect relations with entities by the victim's cover identity, or their real identity?

However you like, I suppose, as you normally kill visitors.  I don't believe there are diplomatic repercussions for visitors that die in this fashion.  That's a whole other matter that hasn't been addressed -- stuff like caravan accidents are handled with special code.

Quote from: ShinyandKittens
Will magical artifacts give Dwarves (and others who use them) extra attacks, such as fire jets and syndrome inducing stuff? And would it be removed if a dwarf removed the item?

Presumably there'll be stuff like this.  The myth generator already creates situations like this, where some item is used to perform magic.

Quote from: pikachu17
Are the new kobold sites an actual new site, or is everyone living in a cave going to have egg chambers?

Neither of these things -- inhabited cave sites are indeed all more kobold-like, since we don't yet have a general site specifier of the kind we eventually hope to have, but it also checks for an egg-laying capability before it places egg chambers.

Quote from: PlumpHelmetMan
Once mythgen comes around, can we expect engravings and sculptures to depict images from the myths of their particular world on occasion (especially the ones in temples)?

'Expect' is a strong word, since that release is so overloaded, but this is the idea, that myths would influence the culture throughout.

Quote from: iceball3
Will the spoils of war and enemy materiel be recovered from raids, or are they merely a "civ angering" action and little else?

This is sort of an economy question.  We just aren't all the way there yet.

Quote from: Hapchazzard
1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?

1. Ideally.  We've mentioned trying to proceduralize the sun and moon, and other stuff comes along with this.  The main irritation is just the current hard-coding and things that kind of got lazily tied to that throughout.  We'll be able to gut certain systems for the first release and others we won't get to.  A lot of the myth/magic release is a series of such rewrites.

2. PatrikLundell was broadly correct for the parts of #2 I removed.  In general, if the spread of knowledge or books isn't prevented, it just makes the world more magical, which is fine, in the same way the real world is filled with copies of certain religious texts.  If they all happen to teach everybody fire spells, that's okay.

For experimentation, right now the game has, say, various chemistry advancements, and those are just abstractly realized, slowly, though a 'breakthrough' mechanic, without showing the exact experiments.  So magic can be glued into this system, like any Civ-style game or whatever, moving up the trees, perhaps with certain non-scholarly prerequisites (as we have in the current scholar system, for certain nodes, like a number of observation years having passed, etc).  Of course, it's more fun if all the little bits are there, and we'll have some of those over time hopefully.

Quote from: LulllberJack
Hello from Russian community of this game! Thank you for your work! We have some questions about this game:

Maxim Matvienco asks:

It seems like genetics is disable in current releases. If there are any plans of reworking it in nearest future? Would be nice to see some appearance tuples disabling/decreasing probablity of strange appearance combinations (something like black skin and copper hair). What about appearance prefrences? We already have favourite food, metals and animals, but no favorite eyes color etc. In other hand, standarts of beauty can be generated for each civilization separately during worldgen.

Second question: should we expect practical applying of scholar skills? Maybe something like discovereing "technological" secrets. For example: Optical engineer discovered secret of mirror or lense-making, which alows us to create them in glassmakers worksop (or u can just disable some already existing reations by default, so we require to discover them first)

Sergei Rybakov writes:

Are you planning to add ability to make cooperation for musicians in to musical groups, who will organize concerts and world group-tours? Will you add ability to sell fighters/mercenaries for short time? Are you planning to rise criminals among dwarves (vandalism, stealing, murdering, etc.)?
Will you add poison plants, which can be identified by experienced planter (with small chance to no-distinction, of course)? Will you make sport competitions?

(I removed the top question as it was answered)

Is genetics disabled?  I don't remember doing anything with it, but who knows.  I don't have any particular near-term plans.  It's possible we'll see something appearance related when we get to customs and status groupings, though as stated previously, I'm wary of that.  I don't know if there's a reason to decrease appearance combinations that are less common in real life.

The eventual goal is for all scholarly discovers to actually do what they say.  But that's complicated, since each one requires some work -- like locks.  Those would take some effort by themselves, and it all adds up.  And yeah, this also includes going back and adding scholarly discoveries to cover all existing game items.  And yeah, this means the game suddenly has a lot of mechanics cut out for primitive cultures...  which is something of a problem, and hopefully workable.

He he he, certainly the performance troupes should do more, though I'm not sure what's appropriate.  A world tour would certainly be more informal than it is in the modern day, and not much different from how they wander around now.  Of course, the economic aspect would change this, when that's part of the game.  Mercenaries also are silly now, without the economy, as you suggest.  More criminal dwarves would be ideal as well.  World generation has athletic competitions, and other festivals, and all of that should be brought forward into post w.g.

I'm not quite sure how to handle things like poison mushrooms.  As you suggest, if you don't embark with the right skills, there should be risks.  This also applies to stuff like carpentry.  If you embark without a carpenter, you should be stuck with incredibly crappy wooden chairs and tables that don't even work right.

Quote from: AceSV
How far off do think you are from a combat system upgrade?  There's a long list of things I've always wanted, like archer dwarves carrying side-arms, throwing weapons like javelin or shuriken, AI for multiple types of ranged weapons, AI not jumping off walls, hooked weapons, weapons that are good or bad at parrying, tip/base balance calculation, spiked shields, helmets that cover the face, gunpowder/explosives, construction-destroying siegers.  It's a lot of realistic stuff that I assume you want to do at some point, I'm curious how far away that kind of thing is on your to-do list.

I don't have a good sense of when there'll be a concerted push on this, rather than the incremental stuff we've been doing.  It has an alignment to the army stuff, which has also been relentlessly pushed forward while also being incrementally improved.  The current vague thinking of [Artifacts -> Myths/Magic -> Law/Property/Customs/Embark (-> Boats) -> Economy] puts some years on the table, but incremental improvements could also account for a lot.

Quote from: Daniel the Finlander
Once you've revamped economy and agriculture and allowed player fortresses to interact with hill dwarves, (way, way down the line, I know, but it's in the dev.html page anyways), will the player be able to sustain themselves with food anymore or will they need to rely on hill dwarves if they wish to have a decently sized fort?

In the history real world, before the agricultural revoltuion, a family needed about 3 hectares to sustain itself and 5 hectares if it kept animals. Obviously DF worlds are far too small for this degree of realism, but the point still is that a lot of land is needed for agriculture. Fort maps tend to encompass only 9 tiles and thus shouldn't have enough land to sustain too many dwarves. So will the player be reliant on hill dwarves for food? I'm rather curious about this.

Yeah, this one's a little weird...  right now, I think the proportions are cut down quite a bit.  People eat now in world generation, with towns supplied by the farming communities, but they don't need quite as much as they do in real life, since we aren't producing that much.  The underground is very productive right now, and people like to run independent forts, but I'm not sure you should always be able to run 200 dwarves that way, and we did want hill dwarves to matter in some sense -- though we were just thinking about that in military terms initially.  I imagine there are differing views on this, and it is the sort of thing that can be parametrized.  Though this has effects worldwide -- if you can live isolated, other forts should be able to support themselves as well, and this also has population cap implications, in terms of out-of-control dwarf pops.

So I'm not sure what'll happen.  When the economy is turned on fully, and famine is on one side, and population caps on the other...  who knows!

Quote from: Egan_BW
What is The Manifestation lore?

Ha ha, just a debug tool.  There came a point where watching the world in debug mode wasn't enough, and I needed to appear and mess with people, since using an adventurer to get the same situations was too difficult.

Quote from: RobotFighter7
Is it possible the magic arc will include the offensive use of potions/extracts like the fire snake's liquid fire, or would such weapons be more likely to be addressed in a different arc?

Would the moving fortress part/boat arc also lay the groundwork for proper carts/wagons and invader siege engines (wheeled towers and battering rams in particular)?

Yeah, that's the idea, and yeah, who knows what makes it in on the first pass.

Yep, the idea is that these are all the same thing.  There's a bit of a question down at the cart/minecart size, things that are just a few tiles, like if those'll be actual map sections or something more like the siege arrow that just sticks out from an item a bit.

Quote from: iceball3
How much do you aim to have the economics of generated or modded materials, objects, plants, animals, etc influence worldgen and general economic performance of civilizations and their sites?
In the event that it's significantly influential, how do you think edge cases will be handled, such as a random crop that makes society post scarcity for practical purposes, for example? This question would apply to any content, particularly randomly generated, that would fundamentally alter the balance away from the medieval-low-medium-fantasy we've been working with from the start.

Yeah, the balance we've had isn't necessarily the balance we'll end up with on all settings.  Aspirationally, the economy will reflect what's there, no matter how messed up it is.  Certain things, like the actual ramifications of something like nethercap (a fixed temperature material), would have to be programmed in piece by piece.  We'll just have to improve as we go, steering away from the big problems and toward something reasonable.  To the extent that remains possible!  A post-scarcity society can still be interesting, and it can become pre-scarcity if something bad happens, which is also interesting.

Quote from: Shonai_Dweller
I guess it's not part of the upcoming release, but in addition to 'recorded kills' as they have now, will artifact weapons ever gain 'reputation' by themselves? In other words, I get that naming my lute won't make it an object of desire for npcs, but if I go on to kill a bunch of hydras with it, could that change?

Yeah, we need a bit more there.  Currently we're dodging issues by making items with existing claims more valuable to people, but we'll eventually need a proper infrastructure.  It's time-consuming to set that up though.

Quote from: Qartar
Do relatives of citizens/migrants have a higher chance of immigrating than unrelated characters? It kinda sucks when your fortress can't have any children because all of its residents are married to off-site characters. Thanks!

I might be wrong, but if I recollect, it tries to bring the family.  When the family can't come, it's often because the spouse holds an office in some other location.  This is very common for historical figures.  Of course, people should try to make this work, as they do in real life, by finding other positions, etc.
Title: Re: Future of the Fortress
Post by: Buttery_Mess on November 01, 2017, 08:21:12 am
Thanks Toady!
With the myths and magic release, we can expect magic and fantasy sliders for world generation, but what whimsy? It occurs to me that lollipop forests and, dare I say it, featherwood trees, aren't so much fantastical or magical as whimsical. I imagine some people would be keen to play in an Adventure Time-like world but a max magic max fantasy setting would more likely generate something D&D-like than that. Can we expect any other sliders, like world geometry, real-world cultural influence, climate, that sort of thing?
Title: Re: Future of the Fortress
Post by: KittyTac on November 01, 2017, 08:27:50 am
Maybe that will be in advanced worldgen.
Title: Re: Future of the Fortress
Post by: Eric Blank on November 01, 2017, 09:43:46 am
does identity tracking reflect transformations, say if you attacked a hamlet transformed into a goblin, would it store the physical description of that goblin-form and any names you used, or would npcs be able to associate that goblin with you, naturally being a human, after you had transformed back out-of-sight?
Title: Re: Future of the Fortress
Post by: superbob on November 01, 2017, 09:13:48 pm

With all the wealth of procedurally generated content and simulations that make it all work together in meaningful ways, do you foresee various aspects of Dwarf Fortress becoming interesting enough to be a (mini-)game in itself?

Examples:
For the economic aspect, a fantasy trading game where the player can go from town to town, buy cheap and sell high, buy wagons or ships to move more stuff, eventually create a trading empire that has to deal with world politics rather than bandits.

For the combat aspect, a martial arts game where the player can learn various moves and techniques, fight other warriors who might use different schools, seek out masters to learn new ways to fight.

Similarly for all sort of magic/art/cooking/crafting, do you foresee these becoming interesting enough at some point that a player might simply spend hours exploring the possibilities? Wandering the game world following leads and rumors to find new masters or schools to learn from or challenge, perhaps even have deities teach them some seriously awesome stuff.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 01, 2017, 09:27:50 pm
For the second, if it is something in particular you want, Kisat Dur is closest currently, though it's 30+ pages are players teaching players rather than NPCs. Though, yeah, procedural magic means teachers and unique uses.

For the third example, I think as far as past years go one would have some struggle thinking of added features that don't take hours to explore the possibilities. My first thought would be that weeks or months would work better as time unit, but I've got the feeling that merely spending long time on something isn't what you mean on minigame, which I imagine to be something more self-contained.
Title: Re: Future of the Fortress
Post by: KittyTac on November 02, 2017, 12:06:36 am
Will magical artificial landmarks appear on the map during worldgen, e.g region-wide explosions showing up as ASCII craters?
Title: Re: Future of the Fortress
Post by: superbob on November 02, 2017, 12:51:10 am
For the second, if it is something in particular you want, Kisat Dur is closest currently, though it's 30+ pages are players teaching players rather than NPCs. Though, yeah, procedural magic means teachers and unique uses.

For the third example, I think as far as past years go one would have some struggle thinking of added features that don't take hours to explore the possibilities. My first thought would be that weeks or months would work better as time unit, but I've got the feeling that merely spending long time on something isn't what you mean on minigame, which I imagine to be something more self-contained.

What I consider a minigame here are all the little rules and relationships that might exist in a system that would, in a cooking system, take some ingredients then process and combine them in some way that lets the player tap into all the procedurally generated goodness.

The inputs come from the main game, like ingredients, ways of processing them and crafting stations, there's the output in the form of a meal, but most of what goes on in between is contained within the cooking system. For example frying some flower petals in butter made from some weird animal's milk produces a sought after seasoning, but only if stirred with a spoon made from some specific wood and cooked on a copper pan. Then someone makes an excel spreadsheet of how the taste is composed to find out a steel pan and a copper spoon would work better, provided they add a drop of resin. At some point, assuming the player is into that stuff, creating new recipes and advancing the cooking skill becomes the focus while the rest of the game is just an awesome backdrop that facilitates getting what's needed and rewards the player for making better food. In case the player doesn't care about cooking and just want to keep the character fed, they could learn some basic recipes and only worry about the ingredients, never looking into how any of this works.
Title: Re: Future of the Fortress
Post by: DarthCloakedDwarf on November 02, 2017, 03:50:03 am
Hi! First time posting here.

I heard there will be transformation and polymorph sort of stuff

1: Will there be new skills to accommodate unique abilities associated with transformations? Like, if I gain the magical ability to turn into a poison-spitting snake, will I be able to, with practice, become a Spitmaster or something? Can I become a master flier if I turn into a bird and practice for a long time?

Will there be different methods of transforming, with different results? Examples:
Title: Re: Future of the Fortress
Post by: KittyTac on November 02, 2017, 04:54:37 am
Hi! First time posting here.

I heard there will be transformation and polymorph sort of stuff

1: Will there be new skills to accommodate unique abilities associated with transformations? Like, if I gain the magical ability to turn into a poison-spitting snake, will I be able to, with practice, become a Spitmaster or something? Can I become a master flier if I turn into a bird and practice for a long time?

Will there be different methods of transforming, with different results? Examples:
  • Can I turn into an anthropomorphic wolf, with some of my usual appearance traits and can be recognized as me but also a tail, and scent powers, and a bite attack-- Wolfman style. Or:
  • Can I turn into a wolf, but I retain the ability to speak, and no one can tell me from a normal wolf unless I say something. Or:
  • Can I turn someone into a newt, leaving them no less intelligent, but unable to do things newts physically can't do, like talk and use magic that doesn't involve speaking or movements newts can't do? Or:
  • Can I turn them into a newt, with all the physical and mental repercussions thereof, leaving them helpless unless someone changes them back?

Probably depends on the specific world! No unified magic system!
Title: Re: Future of the Fortress
Post by: GoblinCookie on November 02, 2017, 07:14:46 am

With all the wealth of procedurally generated content and simulations that make it all work together in meaningful ways, do you foresee various aspects of Dwarf Fortress becoming interesting enough to be a (mini-)game in itself?

Examples:
For the economic aspect, a fantasy trading game where the player can go from town to town, buy cheap and sell high, buy wagons or ships to move more stuff, eventually create a trading empire that has to deal with world politics rather than bandits.

For the combat aspect, a martial arts game where the player can learn various moves and techniques, fight other warriors who might use different schools, seek out masters to learn new ways to fight.

Similarly for all sort of magic/art/cooking/crafting, do you foresee these becoming interesting enough at some point that a player might simply spend hours exploring the possibilities? Wandering the game world following leads and rumors to find new masters or schools to learn from or challenge, perhaps even have deities teach them some seriously awesome stuff.


All those things sound like adventure mode to me.
Title: Re: Future of the Fortress
Post by: ZM5 on November 02, 2017, 09:23:05 am
I might be wrong, but I think there's currently a gender variable both in the soul and the body.  But we haven't really addressed what differences mean, since it doesn't generate trans people (if that's the right model for it), and there are no soul swapping spells.  I don't think it's a straightforward implementation, overall -- trans characters in games generally lean on the fact that their in-game societies also have strong gender norms, which we don't have in DF to any meaningful degree (eg, gender-restricted clothing etc.).  There's a sort of trans-erasing assertion sitting there, which is bad (ie, it asserts trans people don't exist without such norms), but I think it's complicated to sort out the way things are structured, and I don't have a clear road forward (eg, how do we handle pronouns in the heterogeneous body/soul case without it looking like a simple bug to report -- the character needs a larger world model within which to state their identity).  The first chance we'd have is with the status groups after the myth release, though basic soul swapping/stacking/merging/etc might happen earlier.
I don't know if this is a can of worms that should be opened, wheter for realisms sake or otherwise - especially since, as you said, it wouldn't make sense in the current setting which has no sexual dymorphism or gender roles.

I admit if this was added alongside dymorphism, "castes" in the traditional sense of the word and not the in-game one, gender roles, gender expectations (clothing, behavior, etc.) and so on it could lead to a lot of interesting interactions on the internal workings of cultures. I.e having one dwarven culture only accept queens, but her only heir being a male it'd cause the local nobles and court to be displeased, creating complications, or a human civ only having female priestesses in their temples, who also get certain privileges due to their role, or another civ having a military caste consisting entirely of males, etc. etc. Then there's breaking of traditions and so on leading to other dynamic changes - the whole thing just gets more complex and in-depth from there.

However, on its own, I do not see what the addition of trans people would add at all to the game. I don't like politics of any sort in games, wheter right or left, but with the issue having been so heavily politicized in recent years (and with you yourself saying you didn't add dymorphism in order to "not upset people" - a trap a lot of game devs have fallen in already) I cannot help but feel highly skeptical and mixed towards this.

My main message regarding this though - if you want to have the game be realistic, then adding in the nastier parts of realism and history that people dislike - prejudice, dymorphism, gender roles, and so on - is pretty much required. Most fantasy games already do this, and its not like the playerbase hasn't done their fair share of atrocities - compared to outright mermaid genocide I'd say prejudice or dymorphism are both rather tame.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 02, 2017, 10:33:25 am
That example works if it is a choice to engage the issue, whatever the issue is (kinda nonplussed myself). (Plus, that thread was pretty lacking in people actually implementing industrialized designs - dwarven childcare, or the way some overseers aim to protect every dwarf while others are all "we've got reserves" might be better options for arguable atrocities.)

Plus, magic may remove or deepen the issue; as superbob above demonstrates being in wrong body means something else when you're turned into a newt and have no mouth to scream with.

Soul swapping spells, though, now there's an idea for a (relatively simple) mod. So simple that somebody probably already tried it - what were the results, kinda similar to the god possession thread I assume?
Title: Re: Future of the Fortress
Post by: GoblinCookie on November 02, 2017, 12:24:10 pm
I don't know if this is a can of worms that should be opened, wheter for realisms sake or otherwise - especially since, as you said, it wouldn't make sense in the current setting which has no sexual dimorphism or gender roles.

I admit if this was added alongside dimorphism, "castes" in the traditional sense of the word and not the in-game one, gender roles, gender expectations (clothing, behavior, etc.) and so on it could lead to a lot of interesting interactions on the internal workings of cultures. I.e having one dwarven culture only accept queens, but her only heir being a male it'd cause the local nobles and court to be displeased, creating complications, or a human civ only having female priestesses in their temples, who also get certain privileges due to their role, or another civ having a military caste consisting entirely of males, etc. etc. Then there's breaking of traditions and so on leading to other dynamic changes - the whole thing just gets more complex and in-depth from there.

However, on its own, I do not see what the addition of trans people would add at all to the game. I don't like politics of any sort in games, wheter right or left, but with the issue having been so heavily politicized in recent years (and with you yourself saying you didn't add dymorphism in order to "not upset people" - a trap a lot of game devs have fallen in already) I cannot help but feel highly skeptical and mixed towards this.

My main message regarding this though - if you want to have the game be realistic, then adding in the nastier parts of realism and history that people dislike - prejudice, dimorphism, gender roles, and so on - is pretty much required. Most fantasy games already do this, and its not like the playerbase hasn't done their fair share of atrocities - compared to outright mermaid genocide I'd say prejudice or dimorphism are both rather tame.

Yet this is *not* a question of realism.  A world with no sexism is not less realistic than a world with rampant sexism, it is simply different.  Realism is contextual, not imitative; a world without gender roles and a world with gender roles are both inherently equally realistic.  The issue is not what is in there but how it works, a lack of realism is when despite a certain thing being the case the logical consequences of this being so are not developed at all or in a way that makes sense.  In a society with no gender roles (the DF Status Quo), having transgender people is unrealistic because when it is socially meaningless which gender you belong to, there is no psychological motive to consider yourself to be the other gender, as that carries no meaning.  Equally it is unrealistic to have a seperate word for queen and king in a society with no gender roles, the language to be realistic must also be gender neutral. 

To put the boot on the other foot, in a society with established gender roles it is unrealistic to free the player character from any expectations *of* gender roles.  This unrealistic situation is rather common in computer games along the lines you seem to approve of as realistic.  We are allowed to play as either gender, which does nothing at all to alter how the rest of the world treats us, in spite of the fact the whole world around us treats other people quite differently according to gender for some reason that is not really explained.  If we actually try to be realistic we end with a situation where nobody plays as a female character unless they are deliberately trying to handicap themselves. 

The bottom line is that societal nastiness is a quite different thing to realism and nothing about adding said nastiness necessarily increases the realism of anything.
Title: Re: Future of the Fortress
Post by: ZM5 on November 02, 2017, 12:57:06 pm
-snip-
A world with absolutely no prejudices or expectations of any kind for different groups is not realistic in the slightest if you want to have differences in physical and psychological qualities between the genders of various races - in that case it'd be utopian, at best - it'd only be realistic for a race of gray blobs with no differences between any of their individual members.

The entire reason human history developed the way it did, with gender roles and so on, is because of early days of civilization pretty much requiring people to play to their biological strengths. For now, dwarves and other races do not have those differences at any significant level, for whatever reason - if Toady wants to keep the game to be realistic and add more depth to the histories of various civilizations, he is more than likely going to have to add them.

I don't see how this would be different if you want to have civs start from small tribes and eventually developing into large, prosperous nations - after periods of only sending fit young men to war, sooner or later of course traditions would be broken, it would be a dynamic worldgen change, perhaps even a result of player meddling. Thats already a way for the player to have some significant impact on the world and actually feel the change.

It is exactly why I think it would be neat to have this sort of thing in-game. It adds depths, it makes things like different titles for monarchs make sense, it adds nuance to the history of the world and the general stories being presented for each generated world.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on November 02, 2017, 01:16:24 pm
I'd just like to point out that we already have a topic for discussing the possibilities of in-game prejudices, so it'd probably be better to move this discussion over there.

So with that said, is there any chance that different regions might eventually have more unique and distinct assemblages of flora and fauna (perhaps to come somewhere around the time randomly-generated wildlife is implemented)? It gets a bit repetitive and immersion-breaking to see camels in every desert and grizzly bears in every temperate forest, regardless of whether or not they're at opposite ends of the world.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 02, 2017, 01:38:23 pm
True, and yes. Though for creatures and plants that are not UBIQUITOUS there's already only chance they're present - you can get an embark with giant, but not regular rhinoceros for example, or no plants at all in 3 dry caverns due bloodthorns being missing, or have goblins not get trolls because they're not present in the caverns.
Title: Re: Future of the Fortress
Post by: Runaway_char on November 02, 2017, 02:26:07 pm
As for what trans dwarves would add to the game (such a weird question, no one cared as much when kakapos and kiwis were added), a bunch of people who play the game are trans, a bunch of us have trans friends, and we'd like to dorf them and tell them how they got eaten by a skinless capybara fiend just like everyone else in our friend group (or is that just me? :P).  It really is a pity its a "political" topic - some would say having gay dwarves is political (and a couple decades ago having dwarves of color would have been political), but maybe one day things'll be different.  I'd really like to see procedural generation of genders in culture - it would be neat to see nb genders ala the Egyptians, Mayans, or the Maori.
I completely agree with Toady here - the game isn't quite ready for that sort of thing being implemented quite yet, although i'm hopeful once more procedural culture stuff is in.
Title: Re: Future of the Fortress
Post by: Putnam on November 02, 2017, 06:46:29 pm
-snip-
A world with absolutely no prejudices or expectations of any kind for different groups is not realistic in the slightest if you want to have differences in physical and psychological qualities between the genders of various races - in that case it'd be utopian, at best - it'd only be realistic for a race of gray blobs with no differences between any of their individual members.

The entire reason human history developed the way it did, with gender roles and so on, is because of early days of civilization pretty much requiring people to play to their biological strengths. For now, dwarves and other races do not have those differences at any significant level, for whatever reason - if Toady wants to keep the game to be realistic and add more depth to the histories of various civilizations, he is more than likely going to have to add them.

I don't see how this would be different if you want to have civs start from small tribes and eventually developing into large, prosperous nations - after periods of only sending fit young men to war, sooner or later of course traditions would be broken, it would be a dynamic worldgen change, perhaps even a result of player meddling. Thats already a way for the player to have some significant impact on the world and actually feel the change.

It is exactly why I think it would be neat to have this sort of thing in-game. It adds depths, it makes things like different titles for monarchs make sense, it adds nuance to the history of the world and the general stories being presented for each generated world.

you're taking "realistic" to mean "similar to reality" while goblincookie is taking it to mean "self-consistent"

As for what trans dwarves would add to the game (such a weird question, no one cared as much when kakapos and kiwis were added), a bunch of people who play the game are trans, a bunch of us have trans friends, and we'd like to dorf them and tell them how they got eaten by a skinless capybara fiend just like everyone else in our friend group (or is that just me? :P).  It really is a pity its a "political" topic - some would say having gay dwarves is political (and a couple decades ago having dwarves of color would have been political), but maybe one day things'll be different.  I'd really like to see procedural generation of genders in culture - it would be neat to see nb genders ala the Egyptians, Mayans, or the Maori.
I completely agree with Toady here - the game isn't quite ready for that sort of thing being implemented quite yet, although i'm hopeful once more procedural culture stuff is in.

Yeah, Toady's specific comments on pronoun usage appearing like a bug is exactly how it would be if he were just to slap on a thing that lets soul gender be different from body sex--pronouns are all over the place there, as I've seen when testing it myself by just sort of changing soul gender.
Title: Re: Future of the Fortress
Post by: Egan_BW on November 02, 2017, 07:43:40 pm
It does seem kinda like a rabbit hole that will have to be jumped down in some form along with the big magic update, as that will probably involve soul swapping and body changing shenanigans. At the least Toady will have to decide between using body pronouns and using soul pronouns once they start not necessarily matching due to magic.
With the third option of changing everything to use plural they, I suppose. :P
Title: Re: Future of the Fortress
Post by: Rose on November 03, 2017, 04:17:52 am
Are adventurers (specifically retired ones) being asexual and uninterested in marriage intentional or a bug?
Title: Re: Future of the Fortress
Post by: MrWiggles on November 03, 2017, 05:05:55 am
Are adventurers being asexual and uninterested in marriage intentional or a bug?
Probably neither. ToadyOne has spoken that the game can't infere the intent of the player actions.  Which isnt a fault to ToadyOne, computers cant infere intent. If you cant get down down, with whomever you want, and then get the marries then it probably because that ability doesn't exist for adventurers yet.
Title: Re: Future of the Fortress
Post by: Rose on November 03, 2017, 05:23:47 am
I modified my post to clarify. I'm specifically referring to when you retire an adventurer in a player fortress, they will never marry or get children.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 03, 2017, 05:35:18 am
I modified my post to clarify. I'm specifically referring to when you retire an adventurer in a player fortress, they will never marry or get children.
"Get married, have children, play as decendents"
- The dev notes
Title: Re: Future of the Fortress
Post by: Knight Otu on November 03, 2017, 07:39:26 am
Are adventurers (specifically retired ones) being asexual and uninterested in marriage intentional or a bug?

It's an intentional placeholder (http://www.bay12forums.com/smf/index.php?topic=140544.msg5471494;topicseen#msg5471494).

Quote
Oddly enough, we thought retired adventurers would start forming relationships with 0.40.01+, so we wanted to have a better spectrum available, but then we didn't get around to the gen/pre-retirement specification menu, so all adventurers are still tagged with the special "undetermined" flag...
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 03, 2017, 08:52:19 am
And rather belatedly, thanks for the answers.

Quote from: Random_Dragon
Are these new display rack items going to be available to construct and place in adventure mode? If so, is it handled via hardcoded additions to the code, or will some raw handling of tool-based furniture for adventure mode be implemented? If the latter, I can see that being potentially useful for modding.

A wooden pedestal is available as a reaction in the raws, and adv site blueprints allow display furniture now, but there isn't any kind of larger framework.

It is said, but not unexpected.

I can't recall if this has been asked, but what about weapon racks and armor stands? These would be perfectly logical choices as display furniture, and I've kinda joked about the possibility that you might completely forget to utilize them for display.

It's...mostly a joke because it references another game I used to contribute to, where "failing to utilize existing features properly when adding a new feature" is a bit of a problem among the other contributors and developers. But now I'm curious.
Title: Re: Future of the Fortress
Post by: GoblinCookie on November 03, 2017, 01:23:29 pm
A world with absolutely no prejudices or expectations of any kind for different groups is not realistic in the slightest if you want to have differences in physical and psychological qualities between the genders of various races - in that case it'd be utopian, at best - it'd only be realistic for a race of gray blobs with no differences between any of their individual members.

The entire reason human history developed the way it did, with gender roles and so on, is because of early days of civilization pretty much requiring people to play to their biological strengths. For now, dwarves and other races do not have those differences at any significant level, for whatever reason - if Toady wants to keep the game to be realistic and add more depth to the histories of various civilizations, he is more than likely going to have to add them.

I don't see how this would be different if you want to have civs start from small tribes and eventually developing into large, prosperous nations - after periods of only sending fit young men to war, sooner or later of course traditions would be broken, it would be a dynamic worldgen change, perhaps even a result of player meddling. Thats already a way for the player to have some significant impact on the world and actually feel the change.

It is exactly why I think it would be neat to have this sort of thing in-game. It adds depths, it makes things like different titles for monarchs make sense, it adds nuance to the history of the world and the general stories being presented for each generated world.

You appear to be operating according to a rather rationalistic and deterministic view of history.  In that view of history it makes no sense to promote the realism of gender prejudices because they do not exist without the differences in abilities/inclination which are taken to be the basis upon which we deterministically end up with the social order.  So tell me why we are adding in the inherent differences in the first place?

I on the other hand operate on the basis that most everything is BS built on previous BS and hence the ultimate origins of societal institutions is a combination of stupidity, short-sightedness and sheer malice.  For an example, if we were to add gender differences in abilities, none of that would definately result in any differences in the present society because likely nobody is going to be keeping tabs on how productive dwarf X as opposed to dwarf Y.  Without this previous institution being the case (aka individual merit) then the supposed inevitable consequences of individual differences in ability do not materialize. 

I'd just like to point out that we already have a topic for discussing the possibilities of in-game prejudices, so it'd probably be better to move this discussion over there.

We do? Where?

you're taking "realistic" to mean "similar to reality" while goblincookie is taking it to mean "self-consistent"

Am I?  The definition of realistic is.

Quote from: google
representing things in a way that is accurate and true to life.

Yet there is no single 'real life' to start with.  Which means the only sense to which realism can exist is that things operate as they would in real-life were a certain set of facts the same.  Realistic means if X were the case in real-life then Y would follow, it simply does not mean "all the facts are in accord to real-life", because that would automatically exclude all fiction from realism.
Title: Re: Future of the Fortress
Post by: Runaway_char on November 03, 2017, 01:32:02 pm
We could also argue about this underlying assumption that trans people exist because of gender roles, but I think we've derailed long enough without kicking that hornet's nest.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 03, 2017, 01:38:29 pm
A wooden pedestal is available as a reaction in the raws, and adv site blueprints allow display furniture now, but there isn't any kind of larger framework.

It is said, but not unexpected.

I can't recall if this has been asked, but what about weapon racks and armor stands? These would be perfectly logical choices as display furniture, and I've kinda joked about the possibility that you might completely forget to utilize them for display.

It's...mostly a joke because it references another game I used to contribute to, where "failing to utilize existing features properly when adding a new feature" is a bit of a problem among the other contributors and developers. But now I'm curious.

I recently broached the idea here (http://www.bay12forums.com/smf/index.php?topic=167874.msg7595197#msg7595197), but yeah raising a glass to the future notion of having armor & weapon racks being useful again given the opportunity to store other things as a greater incorporation of new display/storage furniture.
Title: Re: Future of the Fortress
Post by: red_kangaroo on November 03, 2017, 04:47:29 pm
Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.

I remember reading somewhere (in one of the Threetoe stories?) about goblins serving demons in the Circus. Will there one day be demon sites in Hell, along with goblin populations and hell beasts? Perhaps even armed and armored demon leaders?

Speaking of demons, will demons be able to use magic related to their spheres? I find it odd how demons can grant necromancy slabs but cannot use the magic themselves.

Thanks!
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 03, 2017, 05:11:27 pm
Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.
FWIW, sea-trolls, ala Grendel's mother in Beowulf, were on the table at one point. A sea-cave is obviously a lot simpler than a merpalace, but it suggest that the requisite mechanics will someday exist.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 03, 2017, 05:28:10 pm
Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.

I remember reading somewhere (in one of the Threetoe stories?) about goblins serving demons in the Circus. Will there one day be demon sites in Hell, along with goblin populations and hell beasts? Perhaps even armed and armored demon leaders?

Speaking of demons, will demons be able to use magic related to their spheres? I find it odd how demons can grant necromancy slabs but cannot use the magic themselves.

Thanks!

Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.
With the amount of bugs & lag caused by water and displacement of water (casting fire spells underwater or suddenly deleting water) i would think unlikely but only Toady knows a definite answer to this, theres not much mention otherwise im aware of.

I remember reading somewhere (in one of the Threetoe stories?) about goblins serving demons in the Circus. Will there one day be demon sites in Hell, along with goblin populations and hell beasts? Perhaps even armed and armored demon leaders?

There already are "portals" (its actually just a staircase penetrating the HFS layer directly) inside the bottom of goblin towers, demon leaders (each dark fortress site starts with a demon leader still, they dont fight as much as they used to in worldgen) used to often lead armies from the front creating quite unbalanced encounters in world generation & fortress sieges. I don't know exactly but with portals & planes of existance organising the HFS & whatever else may be considered magical, demons might have more roles than to simply murder things, overseeing that beings sent to hell recieve just punishment for example once the world myth & magic update are out to explain what they do and why they are there in this world.

If you have any suggestions for monsters/wildlife to populate hell, or other roles demons/goblins could be doing on that layer feel free to drop a suggestion in the suggestions subforum. Threetoe has already laid down sort of the foundations for goblins & trolls originating from 'the underworld', in the story of cado's journey (http://www.bay12games.com/dwarves/story/tt_journey.html). Some modders already do mod creatures to inhabit the hell layer but they tend not to live terribly long because of how strong demons can be also prone to attacking the wildlife.

Speaking of demons, will demons be able to use magic related to their spheres? I find it odd how demons can grant necromancy slabs but cannot use the magic themselves.

I would think that demons are supernatural creatures in themselves and [SUPERNATURAL] already lends itself to knowing secrets (and presumably magic when its implemented) within its spheres, Toady has already confirmed a while back (link to post pending) that goblins will use their own negative spheres of magic like death & chaos because theirs varies compared to other races because they have warped & twisted civilisation values that make evil concepts (and in mod testing, more evil subject religions) more common.

FWIW, sea-trolls, ala Grendel's mother in Beowulf, were on the table at one point. A sea-cave is obviously a lot simpler than a merpalace, but it suggest that the requisite mechanics will someday exist.

Well with the way Toady seems to be adapting the new kobold sites inside caves to automatically update relevant artitecture that might be a very solid assumption (automatically updating egg laying lairs depending on whether the occupants lay eggs or not) but again it could be open to bugs & lag so we'll see.
Title: Re: Future of the Fortress
Post by: ShinyandKittens on November 03, 2017, 11:35:15 pm
Thanks for the answer to my earlier question! I’ve been looking into all sorts of tokens, and will there be new tokens to define if something needs magic? Such as a wizard acquiring his power or you being blessed by a goddess, etc.

Also, what about being blessed by gods/goddesses? Maybe through praying or through faithful support, they give you powers to defend his/her name? (Sorry I didn’t put this on the suggestion page)
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 04, 2017, 01:56:50 am
I recently broached the idea here (http://www.bay12forums.com/smf/index.php?topic=167874.msg7595197#msg7595197), but yeah raising a glass to the future notion of having armor & weapon racks being useful again given the opportunity to store other things as a greater incorporation of new display/storage furniture.

Welp, here's hoping.
Title: Re: Future of the Fortress
Post by: EPM on November 04, 2017, 11:42:39 am
Will megabeast/titan/demon/historical figure body parts affect artifacts at all, either in the artifact release or magic? There are plenty of legends of stuff "made from the terrible ___'s bones", such as the Celtic Gáe Bulg made from the Coinchenn. Currently, generated creature materials have 0 value, and it'd be nice if turning our greatest foes into cool stuff had more oomph.

For example, the [MAGICAL] tag being present on a creature might confer some kind of effect, or a relevant [SPHERE] tag might be inherited by the artifact itself. But at the very least, could generated creatures have materials with value? Even though stuff like swamp titan silk is less valuable than pig tail cloth, it feels extra-special considering the source.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 04, 2017, 12:00:55 pm
Will megabeast/titan/demon/historical figure body parts affect artifacts at all, either in the artifact release or magic? There are plenty of legends of stuff "made from the terrible ___'s bones", such as the Celtic Gáe Bulg made from the Coinchenn. Currently, generated creature materials have 0 value, and it'd be nice if turning our greatest foes into cool stuff had more oomph.

For example, the [MAGICAL] tag being present on a creature might confer some kind of effect, or a relevant [SPHERE] tag might be inherited by the artifact itself. But at the very least, could generated creatures have materials with value? Even though stuff like swamp titan silk is less valuable than pig tail cloth, it feels extra-special considering the source.

You could easily make a suggestion thread on that, but religious artifacts (posthumerous cut up bits of holy priests) are in the next version so i see what you mean in having a wider range of body parts to venerate, especially since forgotten beasts tend to associate themselves to the caverns & associated (albeit evil) spheres.

Forgotten beast parts are already sort of valuble based on their properties, if the monster has fireproof webs for example then the material property of that carries over to the products, in such a way that ingenious fortress designers create rooms to specially collect deadly dust/secreted materials in order to make their weapons more deadly. In the same way if a forgotten beast had a dense hide/skin, forgotten beast leather from that creature would carry over its properties making better leather armor.
Title: Re: Future of the Fortress
Post by: Caponimoq on November 05, 2017, 12:02:02 pm
Will be weapon racks and armor stands fixed to store what they were ment to store in the first place?
Title: Re: Future of the Fortress
Post by: iceball3 on November 05, 2017, 02:29:26 pm
Thanks for the answers, Toady! You're doing good work.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 05, 2017, 03:53:02 pm
Will be weapon racks and armor stands fixed to store what they were ment to store in the first place?
Bugs will be fixed. Contrary to popular belief, bugs aren't introduced into the game as an amusing joke to frustrate fans.

Yes, some bugs have been around a long time. Most get addressed when that area of the game (furniture) is specifically being worked on. Some get addressed in during the bug fixing phases.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on November 05, 2017, 04:15:30 pm
Indeed. One needs to remember the sheer scope of DF, it's likely to be at least another decade before the game is even half complete.
Title: Re: Future of the Fortress
Post by: Beag on November 05, 2017, 06:28:02 pm
1. Will body altering corruptions and transform causing curses eventually destroy weak clothes when occurring? For example a were beast's clothes being in tatters from the transformation.
2. Eventually will transforming or having body altering corruptions while wearing hard armor such as metal armor cause damage to the person transforming or being corrupted as they are possibly being restricted in their growth by the armor.
3. In terms of conduct required for afterlives how will our adventurers be able to check where they stand spiritually? Might praying or something similar be a possible way to check how the gods or whatever is in charge of the afterlife feels about you?
4. Eventually will events that currently only happen during world gen like festivals, buildings being built and ceremonies happen post world gen? If so could a player adventure attend the festival, ceremony or seeing the construction of the building?
5. When the first pass of the myth and magic update comes out what sort of magic organizations do you expect to see?
6. Will the player eventually be able to start magic organizations? If so could they try to build a magic academy and be the arch wizard of it?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 05, 2017, 07:03:20 pm
1. Don't quote me on this but at the current state i think werecreatures clothes because they become way too small automatically unequip, you'll need toady's input for thoughts about applying damage in the case of it all happening suddenly. Else you could just make a suggestion in the suggestion subforum instead.

2. There's no known effects we are aware of in the case of corruption and when Toady has i think mentioned it once he sort of dismissed transformative corruption (rather than mental & alignment corruption) with the tentacles & such on account of working out how to add other BP parts (human-horse hybrids like centaurs & molemarians really pushed the BP system to its limit) in gameplay cleanly, because again if that corruption causes them to somehow violate the existing limits of the armor (lets say grow a third arm it can't accommodate &/or cause them to grow in size) then point 1 is relevant for forced unequipping in the current game.

4. some more things like gambling & games are planned on the devlopment plan (which is where you might slip in festivities) but im sure toady will be needed to comment on viewing certain worldgeneration events. It already sort of happens, when goblins sack a site & mutilate the remaining captives, they leave behind grisly monuments which the player in adventurer mode can see.

5 & 6. check the development plan (http://www.bay12games.com/dwarves/dev.html), unless i misunderstand there's different kind of wizards & associations planned (lone tower wizards & groups of wizards etc) here's a quick quote.

Quote from: devlopment plan
Recorded history   
New wizards beyond necromancers: by race, by skill, by object, by corruption, by deal with another power
    Wizards that wander
    Wizards that live in isolation
    Wizards that form groups (councils, covens, etc.), must have rationale (group magic, mutual protection, research, etc.)
    Wizards that involve themselves with civilization
Title: Re: Future of the Fortress
Post by: Ggobs on November 06, 2017, 04:00:12 pm
What are all the different ways items will be able to displayed after the next release?
Will it be only artifacts that will be able to be displayed?
Title: Re: Future of the Fortress
Post by: Knight Otu on November 06, 2017, 06:29:44 pm
What are all the different ways items will be able to displayed after the next release?
Will it be only artifacts that will be able to be displayed?

From the 08/16/2016 Devlog:

Quote
Started with temple relic storage as a test case, and that seems to work, respecting the pools and so forth. The game has display cases and pedestals now, in all modes. Next I'm going to finish the display jobs in dwarf mode before I get back to maps. You'll be able to display any non-large object you like, and there'll be new thoughts for displayed items similar to the admiration of architecture. So you can set up artifact display areas, or you can just use regular masterpieces, or junk, or skulls, as you see fit. The displayed items show like the food on tables so you can admire them yourself.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 06, 2017, 10:02:47 pm
I wonder if display cases have 'sides' which you can view artifacts from. Maybe point them in a direction like archery targets or something. (Not in lime green, because new release optimism).
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 07, 2017, 03:07:39 am
If they're described like tables, i imagine like most other furniture they'll be like statues that can be viewed from all sides at a distance passively. Outside of actually interacting with it in which a table has 4 cardinal direction slots for chairs with no diagonals which may be closer to what you're saying shonai_dweller.

When it comes to other things like tombs & such, wall grates work great for being seethrough in cordoning off areas or partitioning without putting down physical barriers so people can run by corridor catacombs & decorative features without actively pathing through somewhere unorthodox. Personally i like putting statues & lots of slabs in these little hidey holes to grab the attention of dwarves running by.

Though barely anybody uses them, metal bars (identical to grates) having no quality modifiers are also adequate because grates divert thoughts away sometimes from the object you are showcasing, if you run past a metal bars cordoned off area (building destroyer 1 safe for starters) you are going to soak in the thoughts of the exhibit rather than the cordon.


Will there be any exceptions to non-building destroyers finding ways around simple destructable obstacles blocking the way to steal artifacts(like wall grates without a door to lockpick to gain entry to a viewing area) or will it have to remain for later arcs when more tools & methods like invaders digging into your fortress are available?

With a sort of worry that by just walling off a precious artifact behind grates/metal bars, the AI may just get confused and like a flytrap get stuck lagging potentially into it with the intention to steal or completely divert away interest making a object basically un-stealable if its not particularly demanded by anybody or required to move off its display.
Title: Re: Future of the Fortress
Post by: hostergaard on November 08, 2017, 08:55:58 am
Will the myth arc also define gods and other supernatural beings on a world per world basis like magic? That is, what makes a god a god.

I.e. in the case of gods, would we procedurally generate what are their origin, what are their powers, what are their sources of powers, what if at all makes a being able to become a god or stop being a god. And what can, if at all, kill or destroy a god.



I made a suggestion here (http://www.bay12forums.com/smf/index.php?topic=167753.0) but would like to hear what Toady is thinking.

To expand a little, it would be interesting if we procedurally defined gods and other supernatural beings. Like what are their origins(One ore more, there may be several sources). Did they arise from a primordial chaos and created the world? Or maybe there was a world and gods rose from aspects of the world (like mountains, rivers, primordial egg fragments or whatever). Perhaps a creator god created sub gods. All different from world to world depending on what is generated. This further help generate what define their sources of power and their domains. Maybe they are fueled by magic, maybe their power is defined by the number of followers or maybe they are powered by physical elements like trees or rivers. Especially if that is their domain, like a god of rivers. Or maybe they are simply powers unto their own.

This, in concert with their personality, then in turn allows you to generate what drives them and what their actions are. Like a god who derives his power from number of followers would do his best to maximize number of followers. Or a god of rivers would maybe look after the health of the rivers in the world.

Furthermore, one could also procedurally generate what forms these gods take and where and what form they interact with the world and their followers. Some gods may not take a form in the physical world and act only trough followers or events, while another may be entirely in the physical form like a giant tree or whatever.

There is much more to be said but I would also point out this also allow one to generate whatever entities can become gods and what actions are required to do so. And also how a god could die, be destroyed, made powerless or stop being a god. If possible at all in that world. Figuring that out would a endgame type of quest and doing lots of scolary work to understand divine beings what makes you able to become one, similar in a way to the secrets of life and death.
Title: Re: Future of the Fortress
Post by: GoblinCookie on November 08, 2017, 12:40:58 pm
Is the relationship between the word symbols and things like the names of gods or monsters going to be softcoded as part of the myths/magic release?  At present the word-symbols are a weird hybrid of hardcoded and softcoded, though can be directly edited but they MUST be there exactly as named in vanilla since they used to name things in a hardcoded manner which cannot make use of any new word-symbols that are added in. 

Also, would it be possible to actually add in tokens for symbols themselves? By this I mean adding in the symbols such as is used to randomly generate gods, not the word-symbol tokens.
Title: Re: Future of the Fortress
Post by: Ggobs on November 08, 2017, 12:58:55 pm
Will there be a general 'Use Magical Device' skill or will there be specific skills for wands, books,
 potions, etc?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 08, 2017, 01:21:57 pm
Will there be a general 'Use Magical Device' skill or will there be specific skills for wands, books,
 potions, etc?

Toady has mentioned i think either in his talk or his fortress replies that unique generated skills (which might go the way of instruments to being ambigious until seen in action, really up to toady how to address) as well as complimentary normal labour skills play a part for making & using objects, leveling your "Ümazu" magic skill for example individual to the culture & magic rules laid out in mythgen with applicable persons & races as well as drawbacks & consequences.

Books, wands and potions can all reasonably draw upon book-binder, woodcrafting & alchemy/brewing etc where appropriate. Still a good question, similar to how untrained crossbow dwarves bludgeon people with their weapons, you probably dont want somebody with no wand-casting skill attempting to stab someone with a blunt wooden 'knife' or misc object.

Just to clarify, if there is going to be randomly generated names for magic skills (just casting out if i got anything wrong or ideas have been changed on it during development), will the ability to mod in pre-fixed magical abilities remain hardcoded, so that the magic skill names are only generated, but doesn't affect the skill itself?

Quote from: example
Any fire magic = "skolderer" skill in dwarvish tongue and stats, but fire imps drawing on exactly the same hardcoded fire magic skill (by being given natural levels similar to climbing & swimming) are seen to also have levels in "Adept/Exeptional Skolderer" for example or another name for fire magic between generated worlds where they are present.
Title: Re: Future of the Fortress
Post by: KittyTac on November 08, 2017, 10:55:14 pm
Will the myth arc also define gods and other supernatural beings on a world per world basis like magic? That is, what makes a god a god.

I.e. in the case of gods, would we procedurally generate what are their origin, what are their powers, what are their sources of powers, what if at all makes a being able to become a god or stop being a god. And what can, if at all, kill or destroy a god.



I made a suggestion here (http://www.bay12forums.com/smf/index.php?topic=167753.0) but would like to hear what Toady is thinking.

To expand a little, it would be interesting if we procedurally defined gods and other supernatural beings. Like what are their origins(One ore more, there may be several sources). Did they arise from a primordial chaos and created the world? Or maybe there was a world and gods rose from aspects of the world (like mountains, rivers, primordial egg fragments or whatever). Perhaps a creator god created sub gods. All different from world to world depending on what is generated. This further help generate what define their sources of power and their domains. Maybe they are fueled by magic, maybe their power is defined by the number of followers or maybe they are powered by physical elements like trees or rivers. Especially if that is their domain, like a god of rivers. Or maybe they are simply powers unto their own.

This, in concert with their personality, then in turn allows you to generate what drives them and what their actions are. Like a god who derives his power from number of followers would do his best to maximize number of followers. Or a god of rivers would maybe look after the health of the rivers in the world.

Furthermore, one could also procedurally generate what forms these gods take and where and what form they interact with the world and their followers. Some gods may not take a form in the physical world and act only trough followers or events, while another may be entirely in the physical form like a giant tree or whatever.

There is much more to be said but I would also point out this also allow one to generate whatever entities can become gods and what actions are required to do so. And also how a god could die, be destroyed, made powerless or stop being a god. If possible at all in that world. Figuring that out would a endgame type of quest and doing lots of scolary work to understand divine beings what makes you able to become one, similar in a way to the secrets of life and death.

Yes. Magic is not going to be consistent between worlds at all. So I do not see why not.
Title: Re: Future of the Fortress
Post by: iceball3 on November 09, 2017, 02:30:01 pm
To what degree do you think other "planes" could manifest as co-incidental soil/sky layers in the planar portal development context? For instance, will the clown car be changed from a geological layer into discrete portals buried at the bottom of the world? Or will they sort of coexist in an unrelated manner?
Title: Re: Future of the Fortress
Post by: Enemy post on November 09, 2017, 04:16:55 pm
Will AI ever be set to automatically discard burning clothing?
Title: Re: Future of the Fortress
Post by: ZM5 on November 09, 2017, 04:35:31 pm
To what degree do you think other "planes" could manifest as co-incidental soil/sky layers in the planar portal development context? For instance, will the clown car be changed from a geological layer into discrete portals buried at the bottom of the world? Or will they sort of coexist in an unrelated manner?
I think the circus is already implied to be a separate "plane" on its own, however my guess is that its a temporary thing for now and once different planes are added we'll switch through them via some other option, instead of them just being an extension of the z-layers.

Some trivia: if you go down there in adventure mode and talk about the weather, the character will say "Look up at the sky! Are we in the underworld?". Obviously a regular cavern would not have a "sky".

A question regarding the fix for tree-dwarves that was announced; will this apply to flier pathfinding as well? Would make modded flier civs actually playable, as well as preventing flying animal people visitors from being stuck in mid-air.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 09, 2017, 05:16:28 pm
Will AI ever be set to automatically discard burning clothing?
The game isn't complete. When additions to self-preservation ai are being worked on this bug will no doubt be addressed (along with rolling on the floor and having the steel-plate clad fortress guards jump on top of burning peasants to smother their flames presumably).
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on November 09, 2017, 05:30:01 pm
Man, that release should be a good one. :P
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 09, 2017, 05:37:40 pm
Man, that release should be a good one. :P
One day they may even think about what side of the wall that they're building they want to be on relative to the incoming horde of screaming terror.
Title: Re: Future of the Fortress
Post by: Jairl on November 10, 2017, 11:42:49 am
In some sense, "gameplay", whatever that means, must always win.  But it becomes a blurry concept with realism when you think of different moods you could be going for, and we vaguely slant realistic most of the time.

Well I was wrong, which is not that surprising really, but I know that if personal quantum computers where available I'd want the individual grains of sand to be simulated, that would be detailed and awesome.

@JesterHell696: I think you've got the wrong impression of what quantum computers are. They're not insanely powerful versions of the current von Neumann computers, but more akin to array processors or graphics processors, i.e. devices very good at a limited set of tasks (such as rendering the current financial network's encryption almost totally useless as protection against an attack against any selected individual transactions, but not all at once, for instance, assuming the attacker has access to such computers, of course). The analogy isn't quite accurate, as the domain in which quantum computers shine is one where current computers curl up in a ball and cry, rather than just one or two orders of magnitude faster (NP complete problems, in math terminology). A quantum co-processor would e.g. be handy for path finding (but you'd still have to write a special program for the co-processor), as it should be possible to compute the actual cheapest path for dorfs according to the penalties applied in little time. Alas, quantum co-processors for private use are probably a very long way off.

Just my two cents:

Current "binary logical based" computing relies on strong associations between a state either being on or off. We have done analog computing in the past, but run into the same problems that analog transmission creates. Analog transmission, for those of you too young to know what rabbit ears are, is a form of transmitting analog data over a medium. A medium may be air, or it may be copper wire, in either case noise is mixed into the signal which results in white gaussian noise, or static. Discrete Binary transmissions means that the addition of noise to your system has a significantly decreased impact on the output because the signal for a 1 is a stronger signal than the signal for a 0... pretending we're adding noise a 1 with negative noise of 0.2 is STILL 0.8 which is closer to 1, a 0 with positive noise of 0.2 is 0.2 which is still closer to 0.

Basic computer operations now explained, we can look at what quantum field equations are actually all about. They're highly probabilistic and deal with more states than just the voltage. We have similar paradigms currently with Quadrature Amplitude Modulation (QAM) where we are transmitting in a pseudo-analog mechanism while retaining the benefits of well defined states. It is still digital as there are discrete states, but there are more than just two which means that for each second of signal you are able to transmit more data while retaining a low bit error rate and otherwise keeping the data producing a usable end product, all of this on the same channel. Though the current paradigm is to process the data received by the QAM channel individually, this is because of how current computing works in that it is not yet prepared to handle processing all the data in the same form it arrived in.

What you should be picturing is NOT an array of processors, but instead a SINGLE processor that is capable of managing the flow of data into the computer at the same time. This is a paradigm shift, you don't change from "Quantum Field Equations" to "Binary" which gets fed into some "Array of processors" but instead STAY in the same form of QAM, the data is processed while in that form, it isn't split up but instead the interactions (again, probablistic which means you may get a different answer each time you perform the same equation, think of probabilistic in much the same way as a level of noise which places quantum computing in a state of analog computing with additional benefits of having more states than just voltage to vary).

SSE is a similar paradigm shift. SSE isn't the same as having multiple processors as much as it provides instructions that operate in parallel instead of serial (as most instructions are performed) and does not consume more "cores" performing the instruction but is only related to the core that it is performed on. The underlying idea is not arrays of processors, but that you're now able to work on more data at any given moment without consuming more resources for working on more data. Unlike SSE which only appears like quantum computing in the high level perspective, a quantum computer would not need highly specialized ALUs to process additional data, it would process it all at the same time because that is what quantum computing is all about... processing every bit of data you can push into the system across numerous states at the same exact time without the use of additional hardware and doing so for every instruction.

Sure, you could use classical binary approaches with Quantum Computing... but at that point you're not actually getting any benefits over traditional computing.



Of course, too many kids don't recognize that the reason we're using silicon and binary logic based computing isn't because it's the best the world has to offer. Silicon is crap compared to things like Exotic Metals like Indium Gallium Arsenide, but silicon is CHEAP. It's all about what is the cheapest thing you can place on the market, even lithography is all about making the processor cheaper, not actually BETTER! Why would we ever see Quantum Computing in homes when VR Goggles market better than the plethora of Mind Machine interfaces that research has been working on, that actually WORK... and that are superior in every way except the user needs to train the system and it isn't as easy as the universal Matrix Jack "plug in and go". Consumers don't care about what is best, they care about what has more Hype behind it, and how cheap it is... that's why people buy cheap gaming laptops with horrible thermals... let alone those who buy a gaming desktop instead of building it themselves :S
Title: Re: Future of the Fortress
Post by: Fleeting Frames on November 12, 2017, 10:23:12 am
Will the (justly or not) suspected artifact thieves have a way of clearing their name? Or is the suspicion something they'll just have to deal with on their job?
Title: Re: Future of the Fortress
Post by: KittyTac on November 12, 2017, 10:35:57 am
Looks like this update will be preparation for most future arcs, including Myth & Magic, Laws & Customs, and Economy, is this true?

When boats come around, will there be artifact ships?
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 12, 2017, 11:34:35 am
Looks like this update will be preparation for most future arcs, including Myth & Magic, Laws & Customs, and Economy, is this true?

When boats come around, will there be artifact ships?
Since most everything ties into most everything else, most development provides additional building blocks towards future functionality. I don't see much intersection between artifacts and economy, unless artifacts can be traded as economic goods. The artifact demand/gifting is going to be hobbled by Laws & Customs diplomacy being absent, but is presumably somewhat prepared to be possible to enter that future development with limited effort. Additional artifact generation and the activities to chase them provides some limited ground works for magical artifacts, it can be assumed, but are probably more a goal in itself to bring life to the world.

The potential introduction of artifact ships would likely require the introduction of a new class of artifacts, as they're likely to be compound objects (like workshops and [current] traps, but probably made out of more parts than those). It could, however, be an offshoot of artifact multi piece instruments, should those be introduced. I suspect ships (and instruments and workshops) imbued with magic (in suitable worlds) are closer targets, though.
Title: Re: Future of the Fortress
Post by: KittenHugz on November 12, 2017, 11:39:16 pm
Regarding traveling military peoples; when the economy is implemented, would I be able to request mercenaries from other civilizations?  Like requesting archers from the elves to bolster my crossbowdorfs and then paying for it through the normal trade caravan or some other means.  Conversely, could your parent civilization levy your soldiers to help in other wars or to defend other forts?

On another note, I would like catapults to be more interesting.  Specifically I want to load them with spiked balls.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 13, 2017, 01:09:15 am
Regarding traveling military peoples; when the economy is implemented, would I be able to request mercenaries from other civilizations?  Like requesting archers from the elves to bolster my crossbowdorfs and then paying for it through the normal trade caravan or some other means.  Conversely, could your parent civilization levy your soldiers to help in other wars or to defend other forts?

On another note, I would like catapults to be more interesting.  Specifically I want to load them with spiked balls.
Unless you put your suggestion in the suggestions forum, it'll be lost to time in this thread. Economy is at least 10 years away. Suggestions here will probably be forgotten by next week. :)
Also, beyond the dev notes and dftalk (which you should read for insights on raising armies and such) I doubt anything concrete has been decided regarding the economy. It's so far away!
Title: Re: Future of the Fortress
Post by: StagnantSoul on November 13, 2017, 01:42:31 am
Will we see the return of the alchemist and their soap making antics?
Title: Re: Future of the Fortress
Post by: KittyTac on November 13, 2017, 02:17:10 am
Will we see the return of the alchemist and their soap making antics?

Probably not only soap... Potions, for example. But not in this release.
Title: Re: Future of the Fortress
Post by: Mesa on November 13, 2017, 04:48:16 am
Will we see the return of the alchemist and their soap making antics?

Probably not only soap... Potions, for example. But not in this release.

As if there's any difference between the two.

That aside, I have a vague feeling that alchemy might make a debut during either the first or, more likely, second magic/myth release.
I don't exactly have a quote to back that statement up with, it's just my own conjecture, but it would seem appropriate, though for all I know it might be enough work to relegate it to its own release entirely. (Which would also be fine.)
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 13, 2017, 04:56:17 am
Regarding traveling military peoples; when the economy is implemented, would I be able to request mercenaries from other civilizations?  Like requesting archers from the elves to bolster my crossbowdorfs and then paying for it through the normal trade caravan or some other means.  Conversely, could your parent civilization levy your soldiers to help in other wars or to defend other forts?

On another note, I would like catapults to be more interesting.  Specifically I want to load them with spiked balls.
Unless you put your suggestion in the suggestions forum, it'll be lost to time in this thread. Economy is at least 10 years away. Suggestions here will probably be forgotten by next week. :)

~snip

No, no, they're sort of ok with this question if they phrase in such a way as...

"Will the level of interaction with visitor roles in the world eventually be increased to the detailed level of expedition groups?" But yes, any specific 'ideas' like you detail on appealing to adventurers from foreign civilizations & new catapult ammo types can really merit a suggestion thread of its own unless its a question on something Toady (even if it slightly tangental like yours referring to the economy & non-confirmed military arc) has already laid out in his plans.

Also lime-green please, the more concise questions that don't sound like statements usually get notable replies.

Toady has also already replied on thoughts regarding world army reinforcements arriving.

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: ArmokGoB on November 13, 2017, 06:22:02 am
Are there any plans to add a paid lootbox business model to DF?
Title: Re: Future of the Fortress
Post by: KittyTac on November 13, 2017, 06:44:55 am
Are there any plans to add a paid lootbox business model to DF?

No. DF is always going to be 100% free to play AFAIK.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 13, 2017, 09:30:28 am
Are there any plans to add a paid lootbox business model to DF?

No. DF is always going to be 100% free to play AFAIK.

Quote from: The Manifestation
!! Buy our season pass DLC now to get early DF release access !!

I think (?) the question was made in jest at the loot box monetized culture, but with paid DF alternatives, keeping it free to play both benefits its drive to keep it patron paid by the community & set it apart from others in the expanding (and maybe peaked with others like Rimworld and atleast 3 other games off the top of my head involving short humanoids) genre.

And uh, without meaning to say this the wrong way, Toady & Tarn are kind of dinosaurs with how they seem to approach this kind of stuff.
Title: Re: Future of the Fortress
Post by: OrdinaryWizard on November 13, 2017, 03:45:12 pm
Like how Magic schools seem to be being implemented, will there be fighting schools for people like adventurers to spar and find meat bags in this area easier. Possibly paying a fee, doing "work"(murder) and sparring for weeks or even make it as if they stay in small dorms off to the side. To make elves not stupid maybe they could be more in tune with magic or have high quality magical objects(would probably kill them for fun) would make them slightly interesting. Oh and an interesting idea in normal world creation is aggression so civilized races will more likely be at war. I'm sorry about my stark raving mad rambling but I'm really full of ideas.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 13, 2017, 03:49:30 pm
Like how Magic schools seem to be being implemented, will there be fighting schools for people like adventurers to spar and find meat bags in this area easier. Possibly paying a fee, doing "work"(murder) and sparring for weeks or even make it as if they stay in small dorms off to the side. To make elves not stupid maybe they could be more in tune with magic or have high quality magical objects(would probably kill them for fun) would make them slightly interesting. Oh and an interesting idea in normal world creation is aggression so civilized races will more likely be at war. I'm sorry about my stark raving mad rambling but I'm really full of ideas.
Please take them to the suggestions forum if you want your ideas to actually be read.
Title: Re: Future of the Fortress
Post by: Beag on November 13, 2017, 05:09:32 pm
1. Will other planes of existence have sites in them? Last FotF reply you said a group of wizards could possibly take over a plane of existence.
2. If other planes of existence have sites on them might settlements and wars on those planes be possible?
3. Will cross planar war be possible?
4. Will it be possible for gods or god like entities to set up sites in their home planes such as holy kingdoms.
5. Will it be possible in some worlds to have a god or godlike entity that goes to the normal plane and rules as a god king/queen/non gender specific ruler.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on November 13, 2017, 05:13:48 pm
IMO probably a yes to all of those eventually, though some may not be in the initial release.
Title: Re: Future of the Fortress
Post by: ZM5 on November 13, 2017, 06:42:23 pm
Two questions:

1. Is the bug with sentient body parts being unusable (bones for crafts, or meat for food) slated to be fixed anytime in the next version? I've heard that it was actually fixed for the next release but apparently it wasnt.

2. What exactly does the CE_ERRATIC_BEHAVIOR token do? I thought it made dwarves start fights at random occasionally when drunk but I'm not sure if thats attributed to the token itself or due to arguments that happen in fort mode that the player just doesnt see.
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 13, 2017, 07:18:54 pm
Two questions:

1. Is the bug with sentient body parts being unusable (bones for crafts, or meat for food) slated to be fixed anytime in the next version? I've heard that it was actually fixed for the next release but apparently it wasnt.

2. What exactly does the CE_ERRATIC_BEHAVIOR token do? I thought it made dwarves start fights at random occasionally when drunk but I'm not sure if thats attributed to the token itself or due to arguments that happen in fort mode that the player just doesnt see.

1. The undead bug that's going to the fixed is the unkillable undead head part, as far as I understand. Sapient remains being unusable is not a bug as far as I understand, as it would violate dwarven ethics to do use them (and the previous ability to use bones from sapients for crafting being a bug). When elves, goblins, and possibly humans become playable in fortress mode blocking those races from butchery/crafting would be a bug/lacking implementation.
Necro conversion (i.e. raising and re-killing sapient remains de-sapiences them) IS a bug in my view, though.
Title: Re: Future of the Fortress
Post by: ZM5 on November 13, 2017, 08:05:07 pm
Actually the sapient parts being unusable is a bug or atleast not intended, since it applies to adventure mode as well to adventurers that shouldn't care about dwarven ethics. In 40.xx you could easily butcher a human or goblin corpse as any race and just plain eat its meat - in the current one you cannot.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 13, 2017, 08:37:28 pm
Actually the sapient parts being unusable is a bug or atleast not intended, since it applies to adventure mode as well to adventurers that shouldn't care about dwarven ethics. In 40.xx you could easily butcher a human or goblin corpse as any race and just plain eat its meat - in the current one you cannot.
If Toady were to spend a few months properly integrating civ-ethics before he starts on myth-gen, I'd be overjoyed.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 13, 2017, 08:56:43 pm
See relevent quote from post here (http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479;topicseen#msg6700479 (http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479;topicseen#msg6700479)):

Quote
I don't recall changing anything in particular.  I don't quite understand where the exact barrier is occurring.  I don't recall a wear-based restriction message in adv mode.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 13, 2017, 08:59:56 pm
Actually the sapient parts being unusable is a bug or atleast not intended, since it applies to adventure mode as well to adventurers that shouldn't care about dwarven ethics. In 40.xx you could easily butcher a human or goblin corpse as any race and just plain eat its meat - in the current one you cannot.
Of course, that was also a bug as, ethically, only Elf adventurers should have been able to feast on their sapient buddies (and goblin civ goblins if you modded them in).
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 13, 2017, 11:14:20 pm
Of course, that was also a bug as, ethically, only Elf adventurers should have been able to feast on their sapient buddies (and goblin civ goblins if you modded them in).
I've never bought that line of reasoning. You can do all other manner of atrocious things in Adventure Mode, in defiance not only of your civ's ethics, but of your character's beliefs. The game treats you, in essence, as a possessing spirit, leaving your poor puppet the freedom only to weep. Granted, future releases may penalize you for breaking character, but I doubt Toady intends to outright stop you from doing so.
Title: Re: Future of the Fortress
Post by: Egan_BW on November 13, 2017, 11:19:30 pm
Also I think Elven ethics only approve of eating what you've killed.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 14, 2017, 12:08:41 am
Also I think Elven ethics only approve of eating what you've killed.
Yeah. Although, there aren't any ethics regarding eating non-kills, are there? So I guess it's OK for a dorf to eat a friend who 'accidentally' fell out of a tree.

--edit
Oh wait, my mistake. Eat_sapient_other is a thing. What do Elves have there?
Title: Re: Future of the Fortress
Post by: Egan_BW on November 14, 2017, 12:17:02 am
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

So they would actually really object to, say, farming mermaids and eating their delicious flesh that way. ONLY what you kill.

For comparison, Dwarves, Humans, Kobolds, and Animal People all find eating sapients Unthinkable, while Goblins merely find it a Personal Matter. So overall not a lot of support for maneating here.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 14, 2017, 12:34:36 am
I'd like to see a cannibalism ethics tag added to this. It's quite different cooking a delicious troll stew than chewing on a fellow halfling's hairy feet.

Well, I think so anyhow...
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 14, 2017, 04:18:35 am
I'd like to see a cannibalism ethics tag added to this. It's quite different cooking a delicious troll stew than chewing on a fellow halfling's hairy feet.
I think this should instead be an interpolation of the presently existing EAT_SAPIENT tag and a putative one governing whether other races are seen as sapient.
Title: Re: Future of the Fortress
Post by: ZM5 on November 14, 2017, 05:29:16 am
Actually the sapient parts being unusable is a bug or atleast not intended, since it applies to adventure mode as well to adventurers that shouldn't care about dwarven ethics. In 40.xx you could easily butcher a human or goblin corpse as any race and just plain eat its meat - in the current one you cannot.
Of course, that was also a bug as, ethically, only Elf adventurers should have been able to feast on their sapient buddies (and goblin civ goblins if you modded them in).
I do not see at all how that was a bug - like what Urlance Woolsbane said, you can be someone completely atrocious going against all of your civs ethics, I don't see why cannibalism would be different.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 14, 2017, 07:46:12 am
I'd like to see a cannibalism ethics tag added to this. It's quite different cooking a delicious troll stew than chewing on a fellow halfling's hairy feet.
I think this should instead be an interpolation of the presently existing EAT_SAPIENT tag and a putative one governing whether other races are seen as sapient.

Reasonable, throwing it out onto a suggestion thread might get more visibility however. Stuff like that will probably be planned anyway by the time we get closer to civs forbidding the hunting/killing of particular creatures which toady has mentioned a few times.

So it'd be [ETHIC:KILL_ANIMAL:ACCEPTABLE] with a subset saying X animal or animal class/tag class is "Unthinkable"
Title: Re: Future of the Fortress
Post by: MachinaMandala on November 14, 2017, 01:13:02 pm
In the new version coming up, strange moods are tracked in world generation. Does it only apply to civilizations or could I, say, give gnomes the ability to have strange moods and therefore have non-civ creatures creating artifacts?
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 14, 2017, 02:26:39 pm
In the new version coming up, strange moods are tracked in world generation. Does it only apply to civilizations or could I, say, give gnomes the ability to have strange moods and therefore have non-civ creatures creating artifacts?
The convention is to use (lime) green to indicate questions to Toady so he can find then among the chaff (like this post) when answering.

Currently the mood tag is attached to the dwarven race/civ template only. Since there is little reason to assume that will change in the upcoming release, strange moods will probably remain restricted to dwarves (and moddable to civs only). The new artifacts will presumably be created using processes different from strange moods, and these processes will probably be more directed than the random dwarven moods (humies wouldn't take just any dead priest to hack up into relics, for instance, and gods would probably have some kind of reason for bestowing an artifact on someone, regardless of whether they did the job themselves or provided divine inspiration for someone).
Title: Re: Future of the Fortress
Post by: MachinaMandala on November 14, 2017, 03:37:50 pm
The convention is to use (lime) green to indicate questions to Toady so he can find then among the chaff (like this post) when answering.

Currently the mood tag is attached to the dwarven race/civ template only. Since there is little reason to assume that will change in the upcoming release, strange moods will probably remain restricted to dwarves (and moddable to civs only). The new artifacts will presumably be created using processes different from strange moods, and these processes will probably be more directed than the random dwarven moods (humies wouldn't take just any dead priest to hack up into relics, for instance, and gods would probably have some kind of reason for bestowing an artifact on someone, regardless of whether they did the job themselves or provided divine inspiration for someone).

Thanks, fixed!

Strange moods are currently a creature-level token, hence why I ask about giving it to non-civ creatures.
Title: Re: Future of the Fortress
Post by: MrWiggles on November 15, 2017, 01:30:11 am
So thats two of the oracles questions seen answered?
Title: Re: Future of the Fortress
Post by: voliol on November 15, 2017, 04:51:13 am
With the current split between body and soul, and upcoming features regarding this, when will a being count as dead? When their original body dies? When their current body dies? When their "core body" dies (if it's some kind of hive-mind creature)? Or, if the being could survive without a body (i.e. some body-possessing spirit), when their soul is banished or destroyed in some way? Will beings whose souls reside in items die when the item is destroyed?

Title: Re: Future of the Fortress
Post by: FantasticDorf on November 15, 2017, 09:57:36 am
You will have to get a screenshot of this yourself but the whole (what happens after you're dead afterlife wise & mechanics) were already partially spoken about in Toady's mythgeneration talks, ontop of the sliders determining things like whether it is actually possible to permanently die in a perfect world versus a very much horrifying world (basically Beserk©) with rampant things killing you & being killed.

Also your question isn't exactly concise to start with, and your methods you suggest of remaining after you've died could possibly be held inside a suggestion thread to be filled out with detail on how it affects the game rather than remain assumptive in trying to cover too many points of the same topic here, as i don't think Toady will be able to reply in entirety to all presented in lime green at once. Though i've gone to the courtesy to snip out the relevant bits presentably.

Quote from: volilol's questions
With the current split between body and soul: when will a being count as dead? (In both respects? utterly destroyed? little unclear here, though previously you went over things like being able to operate one without the other by different means or said relationship being unimportant)

Will beings whose souls reside in items die when the item is destroyed?

I think Toady's addressed destroying artifacts to have some sort of effect and remarked that would actually require the ability to destroy them through currently unobtainable means so is off the table short term until the magic arc, though you might have to do a bit of digging to verify that, ill quote it if i find it later.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 16, 2017, 12:04:38 am
On the off chance that there's no release this month...

Goblins accepted a human civ beast hunter identity? Does that mean they're no longer automatic Kill_Neutral:required? Or are beast hunters welcome everywhere (like bards) so get a free pass to wander around the pits?

Oh wait, perhaps it was "I'm a human beast hunter from [goblin_civ_name]". That would work...
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 16, 2017, 12:27:25 am
Oh wait, perhaps it was "I'm a human beast hunter from [goblin_civ_name]". That would work...
That would make sense, although Toady's phrasing was a tad confusing. I'm not sure why Buddy A would need to mention his species, since that can't yet be disguised, if I remember rightly.  And surely the whole "I'm from civ x" shtick only works on those who don't belong to civ x? Mind you, it does give rise to a rather funny mental image:

Elf: "Someone's skulking around... That's incredibly suspicious!"
Goblin agent: "Hello fellow long-ears! Is good day in tree-loving sylvan paradise we have here, no? What say we swing from branch and eat roast leg of dwarf?"
Elf: "Uh... Maybe another time... [Walks away muttering something about the acacia district.]"
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 16, 2017, 01:25:18 am
Ah well, will probably find out before the next fotf reply anyhow.  :)
Title: Re: Future of the Fortress
Post by: Miuramir on November 16, 2017, 04:18:46 pm
...when will a being count as dead?

In the current setting, under most circumstances, when their original body dies.  Under certain circumstances it may be possible to "die" again if the soul is given a new body; to what degree these are bugs, "happy accidents" to be Bob Ross about it, or WAI is not always clear. 

In the future, this will be determined by what the world settings and myth generator have created.  In some worlds souls may be immutable things, that occasionally inhabit mortal forms.  In others, souls may be immediately yanked to an appropriate afterlife, and ghosts are merely false shadows.  In yet others, it might be something more Egyptian; with the Jb (heart), Sheut (shadow), Ren (name), Ba (personality), Ka (vital spark), Khat (physical body), and Akh (magical drive) all being distinct parts of what makes a "person", with different roles to perform as you go through the stages of life and death.  For instance, ordinary (first) death was when the Khat (physical body) failed, and the Ka (vital spark) left it; with the proper rituals, the Ba (personality) could also be freed from the Khat, to be rejoined with the Ka so it could live on (in a way) as the Akh. 

This is but one very simple example of a historical treatment that would be one of perhaps billions of different variants of how cosmology works that the myth generator could come up with. 

Quote
Will beings whose souls reside in items die when the item is destroyed?[/color]

This is entirely dependent on what sort of myth has been generated for that world.  Souls might be immutable things more-or-less free to choose destinations; they might be fragile things easily broken and dispersed (or eaten!), they might be durable but subject to moral forces beyond their strength... procedurally generated mythologies will allow all sorts of awesome things that we've not even thought of yet.  Think about all the ways to handle such things that have existed in any real-world or fictional mythology, and then remember that's only a tiny spec in the corner of the possibility space.  (Yes, this is going to result in some really amusing "Is this a bug or just the way the universe works?!?" threads.) 
Title: Re: Future of the Fortress
Post by: Dr. Melon on November 17, 2017, 07:38:59 am
Will myth/magic extend to medical care? For example, potions, rituals, etc? And will the dwarves perform such cures even if they may not actually be effective (more myth than fact)? Could they even perform dangerous treatments that later get learned away by scholars?
Title: Re: Future of the Fortress
Post by: KittyTac on November 17, 2017, 08:06:49 am
Will myth/magic extend to medical care? For example, potions, rituals, etc? And will the dwarves perform such cures even if they may not actually be effective (more myth than fact)? Could they even perform dangerous treatments that later get learned away by scholars?

Most likely depends on world. Why do people think there will be a single magic system?
Title: Re: Future of the Fortress
Post by: KittyTac on November 17, 2017, 08:34:47 am
Will there be advanced worldgen options for the myth generator? Say, if I need explosion spells AND water evaporating spells in a world?
Title: Re: Future of the Fortress
Post by: Hartsteen on November 17, 2017, 08:51:12 am
i) Will the equipment and/or environment of temples have any impact on the concept of "holiness" of the sanctum? For example a displayed perfect gem (as artefact) for a deity connected with juwels, tons of displayed gold coins for wealth, a lovely water pond for water, etc.?

ii) Is it planned to add a FAIL-option in crafting? For example a dabbling stoneworker works on a rock mug with the effect of destroying his stone for no result?

iii) Will there be divine knowledge? For example a proficient mathematician gets a vision by Banach, Deity of Norms, which he afterwards can ponder on in his library?
Title: Re: Future of the Fortress
Post by: dragdeler on November 18, 2017, 08:38:23 am
Will we be able to use false identities to infiltrate goblin civs with our adventurers, or are they allways hostile in practice?
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 18, 2017, 11:58:54 am
Will we be able to use false identities to infiltrate goblin civs with our adventurers, or are they allways hostile in practice?

What Toady's said so far implies this ability it seems, but can't know with 100% certainty that it'll actually work out in a way that allows adventurers to infiltrate for very long.

Oh shit, I had a hilarious idea. Can you attempt impersonate creatures that aren't standard civ critters? If so, is it possible to impersonate an intelligent semi-megabeast, and what are the consequences of attempting it?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 18, 2017, 04:36:57 pm
Will we be able to use false identities to infiltrate goblin civs with our adventurers, or are they allways hostile in practice?

What Toady's said so far implies this ability it seems, but can't know with 100% certainty that it'll actually work out in a way that allows adventurers to infiltrate for very long.

Oh shit, I had a hilarious idea. Can you attempt impersonate creatures that aren't standard civ critters? If so, is it possible to impersonate an intelligent semi-megabeast, and what are the consequences of attempting it?
Pretty sure you can't impersonate other races in the upcoming version, only claim you're from another civ.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on November 18, 2017, 08:11:59 pm
Impersonating other races would probably require some sort of illusion magic if you expect anyone to buy it (except in some minor cases, an elf for instance might be able to pass for human just by wearing a hood) and thus IMO is unlikely to be implemented until after the first mythgen release.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 18, 2017, 09:04:52 pm
Ah right, doh. Though I wonder how the code is gonna handle "elf pretending to be human" and thus I wonder if extreme bullshittery could allow convincing a dumb-enough megabeast...

Is it really confirmed that you can even attempt to make a different-species ID, which "elf as human" would require? Because that would require some major niche hardcoding to allow for only such specific instances to be allowed, without allowing the ability to attempt less believable IDs.
Title: Re: Future of the Fortress
Post by: KittyTac on November 18, 2017, 09:23:48 pm
Ah right, doh. Though I wonder how the code is gonna handle "elf pretending to be human" and thus I wonder if extreme bullshittery could allow convincing a dumb-enough megabeast...

Is it really confirmed that you can even attempt to make a different-species ID, which "elf as human" would require? Because that would require some major niche hardcoding to allow for only such specific instances to be allowed, without allowing the ability to attempt less believable IDs.

Or a raw tag: [CAN_PASS_AS:<creature>]
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 19, 2017, 12:38:13 am
Ah right, doh. Though I wonder how the code is gonna handle "elf pretending to be human" and thus I wonder if extreme bullshittery could allow convincing a dumb-enough megabeast...

Is it really confirmed that you can even attempt to make a different-species ID, which "elf as human" would require? Because that would require some major niche hardcoding to allow for only such specific instances to be allowed, without allowing the ability to attempt less believable IDs.
I imagined it's planned, but entity is far more important than race right now. Race basically has no meaning as far as interactions between groups goes, so not much point in dealing with it yet.
Title: Re: Future of the Fortress
Post by: Beag on November 19, 2017, 12:51:38 am
1. If an person breaks the behavior required to get a specific afterlife will there be ways in some worlds to atone for their sins to regain access to that afterlife? Possibly through penance?
2. What are some bizarre corruption ideas you'd eventually like to make possible in worlds with magic?
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 19, 2017, 01:09:56 am
1. If an person breaks the behavior required to get a specific afterlife will there be ways in some worlds to atone for their sins to regain access to that afterlife? Possibly through penance?
Urist McAvatar has lost an Eighth!
Title: Re: Future of the Fortress
Post by: Egan_BW on November 19, 2017, 02:31:24 am
Could also be able to convince people you're a different species if they can't see you while you're talking to them. Like yelling from around the corner that you're totally a big scary minotaur so they should run away. :P
Title: Re: Future of the Fortress
Post by: Pootis on November 19, 2017, 09:17:22 pm
Hi Tarn,

I've recently been trying to teach myself to play the guitar and have been learning to play the DF theme musics. The main theme is very challenging! It is a complicated and nuanced piece and you must be quite musically talented to have written it, let alone play it.

If I may ask, what was your writing/development process like for the main theme? Will we perhaps ever see some more of your musical/guitar work, as additional soundtracks for Dwarf Fortress or otherwise?

Thank you.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 19, 2017, 10:27:42 pm
Salve, o Magnus Bufo!

I get the impression that the upcoming magic framework will draw on a wide range of influences, both historical and otherwise, for its many permutations. Will it include the concept of magical body-parts, as seen in various parts of Africa? These organs might be species-wide (e.g. goblin-tongues having efficacy for illusions) or caste-specific (e.g. beards being used for martial potions) or the result of certain abnormalities (e.g. the livers of albino dwarves combating the effects of alcohol.)

Assuming the answer to my first question is "Yes," will historical figures respond to the existence of mystical organs? Will we see goblin bandits prowling the land for unwitting donors, then selling their finds to apothecaries? Might black-markets pop up as a result?

Anyhow, enough of my rambling. I am ever grateful to you for chiseling away at this bright and blood-soaked gem of a game. Let us hope that Time does not send agents (or just one agent and a pack of war-dogs) to steal it away from you.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 19, 2017, 10:48:54 pm
Salve, o Magnus Bufo!

I get the impression that the upcoming magic framework will draw on a wide range of influences, both historical and otherwise, for its many permutations. Will it include the concept of magical body-parts, as seen in various parts of Africa? These organs might be species-wide (e.g. goblin-tongues having efficacy for illusions) or caste-specific (e.g. beards being used for martial potions) or the result of certain abnormalities (e.g. the livers of albino dwarves combating the effects of alcohol.)

Assuming the answer to my first question is "Yes," will historical figures respond to the existence of mystical organs? Will we see goblin bandits prowling the land for unwitting donors, then selling their finds to apothecaries? Might black-markets pop up as a result?

Anyhow, enough of my rambling. I am ever grateful to you for chiseling away at this bright and blood-soaked gem of a game. Let us hope that Time does not send agents (or just one agent and a pack of war-dogs) to steal it away from you.
Mythgen development start (mostly) is still about 6 months away (rough guess, based on previous post-release bug-fixing periods) so there's a good chance not everything has been considered in such concrete terms yet.

Posting a Suggestion in the suggestions forum would guarantee that Toady will actually see, note down and consider your proposal.

Posting here, unless the idea really has been considered in detail, will most likely result in the response 'yes, maybe, no schedule' and then the idea will be buried.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 20, 2017, 02:43:21 am
Mythgen development start (mostly) is still about 6 months away (rough guess, based on previous post-release bug-fixing periods) so there's a good chance not everything has been considered in such concrete terms yet.
I'm aware of this, but Toady seems to have put a good of deal of forethought into mythgen; enough that he's willing to give talks on it. As such, I figured it was worth a shot.

Posting a Suggestion in the suggestions forum would guarantee that Toady will actually see, note down and consider your proposal.

Posting here, unless the idea really has been considered in detail, will most likely result in the response 'yes, maybe, no schedule' and then the idea will be buried.
That's not the impression I've gotten about the Suggestions forum. I've never seen any indication that Toady pays it much heed. It seems rather vestigial at this point. Still, I'd be more than happy to be proved wrong on this, and there's nothing stopping me from spending a few minutes making a post there, but I'm content to wait a few weeks before doing so.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 20, 2017, 03:33:18 am
That's not the impression I've gotten about the Suggestions forum. I've never seen any indication that Toady pays it much heed. It seems rather vestigial at this point. Still, I'd be more than happy to be proved wrong on this, and there's nothing stopping me from spending a few minutes making a post there, but I'm content to wait a few weeks before doing so.

As I've noticed, yeah.
Title: Re: Future of the Fortress
Post by: DG on November 20, 2017, 04:45:03 am
He's stated that he reads at least the opening post of each thread in the Suggestions forum. I don't see a reason to doubt him. I think it would be a bit much to expect him to reply to each suggestion, even the ones that aren't iterations.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 20, 2017, 08:28:39 am
Yeah, he's said this several times. You can believe him, or some random forum people who have no idea of what he's doing from day to day. Your choice.

Toady even says from time to time to make sure your suggestion when asked in this thread is also put in the suggestion board because he'll forget about it here. But, hey if you think he's lying, not much point in asking in either thread, is there?
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 20, 2017, 12:22:40 pm
Part of it is likely that others suspect he doesn't use the ideas much at all (or at least, not until the idea becomes relevant to whatever he's working on at the time), which leads to a lack of evidence of any attention paid to it. Which, as the phrase goes, isn't evidence of absence, though it can be extremely discouraging to people who make suggestions and have no idea whether their ideas are even given a glance.

That said, given he tends to going to strange moods and focus on one facet of gameplay, the above is understandable. If he tried to juggle every minor "hey, I could probably add this on the side" idea in addition to a current development objective, the risk of more fun new bugs with each update would only increase. XP
Title: Re: Future of the Fortress
Post by: thvaz on November 20, 2017, 01:27:11 pm

Some people are entitled to the fact that if they make a suggestion Toady should at least read it. Imagine the entitlement if he wrote that he liked the suggestion and was going to use it.

Toady does well in avoiding this kind of bother.

Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 20, 2017, 02:16:00 pm
He's stated that he reads at least the opening post of each thread in the Suggestions forum. I don't see a reason to doubt him. I think it would be a bit much to expect him to reply to each suggestion, even the ones that aren't iterations.
Ah right, I'd forgotten about that. That is heartening. Just reading the first post is quite enough in my book.

Yeah, he's said this several times. You can believe him, or some random forum people who have no idea of what he's doing from day to day. Your choice.

Toady even says from time to time to make sure your suggestion when asked in this thread is also put in the suggestion board because he'll forget about it here. But, hey if you think he's lying, not much point in asking in either thread, is there?

Toady lying? I never even suggested that. I simply assumed that he was too busy, as one is wont to be on a decades-long, ars gratia artis project with only one's brother as an assistant.

Title: Re: Future of the Fortress
Post by: FantasticDorf on November 23, 2017, 02:28:07 am
Well get stuck in everyone, i guess a lot of questions will have been summarily answered by the new release. Time to formulate some new ones for the future (of the fortress) heh.
Title: Re: Future of the Fortress
Post by: Charizard on November 23, 2017, 03:24:05 pm
Why do the inhabitants of an occupied site abandon it and become refugees when you kill the administrator?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 23, 2017, 04:50:21 pm
Why do the inhabitants of a site abandon it when you kill the administrator?
Why are refugees always sleeping in their tents?
Incomplete games have bugs. Please post them on the bug tracker if they're not there already (pretty sure sleeping refugees/armies is already there). Bugs in games are not part of the upcoming plans (which is what this thread is about). Contrary to popular belief they occur accidentally and are intended to be fixed.
Title: Re: Future of the Fortress
Post by: Dozebôm Lolumzalìs on November 23, 2017, 06:36:45 pm
See OP.
The purpose of the thread is to discuss current developments.  Specific bugs should be reported on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/), and specific suggestions belong for the most part in the suggestion forum (http://www.bay12forums.com/smf/index.php?board=5.0).  Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
Title: Re: Future of the Fortress
Post by: Witty on November 24, 2017, 11:39:02 am
What exactly happens when our troops arrive at a site for a raid? I've had a few instances now where my troops will show up at a populated site to raid, only to report back that they couldn't find anything. What exactly are they looking for in a raid? Isn't it just a generic "kill some folks, steal stuff if you can" order?
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 24, 2017, 12:59:22 pm
What exactly happens when our troops arrive at a site for a raid? I've had a few instances now where my troops will show up at a populated site to raid, only to report back that they couldn't find anything. What exactly are they looking for in a raid? Isn't it just a generic "kill some folks, steal stuff if you can" order?

Toady at the current point hasn't put in any goods siezure to it, but has expressed interest at expanding it as per the possiblities (http://www.bay12forums.com/smf/index.php?topic=168313.msg7625588#msg7625588). Its purely artifact related at the moment.
Title: Re: Future of the Fortress
Post by: Witty on November 24, 2017, 01:18:31 pm
Its purely artifact related at the moment.

I'm confused then, since some raids seem to be successful in actually killing some of the inhabitants. Are any killings just an incidental result of them being spotted while sneaking for artifacts?
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 24, 2017, 08:23:02 pm
I'm confused then, since some raids seem to be successful in actually killing some of the inhabitants. Are any killings just an incidental result of them being spotted while sneaking for artifacts?
Correct. The ideal result, from the game's perspective, is for your dwarves to sneak in and out undetected. That said, it seems like most of the functionality needed for proper pillaging is there, so hopefully someone will be able to rig something up with DFHack eventually.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 24, 2017, 09:41:26 pm
Problem is I dunno if a skilled and geared squad is more likely to inflict kills. I think I might science up a raider embark dedicated to being able to sent a squad out ASAP.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on November 24, 2017, 09:53:58 pm
Problem is I dunno if a skilled and geared squad is more likely to inflict kills. I think I might science up a raider embark dedicated to being able to sent a squad out ASAP.
Toady claims that it should, with the caveat that it could well be broken.
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 24, 2017, 10:24:41 pm
So far I'm playing around with it. I sent a trio of peasants with no skills or gear and they scored 2-for-2. Then I outfitted a 5-bold squad with obsidian and leather, having started them with competent and average in most skills, AND assigned them half a dozen war animals. The end result was, well...they got one. And in exchange lost a coyote and two bolds.

(https://cdn.discordapp.com/attachments/166715641812746243/383819611361116164/image.png)

EDIT: Vanilla testing now, with a 7-dwarf squad in full bronze, no skills. Sent them out after goblins and they can clean house up until they run into the demon running the place.
Title: Re: Future of the Fortress
Post by: FantasticDorf on November 25, 2017, 06:27:12 am
Size differences in worldgen battles was also made more to matter, so your kobolds may have well been handicapped by the start, still losing only two is promising that if they were taller they would have managed ok.
Title: Re: Future of the Fortress
Post by: Inarius on November 25, 2017, 11:43:46 am
I suppose there will be very soon a new FotF, but before this

For now, artifact are most of the time stored just after created, and never "used" again after, whatever they are. They can just be stolen, or passed over, or given. Is there any further plans for artifacts, as giving them a bigger role (like a legendary sword actually used to kill) or is it the way you have imagined it ?
Title: Re: Future of the Fortress
Post by: ZM5 on November 25, 2017, 12:49:45 pm
Artifacts are planned to eventually be magical, so I would imagine that they would get other, bigger roles as well.
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 25, 2017, 02:42:42 pm
Hey toady, update is pretty cool so far, but im wondering, is there a way to ask about an artifact im looking for, it doenst show up in asking for directions.And, what are your plans moving forward with artifacts?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 25, 2017, 09:46:34 pm
Way back when work on this release started, you mentioned that worldgen moods might have a chance of failing, in the dramatic way they do in player fortresses. Did this make it into the release (yet)?

Haven't noticed anything while browsing Legends, but not sure what I'd be looking for. I've noticed some pretty difficult to get hold of materials are being used for artifacts, so I guess they have an easier time of it.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 26, 2017, 07:44:05 pm
So, visitors are jumping the gun a little and turning up before you have a tavern/temple right now due to some bug or whatever. That's fine, and I guess you're working on a fix. But my question is, are the early monster slayers also part of this bug? I kind of like that they show up early. I can't imagine monster hunters requiring a room in a tavern before they march off happily into your caverns. Bunch of dwarves about to strike the earth? Can only result in the kind of Fun a monster slayer lives for!
Title: Re: Future of the Fortress
Post by: Random_Dragon on November 26, 2017, 08:18:29 pm
It's suspected currently that these visitors are actually exclusively spies.
Title: Re: Future of the Fortress
Post by: ☼Another☼ on November 26, 2017, 08:55:08 pm
I've had true monster hunters show up soon after I broke open the caverns, petition and hunt in the caverns, so I think anyone that doesn't petition is a spy, but if they do they aren't.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 26, 2017, 09:52:40 pm
It's suspected currently that these visitors are actually exclusively spies.
They're not. You only have to open Legends to check that. Some are spies, some aren't. And yeah, real monster hunters petition right away, so I'm hoping that's WAD.
Title: Re: Future of the Fortress
Post by: Xilian on November 28, 2017, 07:32:19 am
Sorry if this has been asked before.
Are there currently any plans to allow civs to go to war with one another over values, rather than only over ethics? This would allow for civs from the same entity raw to go to war with one another. For example humans fighting other humans, which now can only be done by adding a new human entity raw.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 28, 2017, 07:39:41 am
Sorry if this has been asked before.
Are there currently any plans to allow civs to go to war with one another over values, rather than only over ethics? This would allow for civs from the same entity raw to go to war with one another. For example humans fighting other humans, which now can only be done by adding a new human entity raw.
Humans war with each other all the time. Goblins too.
Even my own Wild Dwarves beat each other up.
In fact entities within a single civ even go to war with each other

Probably even more so now that families and their artifact claims have been thrown into the equation.
Title: Re: Future of the Fortress
Post by: Xilian on November 28, 2017, 10:12:35 am

Humans war with each other all the time. Goblins too.
Even my own Wild Dwarves beat each other up.
In fact entities within a single civ even go to war with each other

Probably even more so now that families and their artifact claims have been thrown into the equation.

Did this happen during world gen or after world gen? I'm talking about during world gen.
The only time I've seen humans fight humans was within a civilisation where two different entities of the same civ went to war, as you said. Never have I seen a human civ fight another civ, the only exception being my personal mod where I have three different human raw entities with vastly different ethics, within which they never go to war against civs from the same raw entitity. Same goes for goblins, I see them murder each other but I've yet to see a goblin civilisation go to war with another goblin civilisation. Now I realise that with the artifacts and raids this might change, but I'm speaking during world gen.
Title: Re: Future of the Fortress
Post by: KittyTac on November 28, 2017, 10:15:44 am

Humans war with each other all the time. Goblins too.
Even my own Wild Dwarves beat each other up.
In fact entities within a single civ even go to war with each other

Probably even more so now that families and their artifact claims have been thrown into the equation.

Did this happen during world gen or after world gen? I'm talking about during world gen.
The only time I've seen humans fight humans was within a civilisation where two different entities of the same civ went to war, as you said. Never have I seen a human civ fight another civ, the only exception being my personal mod where I have three different human raw entities with vastly different ethics, within which they never go to war against civs from the same raw entitity. Same goes for goblins, I see them murder each other but I've yet to see a goblin civilisation go to war with another goblin civilisation. Now I realise that with the artifacts and raids this might change, but I'm speaking during world gen.

Artifact hijinks happen during worldgen, too.
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 28, 2017, 10:32:46 am

Humans war with each other all the time. Goblins too.
Even my own Wild Dwarves beat each other up.
In fact entities within a single civ even go to war with each other

Probably even more so now that families and their artifact claims have been thrown into the equation.

Did this happen during world gen or after world gen? I'm talking about during world gen.
The only time I've seen humans fight humans was within a civilisation where two different entities of the same civ went to war, as you said. Never have I seen a human civ fight another civ, the only exception being my personal mod where I have three different human raw entities with vastly different ethics, within which they never go to war against civs from the same raw entitity. Same goes for goblins, I see them murder each other but I've yet to see a goblin civilisation go to war with another goblin civilisation. Now I realise that with the artifacts and raids this might change, but I'm speaking during world gen.
Humans go to war against each other frequently during world gen, while elves don't seem to do so.
Title: Re: Future of the Fortress
Post by: Xilian on November 28, 2017, 12:02:56 pm
Humans go to war against each other frequently during world gen, while elves don't seem to do so.

I don't mean the within civ entities warring against one another, I know those do. I'm talking full on human nation vs human nation warfare. If you can show me an example of that happening in a vanilla game, please show me.
Title: Re: Future of the Fortress
Post by: PatrikLundell on November 28, 2017, 12:11:17 pm
I haven't checked the entity level at which human fight each other, so I may have seen lower level fighting only.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 28, 2017, 04:02:38 pm
Yeah, you're right, I don't think I've seen a full-scale civ war between two civs of the same race. But the minor wars prove there's more than just ethics checks going on.

But, like I said, this version has artifact claims and you can certainty provoke full scale dwarf on dwarf action manually. Have to check Legends more to see if it happens in worldgen now.
Title: Re: Future of the Fortress
Post by: Xilian on November 28, 2017, 07:07:33 pm
Oh yea definitely, this update is definitely a step towards more diverse reasons for war as well. I hope with the mythics release religion will start playing a role in it too. But I think using values as a check for war would be interesting especially in humans civs as its varied per civs, it won't do much for dwarves that have fixed values per civ for example.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 28, 2017, 07:13:57 pm
Oh yea definitely, this update is definitely a step towards more diverse reasons for war as well. I hope with the mythics release religion will start playing a role in it too. But I think using values as a check for war would be interesting especially in humans civs as its varied per civs, it won't do much for dwarves that have fixed values per civ for example.
A warlike leader effects wars too apparently, so I think there's definitely some value checking going on even if it's just at a personal level (and values range quite a bit from person to person, so that makes more sense).
Title: Re: Future of the Fortress
Post by: Untrustedlife on November 28, 2017, 09:00:38 pm
Thjere has been a rather active thread on here recently about "the importance of prejudice", while related my question isn't about it exactly. Will we ever get towns that simply don't like strangers in general and will express that? A lot of good stories come from those sorts of villages/towns in fantasy. And in horror (eg, the shadow over innsmouth by hp Lovecraft)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 28, 2017, 10:16:36 pm
Thjere has been a rather active thread on here recently about "the importance of prejudice", while related my question isn't about it exactly. Will we ever get towns that simply don't like strangers in general and will express that? A lot of good stories come from those sorts of villages/towns in fantasy. And in horror (eg, the shadow over innsmouth by hp Lovecraft)
You know the discussion was started by Toady, right?

But, yeah suspicious villagers (this is a local shop, for local people...) are always cool. It'd most likely not be hard coded though. Villagers with a history of kidnappings naturally becoming more suspicious of strangers is more likely. Off to the suggestions forum. :)
Title: Re: Future of the Fortress
Post by: RobotFighter7 on November 29, 2017, 01:48:28 am
Corruption of various sorts has come up in the notes for magic multiple times, but I haven't noticed one particular subject, the corruption of artifacts. Could we see the magical properties of an artifact altered after its creation? For instance, a priest or avatar of a god of death is slain and the artifact scepter that sprays miasma is taken by a fire demon who then corrupts it to instead shoot gouts of flame? Could we see an adventurer's named weapon of mundane origin imbued with magical properties as the result of their interaction/relation to some god, spirit, or demon?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 29, 2017, 05:16:25 am
Assuming the bugs come under control,
are you planning on adding any more to the xml output during this set of releases? Artifact descriptions and instruments would be great.
Title: Re: Future of the Fortress
Post by: Knight Otu on November 29, 2017, 03:28:08 pm
What are the major limiting factors of world gen STRANGE MOODS artifacts? In the process of updating my mods, I moved the token from one race that basically spammed artifacts to one that apparently is uninterested in creating artifacts.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on November 30, 2017, 04:02:13 am
What are the major limiting factors of world gen STRANGE MOODS artifacts? In the process of updating my mods, I moved the token from one race that basically spammed artifacts to one that apparently is uninterested in creating artifacts.
Interesting, was about to start playing with that myself. It seems not to be entity related anyhow. Dwarves are happy to mood in goblin pits and tribal villages with limited access to materials (except bones of course).
Title: Re: Future of the Fortress
Post by: MetroChensual on December 01, 2017, 10:08:18 am
1. There's general "harass the population of a civ" raid and "acquire artifact" raid. Will you be implementing raids that try to take over a settlement by killing and otherwise incapacitating the defenders and claim the settlement for the raider's civ?

2. Because of the whole religion and artifacts things and tombs being a thing, will there gonna be an expansion of the tomb structures where dead civ members or at least historical figures get buried if anyone finds their bodies? And will the important figures be able to be buried with artifacts?

3. If there are some methods of bringing back dead people eventually, will civs have differing opinions about resurrection?
For example, one civ might forbid acts of resurrection while the other not only allow them but encourage them

Sorry, everyone! I'm kinda new to this forum and i've made this account just to ask these questions. Also English is not my first language so sorry for any mistakes.
Title: Re: Future of the Fortress
Post by: deathpunch578 on December 01, 2017, 10:13:57 am
Sorry, everyone! I'm kinda new to this forum and i've made this account just to ask these questions. Also English is not my first language so sorry for any mistakes.
your English is perfectly fine
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 01, 2017, 11:39:46 am
1. There's general "harass the population of a civ" raid and "acquire artifact" raid. Will you be implementing raids that try to take over a settlement by killing and otherwise incapacitating the defenders and claim the settlement for the raider's civ?

2. Because of the whole religion and artifacts things and tombs being a thing, will there gonna be an expansion of the tomb structures where dead civ members or at least historical figures get buried if anyone finds their bodies? And will the important figures be able to be buried with artifacts?

3. If there are some methods of bringing back dead people eventually, will civs have differing opinions about resurrection?
For example, one civ might forbid acts of resurrection while the other not only allow them but encourage them

Sorry, everyone! I'm kinda new to this forum and i've made this account just to ask these questions. Also English is not my first language so sorry for any mistakes.

1. The raid feature is new and will be expanded to at least steal non artifact items later on. Conquest is probably a lot further on and would probably require/be part of the military arc (which is beyond the planned DF horizon).

2. -
3. Probably. Resurrection will probably require magic (which is the next arc, and probably one or two more after that). Whether it will make it in there is probably unknown even by Toady at this stage.
Title: Re: Future of the Fortress
Post by: MachinaMandala on December 01, 2017, 01:37:16 pm
It's currently possible to resurrect people anyway using interactions.
Title: Re: Future of the Fortress
Post by: deathpunch578 on December 01, 2017, 01:47:25 pm
I imagine it wouldn't be too hard to have them come back alive (not zombified) since df hack can do this
Title: Re: Future of the Fortress
Post by: Putnam on December 01, 2017, 03:57:30 pm
You can bring people back alive (not zombified) with interactions using RESURRECT instead of ANIMATE.
Title: Re: Future of the Fortress
Post by: Toady One on December 01, 2017, 04:47:24 pm
(Part 1 of 2)

Thanks to KittyTac, Fleeting Frames, Shonai_Dweller, Knight Otu, FantasticDorf, ZM5, PatrikLundell, PlumpHelmetMan, Randon_Dragon, *Another* (don't mean to downgrade, but don't have the masterpiece char handy), MachinaMandala, Putnam, and anybody I missed for helping to answer questions this time!  For nearly every name in this list, there's at least one question that didn't appear below, so please go back and check just after your question if you don't find it!

Regarding a new thread, we're thinking of doing that whenever the dev page next gets reworked.  It's quite possible this'll happen before we embark on the first magic release, once we have a much clearer idea of which path forward we're going to take.  For now, we're just going to do bugs and incremental improvements for some months.

On the new release and future schedule of small releases, part of releasing on Thanksgiving is having relatives around and other stuff going on, so aside from doing Linux and fixing that world gen crash, I haven't had a lot of time to settle in, and there's a chunky Montreal talk coming up in the first half of December as well that I'm still composing.  So I expect we'll have a slow start to the bug-fixing and improvements, but it should ramp up more after a few weeks.

Quote
Quote from: Buttery_Mess
With the myths and magic release, we can expect magic and fantasy sliders for world generation, but what whimsy? It occurs to me that lollipop forests and, dare I say it, featherwood trees, aren't so much fantastical or magical as whimsical. I imagine some people would be keen to play in an Adventure Time-like world but a max magic max fantasy setting would more likely generate something D&D-like than that. Can we expect any other sliders, like world geometry, real-world cultural influence, climate, that sort of thing?
Quote from: KittyTac
Will there be advanced worldgen options for the myth generator? Say, if I need explosion spells AND water evaporating spells in a world?

There was also a tone-type slider I had mentioned, from completely non-violent worlds to horrifying ones, and I've also mentioned that there'll probably be quite a few more (and the originals'll be broken into several) as we get a feel for what sort of customization we can do.  Your example also fits in a bit to what we've mentioned in terms of "sphere-related regions", which would replace the "good/evil" regions we have now, and give us a lot more control assuming we can take advantage of all the associations that come up.  Either during this or because of this kind of thing, we'll develop some ability to set specific tone variables more carefully, and something like a "whimsical" attribute or similar would become possible.

We've been working through different geometric options for the last while, trying to figure out what's feasible; I have no idea if the concept of a slider works here, or if you'll just have shapes to select -- of course, the default will just be to randomly go with something.

Magic-wise, even the simple myth generator prototype had options by-sphere to customize the world, so I imagine you'll have quite a few options in the first version, and more after that as needs arise.

Quote from: Eric Blank
does identity tracking reflect transformations, say if you attacked a hamlet transformed into a goblin, would it store the physical description of that goblin-form and any names you used, or would npcs be able to associate that goblin with you, naturally being a human, after you had transformed back out-of-sight?

Ah, no, this is one of those things I mentioned in the EXAG talk; no physical description information is saved, aside from the history figure id.  So there's nothing good there yet.  We want to tackle transformation at the same time as identifying features (scars, etc), general appearance vars and cloaks.  It's tricky if this information can be passed around, since it is potentially more bulky than passing around identities or names, but we should be able to do something with it.

Quote from: superbob
With all the wealth of procedurally generated content and simulations that make it all work together in meaningful ways, do you foresee various aspects of Dwarf Fortress becoming interesting enough to be a (mini-)game in itself?

Examples:
For the economic aspect, a fantasy trading game where the player can go from town to town, buy cheap and sell high, buy wagons or ships to move more stuff, eventually create a trading empire that has to deal with world politics rather than bandits.

For the combat aspect, a martial arts game where the player can learn various moves and techniques, fight other warriors who might use different schools, seek out masters to learn new ways to fight.

Similarly for all sort of magic/art/cooking/crafting, do you foresee these becoming interesting enough at some point that a player might simply spend hours exploring the possibilities? Wandering the game world following leads and rumors to find new masters or schools to learn from or challenge, perhaps even have deities teach them some seriously awesome stuff.

...

What I consider a minigame here are all the little rules and relationships that might exist in a system that would, in a cooking system, take some ingredients then process and combine them in some way that lets the player tap into all the procedurally generated goodness.

Some of the things you've described are listed as roles on the dev page, when it comes to adventure mode.  Being a trader for instance, or an explorer, or a thief, etc.  The idea is not only to produce these types of embedded games, but for them to work together, so you can switch and blend them as you please, perhaps leveraging your exploration in industry, or your thievery in trade, etc.  We had a goal with the thief in Tales Foretold that you wouldn't ever have to leave the city you started in if you didn't want to (and didn't get exiled at trial), and though that game wasn't finished, we made it far enough that we have a feel for getting it done.  As city districts and the justice system and the economy and sub-groups like criminal gangs and guilds become more interesting, this can be imagined for DF.

It's hard to say how independently engaging more narrowly focused elements will be.  It depends on the design and the time we spend on it.  Cooking is clearly complicated enough in real life that you can spend all your time on it, and what you move over to a game can also be complicated and engaging, but this also involves a lot of details we'd have to program.  Hopefully it'll all just get slowly better.

Quote from: KittyTac
Will magical artificial landmarks appear on the map during worldgen, e.g region-wide explosions showing up as ASCII craters?

Yeah, the idea is to have everything large enough reflected there properly, no matter what it is.

Quote from: DarthCloakedDwarf
I heard there will be transformation and polymorph sort of stuff

1: Will there be new skills to accommodate unique abilities associated with transformations? Like, if I gain the magical ability to turn into a poison-spitting snake, will I be able to, with practice, become a Spitmaster or something? Can I become a master flier if I turn into a bird and practice for a long time?

Will there be different methods of transforming, with different results? Examples:

    Can I turn into an anthropomorphic wolf, with some of my usual appearance traits and can be recognized as me but also a tail, and scent powers, and a bite attack-- Wolfman style. Or:
    Can I turn into a wolf, but I retain the ability to speak, and no one can tell me from a normal wolf unless I say something. Or:
    Can I turn someone into a newt, leaving them no less intelligent, but unable to do things newts physically can't do, like talk and use magic that doesn't involve speaking or movements newts can't do? Or:
    Can I turn them into a newt, with all the physical and mental repercussions thereof, leaving them helpless unless someone changes them back?

We had locomotion skills in Armok I think, and I've threatened them for DF.  It would be funny if you had to learn how to fly, but it would also be a much less effective spell.  It's quite possible there'll be additional parameters for transformations; it makes sense to have them.  The default is just how it works now, where you keep your soul but don't get to speak etc. if the host creature can't do it.  I'm not sure how fast it'll proceed, as there are a lot of effects to work on.

Quote from: PlumpHelmetMan
is there any chance that different regions might eventually have more unique and distinct assemblages of flora and fauna (perhaps to come somewhere around the time randomly-generated wildlife is implemented)? It gets a bit repetitive and immersion-breaking to see camels in every desert and grizzly bears in every temperate forest, regardless of whether or not they're at opposite ends of the world.

Fleeting Frames mentioned that this already happens to some extent.  There are tags that control the frequency that an animal is chosen, and it assigns them a range throughout the world.  More creature types would help (though we already have a lot), and random creatures would also help.  It's a big ask without procedural creatures though, as the real world has a gazillion species, which is why it can manage to make a world so diverse.

Quote from: Random_Dragon
I can't recall if this has been asked, but what about weapon racks and armor stands? These would be perfectly logical choices as display furniture, and I've kinda joked about the possibility that you might completely forget to utilize them for display.

I've stayed away from them as they are in a nebulous state, if I recollect.  They do make sense as future display furniture.

Quote from: red_kangaroo
Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.

I remember reading somewhere (in one of the Threetoe stories?) about goblins serving demons in the Circus. Will there one day be demon sites in Hell, along with goblin populations and hell beasts? Perhaps even armed and armored demon leaders?

Speaking of demons, will demons be able to use magic related to their spheres? I find it odd how demons can grant necromancy slabs but cannot use the magic themselves.

We have a lot of notes and even v1.00.00 (or v1.00.01 I guess?) Points associated to underwater sites.  'Expect' is always a strong word, since one shouldn't anticipate anything in the near-term, but it's there.

FantasticDorf mentioned the demon sites we had.  The myth release throws a wrench into this a bit, since the nature of it may change, but there'll be more stuff, in any case.

The myth generator gives demon types with magic use, so I'd expect that as well.

Quote from: ShinyandKittens
I’ve been looking into all sorts of tokens, and will there be new tokens to define if something needs magic? Such as a wizard acquiring his power or you being blessed by a goddess, etc.

Also, what about being blessed by gods/goddesses? Maybe through praying or through faithful support, they give you powers to defend his/her name?

There are some sourcing tokens for interactions already that we use (for necromancy, say), and I suspect we'll be using an amplified format there, along with whatever needs to be brought in to customize the myth generator and all associated objects there.  Godly stuff seems reasonable enough in certain settings.  No idea what we'll get to at first.

Quote from: EPM
Will megabeast/titan/demon/historical figure body parts affect artifacts at all, either in the artifact release or magic? There are plenty of legends of stuff "made from the terrible ___'s bones", such as the Celtic Gáe Bulg made from the Coinchenn. Currently, generated creature materials have 0 value, and it'd be nice if turning our greatest foes into cool stuff had more oomph.

For example, the [MAGICAL] tag being present on a creature might confer some kind of effect, or a relevant [SPHERE] tag might be inherited by the artifact itself. But at the very least, could generated creatures have materials with value? Even though stuff like swamp titan silk is less valuable than pig tail cloth, it feels extra-special considering the source.

FantasticDorf mentioned the relics.  There are also fell moods, which produce artifacts from historical figures, both in your fort and in world gen with the latest major version.  I imagine this'll continue to be amplified, possibly with the same kind of magical tagging that would go into potion-making and all that.

The value stuff all sounds like oversights on my part.

Quote from: Beag
1. Will body altering corruptions and transform causing curses eventually destroy weak clothes when occurring? For example a were beast's clothes being in tatters from the transformation.
2. Eventually will transforming or having body altering corruptions while wearing hard armor such as metal armor cause damage to the person transforming or being corrupted as they are possibly being restricted in their growth by the armor.
3. In terms of conduct required for afterlives how will our adventurers be able to check where they stand spiritually? Might praying or something similar be a possible way to check how the gods or whatever is in charge of the afterlife feels about you?
4. Eventually will events that currently only happen during world gen like festivals, buildings being built and ceremonies happen post world gen? If so could a player adventure attend the festival, ceremony or seeing the construction of the building?
5. When the first pass of the myth and magic update comes out what sort of magic organizations do you expect to see?
6. Will the player eventually be able to start magic organizations? If so could they try to build a magic academy and be the arch wizard of it?

1. Makes sense.
2. Makes sense.
3. Ha ha, perhaps!  Different places do it different ways, and some religions say this isn't possible as well.  As conduct comes to matter more, I imagine we'll entertain some options.
4. Yeah, we're planning on getting the two modes closer to parity, and we want the player to be able to participate in festivals etc. in both modes.  It would be fun to declare and design a festival yourself to commemorate some important happening in the fort, though we'd have to grapple with the durations a bit.  Perhaps all fort festivals would be more seasonal, etc., or at least like six-to-eight week fairs.
5. First pass?  No idea.  Of course, we hope to have some, but it's hard to say.
6. Eventually, sure, as you can create your little take-over entities now, and we're planning on making that better.  At some point, you'll be able to control more parameters.  I have no idea about the actual teaching of classes though; I'm not sure that'll ever be added at a high enough resolution to be a non-abstract process (there's the current dwarf skill demos, but they don't actually talk or anything.)

Quote from: FantasticDorf
Will there be any exceptions to non-building destroyers finding ways around simple destructable obstacles blocking the way to steal artifacts(like wall grates without a door to lockpick to gain entry to a viewing area) or will it have to remain for later arcs when more tools & methods like invaders digging into your fortress are available?

With a sort of worry that by just walling off a precious artifact behind grates/metal bars, the AI may just get confused and like a flytrap get stuck lagging potentially into it with the intention to steal or completely divert away interest making a object basically un-stealable if its not particularly demanded by anybody or required to move off its display.

I don't have near-term plans for it, but if some problem comes up it'll achieve a higher status.

Quote from: hostergaard
Will the myth arc also define gods and other supernatural beings on a world per world basis like magic? That is, what makes a god a god.

I.e. in the case of gods, would we procedurally generate what are their origin, what are their powers, what are their sources of powers, what if at all makes a being able to become a god or stop being a god. And what can, if at all, kill or destroy a god.

As you saw in the myth generator, we're already doing some of this (there were several gods, all generated per universe, some primordial and some created, with powers based partially on their source if they have one).  This also applies to "gods" that are more like nature spirits, which it generated and provided with powers and little physical descriptions.  It hasn't gone into destruction of gods or some other rules surrounding them, but I imagine that'll come up automatically if they get physical manifestations.  But yeah, this is already in progress and the first myth/magic release will have some of it.  The soul conduct rules can currently mention ascension, but I manage this will become a more interesting and diverse set of state changes.

Quote from: GoblinCookie
Is the relationship between the word symbols and things like the names of gods or monsters going to be softcoded as part of the myths/magic release?  At present the word-symbols are a weird hybrid of hardcoded and softcoded, though can be directly edited but they MUST be there exactly as named in vanilla since they used to name things in a hardcoded manner which cannot make use of any new word-symbols that are added in.

Also, would it be possible to actually add in tokens for symbols themselves? By this I mean adding in the symbols such as is used to randomly generate gods, not the word-symbol tokens.

I'm not sure when it's going to change, since there are some other concerns at play about how languages are going to work or be generated in general later on that need to be respected.  So myths/magic might not see symbols altered much, though we're certainly going to be playing with spheres a lot, so it's hard to say.

The spheres are different.  I understand the notion of a custom sphere, and it makes sense to have either generated or raw-defined conceptual categories with various properties that you can apply, but the default spheres are actual concepts, that for a variety of reasons need to maintain their hard-coded meaning.  That just doesn't need to remain strictly linked to whatever is listed for a god and determines the raw symbols linked to its name.  As long as there is a strict identification between spheres and godly domains, it won't be possible to do modding there, but that could change.

Quote from: FantasticDorf
Toady has mentioned i think either in his talk or his fortress replies that unique generated skills (which might go the way of instruments to being ambigious until seen in action, really up to toady how to address) as well as complimentary normal labour skills play a part for making & using objects, leveling your "Ümazu" magic skill for example individual to the culture & magic rules laid out in mythgen with applicable persons & races as well as drawbacks & consequences.

Books, wands and potions can all reasonably draw upon book-binder, woodcrafting & alchemy/brewing etc where appropriate. Still a good question, similar to how untrained crossbow dwarves bludgeon people with their weapons, you probably dont want somebody with no wand-casting skill attempting to stab someone with a blunt wooden 'knife' or misc object.

Just to clarify, if there is going to be randomly generated names for magic skills (just casting out if i got anything wrong or ideas have been changed on it during development), will the ability to mod in pre-fixed magical abilities remain hardcoded, so that the magic skill names are only generated, but doesn't affect the skill itself?

Quote from: example
Any fire magic = "skolderer" skill in dwarvish tongue and stats, but fire imps drawing on exactly the same hardcoded fire magic skill (by being given natural levels similar to climbing & swimming) are seen to also have levels in "Adept/Exeptional Skolderer" for example or another name for fire magic between generated worlds where they are present.

I'm not sure if it'll work that way for natural magical abilities, but it might; some of the "learned like breathing" generated skills would be in the imp category, and might also be learned by others if the generator crosses them over.  But there are some missing tag notions here, which may or may not be the way it ends up going.  For the imp, this implies that it has some tag along the lines of "give me some generated fire stuff", rather than a specific interaction natural ability (which is independent of magical forces as it stands).  If the strictly raw defined natural ability is to be integrated into the magic system, it'll need some tag-hint for the generator to pick up on, in which case your scenario is more likely.  Whether that happens'll kind of depend on the needs of modders, etc.
Title: Re: Future of the Fortress
Post by: Toady One on December 01, 2017, 04:48:10 pm
(Part 2 of 2)

Quote from: iceball3
To what degree do you think other "planes" could manifest as co-incidental soil/sky layers in the planar portal development context? For instance, will the clown car be changed from a geological layer into discrete portals buried at the bottom of the world? Or will they sort of coexist in an unrelated manner?

"Plane" to me suggests a different place, but the interfaces might be shaped or work in such a way that it looks like a layer, the way it is now.  Though if there isn't something special about that (like it being adamantine portals through magma), then it's just a neat cavern, which is also fine.  The planar/magical landform rewrite code is likely going to lead to a change to how caverns work as well; might as well clean up all the quibbles there if the underlying structures are going to be roasted.

I'd like to try some other neat planar interfaces though.  Fully parallel ones, places like woodlines where it can transfer a critter to an on-the-fly integrated landscape that can merge with fixed other-planar sites, "interior" planes that are generated when you travel into a soul, that sort
of thing.  All of these work in fort mode as well, even if it ends up being a little odd (have a tab you can switch to where you can see your squad of dwarves that are mining a demon's interior soul plane or something bizarre like that.)

Quote from: ZM5
A question regarding the fix for tree-dwarves that was announced; will this apply to flier pathfinding as well? Would make modded flier civs actually playable, as well as preventing flying animal people visitors from being stuck in mid-air.

I haven't tried it, but some of it is using acrobatic pathfinding floods when your idle code fails, and technically that should get a flier to the ground, but that only applies to your civ members.  It doesn't fix broader issues with flying civs.

Quote from: Fleeting Frames
Will the (justly or not) suspected artifact thieves have a way of clearing their name? Or is the suspicion something they'll just have to deal with on their job?

I'm not sure what this is referring to.  If there's a rumor of somebody taking an artifact, it is true, the way the game works now.

Quote from: KittenHugz
Regarding traveling military peoples; when the economy is implemented, would I be able to request mercenaries from other civilizations?  Like requesting archers from the elves to bolster my crossbowdorfs and then paying for it through the normal trade caravan or some other means.  Conversely, could your parent civilization levy your soldiers to help in other wars or to defend other forts?

I'm not sure what the particulars are going to be here so far in the future, and we don't have an economy now, but all the same we're hoping to get to a few things along these lines perhaps before we move on to the magic release, as we improve the new civ screen.  We should have more to say about it in a bit, once things settle.

Quote from: StagnantSoul
Will we see the return of the alchemist and their soap making antics?

Ha, I feel like I'm missing a joke, since we have soap makers that replaced the alchemist...  but there's the matter of all the chemistry that comes from scholars that isn't used.  We want to add that sometime, oil of vitriol and spirit of nitre and all that.  Then there's the whole supernatural side of it, magical elixirs and such.  We should see a bit of that with magic.

Quote from: Beag
1. Will other planes of existence have sites in them? Last FotF reply you said a group of wizards could possibly take over a plane of existence.
2. If other planes of existence have sites on them might settlements and wars on those planes be possible?
3. Will cross planar war be possible?
4. Will it be possible for gods or god like entities to set up sites in their home planes such as holy kingdoms.
5. Will it be possible in some worlds to have a god or godlike entity that goes to the normal plane and rules as a god king/queen/non gender specific ruler.

PlumpHelmetMan said yes to all, though maybe not in the initial release...  and I think that's quite correct.  Number 5 is a little more specific, but not unlike what the demons already do with their spires.  The first four mostly depend on the idea that a plane is just treated like another world map (though it might have weird properties).  You can stick sites in it, armies, drop artifacts, possibly find animals, dig, etc., and have it be saved -- travel between depends on portals or whatever else.  That should all be free, once I do the rather huge task of making two or more worlds possible in the first place.

Quote from: ZM5
What exactly does the CE_ERRATIC_BEHAVIOR token do? I thought it made dwarves start fights at random occasionally when drunk but I'm not sure if thats attributed to the token itself or due to arguments that happen in fort mode that the player just doesnt see.

People that like to brawl have a chance of starting a brawl-level fight with any nearby adult.  We might do more with it later, for other personality types, but I think that might be it for now.

Quote from: MachinaMandala
In the new version coming up, strange moods are tracked in world generation. Does it only apply to civilizations or could I, say, give gnomes the ability to have strange moods and therefore have non-civ creatures creating artifacts?
...
Strange moods are currently a creature-level token, hence why I ask about giving it to non-civ creatures.

It happens during the job advancement code, and it's much more common for the crafting professions, especially for weapons and armor in world gen.  So I think they'd need to be at a site with an entity, since job advancement is currently governed by that.

Quote from: voliol
With the current split between body and soul, and upcoming features regarding this, when will a being count as dead? When their original body dies? When their current body dies? When their "core body" dies (if it's some kind of hive-mind creature)? Or, if the being could survive without a body (i.e. some body-possessing spirit), when their soul is banished or destroyed in some way? Will beings whose souls reside in items die when the item is destroyed?

Miuramir's response (http://www.bay12forums.com/smf/index.php?topic=159164.msg7619633#msg7619633) covers it; I just wanted to add that there's an interesting question of what the camera is like here.  I figure it should stay with the soul, if the soul is integrated, but what if the soul is split?  Whatever the player represents, I suppose, "the will" or something.  So your skills and personality might be stolen and placed in gems you have to get back, but if your will is stolen and put in a gem, that that's it for you until the situation is fixed, maybe...

Quote from: Dr. Melon
Will myth/magic extend to medical care? For example, potions, rituals, etc? And will the dwarves perform such cures even if they may not actually be effective (more myth than fact)? Could they even perform dangerous treatments that later get learned away by scholars?

It's in the realm of effects which can be applied in the myth generator now.  I'm not sure about superstition...  it makes sense that they would do these things, but having them perform specific fake rituals for any purpose would be a lesser priority if it becomes troublesome.  It would be intriguing for these things to fill voids not filled by scholars.

Quote from: Hartsteen
i) Will the equipment and/or environment of temples have any impact on the concept of "holiness" of the sanctum? For example a displayed perfect gem (as artefact) for a deity connected with juwels, tons of displayed gold coins for wealth, a lovely water pond for water, etc.?

ii) Is it planned to add a FAIL-option in crafting? For example a dabbling stoneworker works on a rock mug with the effect of destroying his stone for no result?

iii) Will there be divine knowledge? For example a proficient mathematician gets a vision by Banach, Deity of Norms, which he afterwards can ponder on in his library?

i) I'm not sure what'll end up happening here.  The werewolf and vampire cursing deities certainly seem to care that everything is place, and that sort of thing'll have to be systematized, then there are the other senses of it.

ii) The idea was to add five negative quality levels.  I'm not sure if that'll also include complete failure, though it probably should for some jobs.

iii) It already works this way with the secrets of life and death that the death gods put on slabs for necromancers, and I imagine we can have Prometheus-type situations and other teaching sorts of situations, for knowledge and skills.  Unclear when that'll fit in; I have notes for it for the myth generator, but there are a lot of notes.

Quote from: Beag
1. If an person breaks the behavior required to get a specific afterlife will there be ways in some worlds to atone for their sins to regain access to that afterlife? Possibly through penance?
2. What are some bizarre corruption ideas you'd eventually like to make possible in worlds with magic?

1. That certainly makes sense as something to generate with the other rules.
2. Ha, I write a lot of crap down, but I don't really keep favorites handy.  The magical effects themselves'll provide a ton of simple examples, since we can just turn them on, either personally or in auras.  We threw 31 corruption adjectives into the myth-generator for the demo, and they are all feasible given some interpretation, but those came down to material/physical/psychological state, soul state, visibility state, planar location (partial, permanent, sudden, etc), (un)life state, emissions.  Of course you can imagine the body being twisted or infested in whatever way.  Some of the more interesting ones probably involve interpersonal relationships, like not being able to be remembered, or becoming haunted, or more linked to a specific supernatural being, that kind of thing.

Quote from: Pootis
I've recently been trying to teach myself to play the guitar and have been learning to play the DF theme musics. The main theme is very challenging! It is a complicated and nuanced piece and you must be quite musically talented to have written it, let alone play it.

If I may ask, what was your writing/development process like for the main theme? Will we perhaps ever see some more of your musical/guitar work, as additional soundtracks for Dwarf Fortress or otherwise?

As I recollect now after...  13 years or however long...  I knew I wanted a recurring theme, and something that I could imagine dwarves working, happy, and dying to, heh, and a little subterranean and mysterious.  It also needed to loop, so it has an ending that vaguely fits into the first bar (though the recording is crappy there).  I also like the tension and harmony you get from open strings mixed into nearby stopped strings, and arpeggios, so it formed around that.  I just sat down and played things that sounded neat and proper for some days, and wrote them down in tab.

I still play, but I haven't had occasion to record anything for many years, and I haven't composed anything new.  I liked the process, but it's hard to find time these days.

Quote from: Urlance Woolsbane
I get the impression that the upcoming magic framework will draw on a wide range of influences, both historical and otherwise, for its many permutations. Will it include the concept of magical body-parts, as seen in various parts of Africa? These organs might be species-wide (e.g. goblin-tongues having efficacy for illusions) or caste-specific (e.g. beards being used for martial potions) or the result of certain abnormalities (e.g. the livers of albino dwarves combating the effects of alcohol.)

Assuming the answer to my first question is "Yes," will historical figures respond to the existence of mystical organs? Will we see goblin bandits prowling the land for unwitting donors, then selling their finds to apothecaries? Might black-markets pop up as a result?

Yeah, I suspect that sort of thing will arise not necessarily directly as a cultural influence, but just because it's very common in generic fantasy settings as well.  The myth generator doesn't yet have the in-game critters to utilize, so it just refers to "very rare ingredients" in the write-ups, but the idea there was to specify everything, to whatever degree and according to whatever metaphysical system.

In our discussions of industrial magic etc., there's that kind of idea, yeah, that economies etc. should spring up around these things when it's appropriate.  That won't happen automatically, so I imagine we'll see it come in in pieces.  But world gen already has quite a bit of economics going on -- numerically tracked stockpiles of all kinds of specific goods, trade, production, etc., and these could all work together.

Quote from: Witty
What exactly happens when our troops arrive at a site for a raid? I've had a few instances now where my troops will show up at a populated site to raid, only to report back that they couldn't find anything. What exactly are they looking for in a raid? Isn't it just a generic "kill some folks, steal stuff if you can" order?

Yeah, raids are all stealthy now -- the people they fight are people they failed their stealth rolls against.  It is quite likely that we'll have some new raid options in the coming releases, including something like "pillage" that allows for an attack which might use stealth for surprise at first, but which prioritizes looting over stealth, and invites fighting.  I imagine we'll get quite a few new options, as it's a fun, new screen that has a lot of room to grow quickly with great game benefits.

Quote
Quote from: Inarius
For now, artifact are most of the time stored just after created, and never "used" again after, whatever they are. They can just be stolen, or passed over, or given. Is there any further plans for artifacts, as giving them a bigger role (like a legendary sword actually used to kill) or is it the way you have imagined it ?
Quote from: Untrustedlife
And, what are your plans moving forward with artifacts?

It certainly makes sense that items should be used for their purpose.  I think we've been slow to do this partially because magic had been in and out of the game early on, and magical powers for many artifacts are now near-term, so it didn't make sense to mess with it this time either.  But they shouldn't be leaving all these objects on pedestals.

We haven't finalized plans for either of the next categories of changes: tweaks and small improvements before magic, and what we are going to do with them during magic.  In the first case, we had planned to use them for rewards and have collectors and so forth earlier, and I'm not sure if we'll end up going that direction.  Plans must integrated, and there's obviously a lot of cool stuff that can be done with the new civ screen and army changes in both modes that we have to mull over a bit.  There are of course, a lot of things that can be done with artifacts and magic.

Quote from: Untrustedlife
Hey toady, update is pretty cool so far, but im wondering, is there a way to ask about an artifact im looking for, it doenst show up in asking for directions.

I think this is definitely in the bug-ish category; you don't seem to be able to do certain followups I thought would be available.

Quote from: Shonai_Dweller
Way back when work on this release started, you mentioned that worldgen moods might have a chance of failing, in the dramatic way they do in player fortresses. Did this make it into the release (yet)?

Haven't noticed anything while browsing Legends, but not sure what I'd be looking for. I've noticed some pretty difficult to get hold of materials are being used for artifacts, so I guess they have an easier time of it.

Yeah, it doesn't simulate the difficulty of the artifacts; it looks like there's a 25% chance of failure, unless it's a fell mood (those always go through at the moment.)  All of the regular failure options are available, and they'll either attack the community, or leap to their death, or go thirsty/starve.

Quote from: Shonai_Dweller
So, visitors are jumping the gun a little and turning up before you have a tavern/temple right now due to some bug or whatever. That's fine, and I guess you're working on a fix. But my question is, are the early monster slayers also part of this bug? I kind of like that they show up early. I can't imagine monster hunters requiring a room in a tavern before they march off happily into your caverns. Bunch of dwarves about to strike the earth? Can only result in the kind of Fun a monster slayer lives for!

*Another* mentioned the cavern trigger, and that's how it is supposed to work.  I don't remember if there's a timer or caravan rumors or something linked to the discovery, of if it is just automatic, but breaching any layer will get them coming.  Any that arrive before that are part of the problem.

Quote from: Xilian
Are there currently any plans to allow civs to go to war with one another over values, rather than only over ethics? This would allow for civs from the same entity raw to go to war with one another. For example humans fighting other humans, which now can only be done by adding a new human entity raw.

It does take personality into account, and religious differences, but yeah, I guess human-to-human civ level wars are rare or nonexistent.  Certainly values should matter, some of them anyway.  But human-to-human civ level wars not based on values aren't uncommon in real life, so there are other angles for that that we haven't gotten to as well.

Quote from: Untrustedlife
Will we ever get towns that simply don't like strangers in general and will express that? A lot of good stories come from those sorts of villages/towns in fantasy. And in horror (eg, the shadow over innsmouth by hp Lovecraft)

The goblin towns are already like that, heh.  It's a matter of how bad things can get elsewhere -- I expect the human towns will continue to get a wider spread of ethics/etc.  Their values spread are already pretty wide, but it's not reflected in the ethics, partially because of the big release slated for after magic.

Quote from: RobotFighter7
Corruption of various sorts has come up in the notes for magic multiple times, but I haven't noticed one particular subject, the corruption of artifacts. Could we see the magical properties of an artifact altered after its creation? For instance, a priest or avatar of a god of death is slain and the artifact scepter that sprays miasma is taken by a fire demon who then corrupts it to instead shoot gouts of flame? Could we see an adventurer's named weapon of mundane origin imbued with magical properties as the result of their interaction/relation to some god, spirit, or demon?

Yeah, I don't think that sort of thing has come up a lot in the discussions, compared to corruptions of people or the land, and it makes as much sense.

Quote from: Shonai_Dweller
are you planning on adding any more to the xml output during this set of releases? Artifact descriptions and instruments would be great.

I'm going to do the normal set of minor suggestions, and various XML additions are in the available pool.

Quote from: Knight Otu
What are the major limiting factors of world gen STRANGE MOODS artifacts? In the process of updating my mods, I moved the token from one race that basically spammed artifacts to one that apparently is uninterested in creating artifacts.

It's currently much more common for weaponsmith, armorer and bowyer skills, and they can't have utterances (don't remember the issue, probably something with naming).  They also need to be working a job on a site for an entity.

Quote from: MetroChensual
1. There's general "harass the population of a civ" raid and "acquire artifact" raid. Will you be implementing raids that try to take over a settlement by killing and otherwise incapacitating the defenders and claim the settlement for the raider's civ?

2. Because of the whole religion and artifacts things and tombs being a thing, will there gonna be an expansion of the tomb structures where dead civ members or at least historical figures get buried if anyone finds their bodies? And will the important figures be able to be buried with artifacts?

3. If there are some methods of bringing back dead people eventually, will civs have differing opinions about resurrection?
For example, one civ might forbid acts of resurrection while the other not only allow them but encourage them

1. Pillaging-type option practically guaranteed, with unknown specifity depending on how any non-artifact loot options work.  We're flirting with the idea of having a simple administrator and tribute system before we do magic, since it'd be pretty straightforward and the civ screen is underutilized, though I'm not remotely promising anything at this point

2. At some point we should do more with tombs.  We should do artifacts in tombs certainly, to tempt people to raid them.

3. Yeah, it's unclear how this'll play out.  Opinions on magic in general are required at some point, but the first release is less certain.
Title: Re: Future of the Fortress
Post by: ZM5 on December 01, 2017, 05:25:46 pm
Damn, first time I've seen a two-parter FOTF reply. Thanks for the answers, Toady. Great to know what erratic behavior does, I can do some fully intentional evil stuff with it right now, hee hee.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 01, 2017, 05:28:51 pm
Thanks for the answers! Looking forward to seeing what the next few months bring.
Title: Re: Future of the Fortress
Post by: Fleeting Frames on December 01, 2017, 05:35:10 pm
Yeah, matching it with personality change seems to give one neat package. Interesting answers definitely.
Quote from: Fleeting Frames
Will the (justly or not) suspected artifact thieves have a way of clearing their name? Or is the suspicion something they'll just have to deal with on their job?

I'm not sure what this is referring to.  If there's a rumor of somebody taking an artifact, it is true, the way the game works now.
Fake/secret/new identities. i.e. Stozu could just take on a new identity as Amxu, but instead of telling people they're whole new person they could tell that one part of their reputation doesn't hold.

Shame it runs into problems with lying, though.
Title: Re: Future of the Fortress
Post by: Knight Otu on December 01, 2017, 05:50:40 pm
Thanks for the answers, Toady!

(It's too early to tell, but the problem with my entity may have been that their creature raws included the SUPERNATURAL tag - I probably added it since they're fey folk.)
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 01, 2017, 06:42:25 pm
Interesting as usual.

Quote
I've stayed away from them as they are in a nebulous state, if I recollect.  They do make sense as future display furniture.

It was inevitable.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 01, 2017, 07:26:50 pm
Well, that's got me hyped for the next few months! Many thanks, Toady!
Title: Re: Future of the Fortress
Post by: isitanos on December 01, 2017, 11:13:46 pm
there's a chunky Montreal talk coming up in the first half of December as well that I'm still composing.
Montreal as in Montréal, Qc, Canada? As part of which event or convention are you speaking?

EDIT: Never mind, found it: http://www.migs17.com/fr/conferenciers-migs17/
That's really cool, I hope I'll be able to attend.
Title: Re: Future of the Fortress
Post by: Rose on December 02, 2017, 01:17:14 am
Quote from: ZM5
A question regarding the fix for tree-dwarves that was announced; will this apply to flier pathfinding as well? Would make modded flier civs actually playable, as well as preventing flying animal people visitors from being stuck in mid-air.

I haven't tried it, but some of it is using acrobatic pathfinding floods when your idle code fails, and technically that should get a flier to the ground, but that only applies to your civ members.  It doesn't fix broader issues with flying civs.

That explains why I had a visiting monster slayer that still got stuck in a tree and starved.
Title: Re: Future of the Fortress
Post by: Mechanoid on December 02, 2017, 02:05:25 am
The planar/magical landform rewrite code is likely going to lead to a change to how caverns work as well; might as well clean up all the quibbles there if the underlying structures are going to be roasted.
What sort of quibbles and how far does the notion of a "quibble" or underlying structure extend to? Strictly map-gen related or just "in general" or super secret !!fun!! things you want to do in caverns/underground again?

- Geology-wise: What displeases you most about caves/underground at the present? Absence of features? Difficulty in access or travelling through? Lack of variety in flora/fauna? Bugs and errors, or oddities that are just annoyingly inconsistent?

- Equally, even if you are displeased by something currently, how likely would those things be to actually be DIRECTLY hit by the planar/magical landform re-write? I can definitely imagine something being done like each cavern layer being its own little plane of existence...

- BUT before i go any further with that, i should admit that last paragraph really just begins to sound like a suggestion list of features... It's very easy to get carried away with this. So: How do you intend to say "Ok, that's enough, for now."

- Lastly, about the "rewrite" itself ... If the events in the myth generator specifically influence the map generation at a fundamental "underlying structures" level, how intense of a rewrite would that actually be, without dealing with these "quibbles" at all? Not asking for an ETA, just how many times you'd have to press "delete" or "//" on the code. (Like, a % that would just be "gone" by the end of it.)
Title: Re: Future of the Fortress
Post by: Buttery_Mess on December 02, 2017, 02:53:43 am
Thanks for the reply Toady!
Title: Re: Future of the Fortress
Post by: MachinaMandala on December 02, 2017, 03:30:22 am
Quote from: MachinaMandala
In the new version coming up, strange moods are tracked in world generation. Does it only apply to civilizations or could I, say, give gnomes the ability to have strange moods and therefore have non-civ creatures creating artifacts?
...
Strange moods are currently a creature-level token, hence why I ask about giving it to non-civ creatures.

It happens during the job advancement code, and it's much more common for the crafting professions, especially for weapons and armor in world gen.  So I think they'd need to be at a site with an entity, since job advancement is currently governed by that.

Ah, excellent. That clears some stuff up and explains why certain civs produce stuff a lot more often than others do!
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 02, 2017, 09:36:17 am
1. Pillaging-type option practically guaranteed, with unknown specifity depending on how any non-artifact loot options work.  We're flirting with the idea of having a simple administrator and tribute system before we do magic, since it'd be pretty straightforward and the civ screen is underutilized, though I'm not remotely promising anything at this point

2. At some point we should do more with tombs.  We should do artifacts in tombs certainly, to tempt people to raid them.

Interesting, small scale pillaging/site-on-site attacks will seem to replace large & wide national armies for now, or least serve as a prototype.

Quote from: ToadyOne
Quote from: FantasticDorf
Question 1 - If you are personally in charge of a army in adventure mode (or some kind of abstract fortress mode) will the player have any say in how a battle's victorious result is handled or will it be pre-determined? Such as determining a slaughter of the inhabitants in order to move in your own entity (typically building on top) or integrating them with a forced administrator (alternatively just pillaging/razing the place and running back home) with some small details of additional policy.

It's unclear what is going to happen when we get to that point.  We haven't focused on army or political stuff yet.  I'd prefer if players leading armies get to make the important decisions themselves, but the specifics are up in the air as usual.
Looking foward to the age of Dwarf or the age of Unity, whichever may be more relevant & tombs sounding like some tasty world generation spelunking. Apologies for so many questions but im eager to put them down whilst they are still fresh in my mind.

Thanks for the replies Toady.
Title: Re: Future of the Fortress
Post by: Witty on December 02, 2017, 12:11:34 pm
I imagine we'll get quite a few new options, as it's a fun, new screen that has a lot of room to grow quickly with great game benefits.

That's good to hear. Definitely hope see some c screen expansions. 
Title: Re: Future of the Fortress
Post by: MDFification on December 02, 2017, 03:20:46 pm
Is it possible for civilizations off the playable map will exist in some form? Could we conceivably have histories where new entities or maybe even new species to invade/migrate to the known world a considerable amount of time after worldgen? Would it be possible in future editions to found a fortress using 'outsider' critters like you can play in adventure mode?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 02, 2017, 04:06:31 pm
Ooh, yeah, 'outsider fortress/camp' would be a fun one for Starting Scenarios. Having to rely entirely on raiding for basic necessities, unsurness of how other civs are going to react to you, no simple trade due to language issues.
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 02, 2017, 04:16:12 pm
Is it possible for civilizations off the playable map will exist in some form? Could we conceivably have histories where new entities or maybe even new species to invade/migrate to the known world a considerable amount of time after worldgen? Would it be possible in future editions to found a fortress using 'outsider' critters like you can play in adventure mode?

Not sure on (outsider critters), unless it is tied to magic being removed/added to the world changing enviroments on a low supernaturalness world in generation being changed as consequences and flooding the world with supernatural monsters & magic etc. Portals will serve for creatures on other planes of reality to enter the DF standard world, EI literal portals to the circus or some magical faeriescape.

There's more of those kind of changes in regards to foreign creatures slated for the law & property arc (for native animalpeople groups such as the subterrean civ) and the hill dwarf arc (for management of sites beside your own)

Limegreen please.
Title: Re: Future of the Fortress
Post by: Witty on December 02, 2017, 05:07:32 pm
Right now, dwarven culture seems pretty OK with fell moods occurring - even though it involves the explicit murder of a sentient creature. Will we ever see dwarves facing some legal repercussions from creating a fell artifact?
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 02, 2017, 05:51:13 pm
Is it possible for civilizations off the playable map will exist in some form? Could we conceivably have histories where new entities or maybe even new species to invade/migrate to the known world a considerable amount of time after worldgen? Would it be possible in future editions to found a fortress using 'outsider' critters like you can play in adventure mode?
Of course it's possible (but that doesn't mean it will be implemented [at least any time soon]). There would probably be no technical difference between a portal to another plane and a portal to a distant, otherwise inaccessible, part of the same plane. The big difference between a sea voyage to a remote continent and a portal is that the latter probably is near instantaneous unless something is introduced there. Extending the world to provide in-world access to new remote parts (e.g. via future boats) is probably harder to implement.
Real world examples would be post Columbian access to the Americas and sea access to Australia (What? A 2 meter high hare that jumps rather than runs and uses a bag, a cross between a beaver and a duck, and black swans? Do you thing we're completely gullible?).
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 02, 2017, 06:21:18 pm
Right now, dwarven culture seems pretty OK with fell moods occurring - even though it involves the explicit murder of a sentient creature. Will we ever see dwarves facing some legal repercussions from creating a fell artifact?
I imagine moods will be more defined after mythgen. Exactly what has possessed the dwarf? Is it an act of God?
, etc. I can't see it ever being classed as a crime in the current form of dwarven society.  Right now everyone does it (judging from Legends) and the results are coveted by that dwarves family or government.

On the other hand, all those mooding dwarves living in human civs are surely going to have a harder time of it.
Title: Re: Future of the Fortress
Post by: ShinQuickMan on December 02, 2017, 07:34:26 pm
At the moment, are there any particular conditions that would cause defenders to capture infiltrators rather than kill them outright during raids?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 02, 2017, 07:55:15 pm
At the moment, are there any particular conditions that would cause defenders to capture infiltrators rather than kill them outright during raids?
They are taken prisoner sometimes so...yes.
Or do you mean, 'is it just a random chance between killed and taken prisoner'?
Title: Re: Future of the Fortress
Post by: Max™ on December 02, 2017, 08:41:05 pm
Worth noting right now that units will definitely carry around artifacts that are used as a "symbol of [some position]" including weapons... and tables, cages, mugs, and so forth.
Title: Re: Future of the Fortress
Post by: ShinQuickMan on December 02, 2017, 09:18:20 pm
At the moment, are there any particular conditions that would cause defenders to capture infiltrators rather than kill them outright during raids?
They are taken prisoner sometimes so...yes.
Or do you mean, 'is it just a random chance between killed and taken prisoner'?
The latter.
Title: Re: Future of the Fortress
Post by: MetroChensual on December 02, 2017, 09:52:38 pm
Toady, you're a genius, man! That's what to be expected for a guy who managed to create a partially complete simulation of fantasy life and still developing it.
Worried if you gonna complete 1.00.00 at old age  :(

Edit: I forgot i have to include my own questions for the next FotF:
Quote
1. Can a player eventually escape an afterlife and return to the material plane? Once the escape, can they affect other living things and doing magical stuff including possessing people and reanimating corpses (and even possessing said corpse including your own)?
2. Will there be rituals that will summon other beings from another plane(basically teleporting them into the plane of the summoner)? for example a ritual to call the spirits of the dead from the afterlife to do what the summoner wants (e.g.
talking to their loved ones and asking them questions or using them on enemies and even stuff them into corpses including their own) or a ritual that calls the !FUN! from any plane that has them. Could it be extended to any creatures on the same plane?
3. Will gods and other deities have their own avatars? Can avatars have that aura that affects anything inside it? (e.g. avatars of gods of death have aura that can make living things sick. gods of fires and other elements have different aura) Can the avatars have the associated power as their god of origin?
Title: Re: Future of the Fortress
Post by: KittyTac on December 02, 2017, 09:58:07 pm
Toady, you're a genius, man! That's what to be expected for a guy who managed to create a partially complete simulation of fantasy life and still developing it.
Worried if you're completing 1.00.00 at old age  :(

I read somewhere that he anticipated not being able to complete DF and could make DF open-source if he feels like he can't finish it in time.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on December 02, 2017, 10:47:01 pm
Honestly it doesn't really matter to me whether DF gets 100% finished or not, I'll just keep supporting it as long as Toady is able to work on it and see how far we get.
Title: Re: Future of the Fortress
Post by: Rockphed on December 03, 2017, 12:35:55 am
Toady, you're a genius, man! That's what to be expected for a guy who managed to create a partially complete simulation of fantasy life and still developing it.
Worried if you're completing 1.00.00 at old age  :(

I read somewhere that he anticipated not being able to complete DF and could make DF open-source if he feels like he can't finish it in time.

He has said that when he dies he will probably will the source code to the public.  He has also decreed that if somebody killed him to get the source code, the code should not be released.
Title: Re: Future of the Fortress
Post by: CyberianK on December 03, 2017, 05:17:38 am
Toady, you're a genius, man! That's what to be expected for a guy who managed to create a partially complete simulation of fantasy life and still developing it.
Worried if you're completing 1.00.00 at old age  :(

I read somewhere that he anticipated not being able to complete DF and could make DF open-source if he feels like he can't finish it in time.

He has said that when he dies he will probably will the source code to the public.  He has also decreed that if somebody killed him to get the source code, the code should not be released.
I guess we need to fund a security system then and bodyguards if he ever leaves his house.
Title: Re: Future of the Fortress
Post by: CaptainArchmage on December 03, 2017, 01:56:45 pm
Is inter-planar travel going to allow us to send expeditions to "obtain" artefacts from other dimensions, or even pass through other dimensions to inaccessible parts of the world? It would be an interesting state of affairs if we couldn't get a boat or ship to get across the ocean to the Empty Continent and steal reclaim The Crown of Fire, but could send an expedition through a portal to do so.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 03, 2017, 04:32:10 pm
Is inter-planar travel going to allow us to send expeditions to "obtain" artefacts from other dimensions, or even pass through other dimensions to inaccessible parts of the world? It would be an interesting state of affairs if we couldn't get a boat or ship to get across the ocean to the Empty Continent and steal reclaim The Crown of Fire, but could send an expedition through a portal to do so.
Probably, once portals are two way and you control parties sent through portals (the current model of sending off a party and await a report would probably not know how to navigate across a different plane to a second portal without additional effort). That's a fair bit off, though (but might actually happen before there are boats...).
Title: Re: Future of the Fortress
Post by: ArmokGoB on December 03, 2017, 10:08:04 pm
Do you have any plans to introduce the coral, amber, and pearl materials that exist in the RAWs?
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 04, 2017, 05:01:49 am
Do you have any plans to introduce the coral, amber, and pearl materials that exist in the RAWs?

Toady already expressed interest in doing a full renovation of ocean sites once he set out to start working on boats so this is a likely insertion there, but would need a fair bit of optimizing first.
Title: Re: Future of the Fortress
Post by: ZM5 on December 06, 2017, 07:40:08 pm
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.
Title: Re: Future of the Fortress
Post by: KittyTac on December 06, 2017, 08:37:51 pm
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 06, 2017, 10:02:46 pm
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
Eventually...
😀
Title: Re: Future of the Fortress
Post by: KittyTac on December 06, 2017, 10:04:31 pm
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
Eventually...
😀

Just a few years.  :D
Title: Re: Future of the Fortress
Post by: MrWiggles on December 06, 2017, 11:58:50 pm
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
Eventually...
😀

Just a few years.  :D
Woah. Thats kinda of fast. Maybe Toady should slow down, think it over 8b
Title: Re: Future of the Fortress
Post by: KittyTac on December 07, 2017, 12:20:08 am
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
Eventually...
😀

Just a few years.  :D
Woah. Thats kinda of fast. Maybe Toady should slow down, think it over 8b

Well, obviously it'll be buggy at first, as with any other release, so nah. He already filled an entire notebook with mythgen notes, that's enough.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 07, 2017, 12:30:51 am
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
That's not quite the same, though. You'll be able to edit a preexisting world, but creating your own templates is another matter entirely.
Title: Re: Future of the Fortress
Post by: Miuramir on December 07, 2017, 12:40:37 am
... 1. Can a player eventually escape an afterlife and return to the material plane? Once the escape, can they affect other living things and doing magical stuff including possessing people and reanimating corpses (and even possessing said corpse including your own)?

2. Will there be rituals that will summon other beings from another plane(basically teleporting them into the plane of the summoner)? for example a ritual to call the spirits of the dead from the afterlife to do what the summoner wants (e.g. talking to their loved ones and asking them questions or using them on enemies and even stuff them into corpses including their own) or a ritual that calls the !FUN! from any plane that has them. Could it be extended to any creatures on the same plane?

Yet again, this sort of thing is going to be very dependent on the procedural myths.  Just to take the very first question, some possible takes based on existing world myths (which represent a very small fraction of the sorts of thing the procedural generation will hopefully eventually be capable of) include:

* There is no afterlife.  Death is the end. 
* There is no separate afterlife, because reincarnation is mandatory. 
* There is no discrete afterlife, because your spirit melds with the godhood / AI / universal transcendence in an irrevocable fashion. 
* There are one or more afterlife realms, but for fundamental reasons it is not possible to return. 
* There are one or more afterlife realms, but for fundamental reasons return as a corporeal being is not possible. 
* There are one or more afterlife realms, but return is not possible without outside help or intervention (rescues, summoning, etc.)
* There are one or more afterlife realms, and return is possible but only via an epic quest. 
* There seem to be one or more afterlife realms, but they aren't any more real than the current one, due to it all being the dream of a god / computer simulation / bad joke. 

Plus some that haven't cropped up much in Earth's myths, but are a logical extrapolation of the series:
* There are one or more afterlife realms, and return is fairly easy but no one wants to because the afterlife realms are so much better. 
* There are one or more afterlife realms, and returns happen quite commonly.  The previously-dead dominate family gatherings, etc. 
* There are a large or infinite number of afterlife realms, and you just keep moving on to a different one every time you "die". 

Then you've got some simple possible changes to ring from there, like:
* Small numbers vs. large numbers of options or locations, possibly quite specific
* Moral conduct in life affects what option or location you end up with afterward.
* Adherence to a god or belief system in life affects what option or location you end up with afterward. 
* Personal preference affects what what option or location you end up with afterward. 
* There are limited numbers of spots in some or all of the options or locations.  Entry might be by chance, merit (to whom?), death order, etc. 
* Associations in life (family, friends, marriages, pets, ...) may or may not continue or affect afterward. 
* Things the still-living do may or may not have relevant effects on those past onward. 
* Even within a realm, there are significant differences in experiences for one reason or another (more-or-less fixed qualities, life choices, skills, random chance, death circumstances, etc.)
* Afterlife realms aren't as eternal as they would like you to think, and depend on worldly things like living worshipers / donations / sacrifices to run it all. 

To go with a random idea I just had, what if the afterlife is somewhat like applying for college... different ones have different requirements advantages, and acceptance rates; and you can only list so many.  Do you list a "safe" one fairly high up to minimize risk?  ("I'm pretty sure my dog loves me enough to get into Canine Parkland as a 'helper', but I'd rather go to Endless Plains; but they only take 30,000 people per year, are my marathon times low enough?")  What if deceptive advertising, or at least tricky legalism, affects things?  ("Prophet's Paradise promises a giant marble palace with 72 pale, large-eyed virgins; but doesn't specify *species*, and on a careful read the references to transparent bodies and missing bodily functions are a bit disturbing, really; plus the difficult entrance requirements. I'm listing Bro Beyond as my first choice; they're offering a 400 sq. ft. apartment with utilities covered, at least one sorority apartment in the same building, and a fruit basket on arrival.  With two family members already there, I'm just about guaranteed a spot.") 
Title: Re: Future of the Fortress
Post by: Max™ on December 08, 2017, 05:41:14 am
Were worldgen artifacts supposed to be just masterwork quality with the artifact flags set?
Do said artifact flags imbue the relevant accuracy/indestructibility benefits beyond having a name/tracked history?
Were items an adventurer names supposed to get anything beyond being named?
Was the rumors list supposed to end up with dozens of pages about how a particular artifact is absent from every site you've visited and didn't see it at, or should that be another bug report?
Title: Re: Future of the Fortress
Post by: ZM5 on December 08, 2017, 08:07:32 am
Bit of a weird one -  will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions (don't know if you're planning on bringing some of that stuff back), i.e tentacle demon lairs or underground fortresses?
I'm mostly thinking in terms of lairs and the like for megabeasts and similar critters - in my work I often come across the issue of having none of the available, current site types or habits really fitting what I have in mind. Having those be customizable in some way would be a great help to modders.

Mythgen will have a site editor. Yay!
That's not quite the same, though. You'll be able to edit a preexisting world, but creating your own templates is another matter entirely.
Yeah, its what I meant - being able to create your own templates for site types, both civ sites and beast lairs - possibly allowing support for different habits than the current ones as well. I'd love for some megas, i.e ettins, to, lets say, have cages full of prisoners, set up in a line next to a large table with a cleaver stuck to it and meat in a bucket next to it, or like the old tentacle demons just having caged prisoners with the implications being obvious - basically little small story stuff that adds a bit of flavour, allows for new mission types as well.
Title: Re: Future of the Fortress
Post by: MachinaMandala on December 08, 2017, 08:15:42 am
It'd be nice to have more template stuff to work with, especially with what materials cities can be built out of / layouts.

In fact...

Toady, would you consider spending a release cycle adding more modding functionality (like the template stuff mentioned in this thread) and maybe fixing bugs / improving pathfinding?

I have no doubt people would complain because of a lack of features, but a code rewrite might be a good idea even if it took a year.
Title: Re: Future of the Fortress
Post by: therahedwig on December 08, 2017, 08:24:31 am
It'd be nice to have more template stuff to work with, especially with what materials cities can be built out of / layouts.

In fact...

Toady, would you consider spending a release cycle adding more modding functionality (like the template stuff mentioned in this thread) and maybe fixing bugs / improving pathfinding?

I have no doubt people would complain because of a lack of features, but a code rewrite might be a good idea even if it took a year.

He uh... He does a bugfix cycle every time after a big release, and that include occasional code rewrites(like the way how zombies were made a bit easier to handle). You proly didn't know that given how new your forum account is, so here you go. :)
Title: Re: Future of the Fortress
Post by: MachinaMandala on December 08, 2017, 08:39:59 am
He uh... He does a bugfix cycle every time after a big release, and that include occasional code rewrites(like the way how zombies were made a bit easier to handle). You proly didn't know that given how new your forum account is, so here you go. :)

A real bugfix cycle. There's still many bugs left on the Mantis tracker. Stuff like IMPAIRFUNCTION syndromes don't update except when the limb gets damaged.
Title: Re: Future of the Fortress
Post by: therahedwig on December 08, 2017, 08:50:19 am

A real bugfix cycle. There's still many bugs left on the Mantis tracker. Stuff like IMPAIRFUNCTION syndromes don't update except when the limb gets damaged.
What is a "real" bugfix cycle? Because many of the bugs on mantis are a problem with temporary systems that will go away later, so completely emptying mantis is not possible at this point.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 08, 2017, 09:11:55 am
He uh... He does a bugfix cycle every time after a big release, and that include occasional code rewrites(like the way how zombies were made a bit easier to handle). You proly didn't know that given how new your forum account is, so here you go. :)

A real bugfix cycle. There's still many bugs left on the Mantis tracker. Stuff like IMPAIRFUNCTION syndromes don't update except when the limb gets damaged.
The answer is no. There may be more or less emphasis on bug fixing (it was "less" in the last arc), but every arc aims at moving DF forward along some dimension. As therahedwig said, system rewrites are the main places where bugs in those rewrites are addressed. When/if something is considered actually finished I would guess fixing bugs in those systems get increased priority.
Title: Re: Future of the Fortress
Post by: MrWiggles on December 10, 2017, 04:04:30 pm
He uh... He does a bugfix cycle every time after a big release, and that include occasional code rewrites(like the way how zombies were made a bit easier to handle). You proly didn't know that given how new your forum account is, so here you go. :)

A real bugfix cycle. There's still many bugs left on the Mantis tracker. Stuff like IMPAIRFUNCTION syndromes don't update except when the limb gets damaged.
Yea. Screw this all This Fake Bug Fixing. Its a faccade and charade all this time. I'm onto you Toady, and your fake bug fixing!
Title: Re: Future of the Fortress
Post by: Killermartian on December 11, 2017, 03:56:48 am
Do you plan on adding any more (l)ocations?
Title: Re: Future of the Fortress
Post by: Rekov on December 13, 2017, 01:59:18 pm
Is Dwarf Fortress losing a battle against itself in terms of FPS? As DF keeps getting more complex, I see people getting more and more desperate to maintain a playable FPS. If people are forced to embark on small worlds with 5 year histories to maintain a playable FPS, isn't that leaving much of the game behind? How possible will it be to increase processing efficiency going forward without reworking the whole game? I worry about a future where DF has more and more features, and players are forced to disable more and more of them to make the game playable.

I suppose I could phrase it another way: What is the target? What size world, length of history, embark size, and number of dwarves should we be able to have, and what FPS should we have with those conditions?
Title: Re: Future of the Fortress
Post by: KittyTac on December 13, 2017, 08:48:26 pm
Is Dwarf Fortress losing a battle against itself in terms of FPS? As DF keeps getting more complex, I see people getting more and more desperate to maintain a playable FPS. If people are forced to embark on small worlds with 5 year histories to maintain a playable FPS, isn't that leaving much of the game behind? How possible will it be to increase processing efficiency going forward without reworking the whole game? I worry about a future where DF has more and more features, and players are forced to disable more and more of them to make the game playable.

I suppose I could phrase it another way: What is the target? What size world, length of history, embark size, and number of dwarves should we be able to have, and what FPS should we have with those conditions?

According to my (rough) calculations, the game would become unplayable by the Myth&Magic release, so we may expect optimizations by then.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 14, 2017, 07:24:59 am
The last time this was brought up Toady said:
a) There are still many places that can be optimized, he had a list and does optimization from time to time.

b) Re-writing the entire game from scratch, (while surely unpopular), is still an option if that's what it takes. Most updates remove large amounts of old, buggy, unoptimized code anyhow, so it's probably not at that point yet.

Mythgen looks like it'll be a massive update replacing lots of old systems, so that will help. Moving fortress parts too.
Title: Re: Future of the Fortress
Post by: Ggobs on December 14, 2017, 03:59:58 pm
Mythgen looks like it'll be a massive update replacing lots of old systems...

so next arc update will be ~3 years out.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 14, 2017, 04:21:16 pm
Mythgen looks like it'll be a massive update replacing lots of old systems...

so next arc update will be ~3 years out.
Myth & Magic is far too large to fit in one arc. This arc will probably last a bit over half a year more, and the next arc will probably be scheduled to take 1 year. I reckon the next arc's first release will appear about two years from now.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 14, 2017, 04:23:39 pm
Mythgen looks like it'll be a massive update replacing lots of old systems...

so next arc update will be ~3 years out.
Well, the plan is for that not to happen, but we'll see when it gets closer to the time development actually starts, I guess. In the meantime, enjoy the rapid updates for the next few months (when they eventually start).

If stress and siege frequency are a bit more Fun (and all the new mechanics are fixed up and working) by the start of the Long Wait, I wouldn't mind too much.
Title: Re: Future of the Fortress
Post by: Beag on December 14, 2017, 07:43:08 pm
1. You mentioned that corruptions can affect a person's memory such as forgetting their friends, how would this work for a player adventurer? Would they just not know about certain people any more?
2. One of the needs our adventurers can have is to be with friends, how would our adventurers go about acquiring friends once such activities are eventually added?
3. In some worlds where magic exists once someone gets physically corrupted would others react badly to them? Would they're friends and family be more likely to accept them after the corruption occurs?
4. Some of the corruptions in the myth and magic screen shots don't seem necessarily bad, an example being "becoming more dreamlike", would such corruptions actually improve a person's social appeal to others?
Title: Re: Future of the Fortress
Post by: Bumber on December 16, 2017, 02:03:03 pm
1. You mentioned that corruptions can affect a person's memory such as forgetting their friends, how would this work for a player adventurer? Would they just not know about certain people any more?
2. One of the needs our adventurers can have is to be with friends, how would our adventurers go about acquiring friends once such activities are eventually added?
3. In some worlds where magic exists once someone gets physically corrupted would others react badly to them? Would they're friends and family be more likely to accept them after the corruption occurs?
4. Some of the corruptions in the myth and magic screen shots don't seem necessarily bad, an example being "becoming more dreamlike", would such corruptions actually improve a person's social appeal to others?
1. Probably.
2. Doesn't talking and performing work? Probably a slow process if it's currently implemented.
3. We can probably assume these are true.
4. Unless "dreamlike" means you're less real, and people start treating you like an imaginary person.
Title: Re: Future of the Fortress
Post by: Beag on December 18, 2017, 08:56:11 pm
1. Once player adventurers are able to marry people how would they go about doing it?
2. Would marriage customs vary among civilizations?
3. One need our adventurers can have is make love, would it be possible to satisfy this need through other means besides marrying and having a spouse?
4. Once the myth and magic arc is complete in worlds where people can get reincarnated will that occur through their souls going to new born babies?
5. If so will the child have all the memories from their past life immediately or will they get them at a delayed pace or will they not know their past life at all?
6. In worlds with magic and corruptions would corruptions be possible that affect a magic user's descendants, for example one such corruption being all their children will be born with extra eyes.
7. Can some corruptions be inherited from magic user parent to child?
8. Will curses be possible that affect the offender's descendants instead or as well as them?
Title: Re: Future of the Fortress
Post by: MrWiggles on December 18, 2017, 09:04:39 pm
1. Once player adventurers are able to marry people how would they go about doing it?
2. Would marriage customs vary among civilizations?
3. One need our adventurers can have is make love, would it be possible to satisfy this need through other means besides marrying and having a spouse?
4. Once the myth and magic arc is complete in worlds where people can get reincarnated will that occur through their souls going to new born babies?
5. If so will the child have all the memories from their past life immediately or will they get them at a delayed pace or will they not know their past life at all?
6. In worlds with magic and corruptions would corruptions be possible that affect a magic user's descendants, for example one such corruption being all their children will be born with extra eyes.
7. Can some corruptions be inherited from magic user parent to child?
8. Will curses be possible that affect the offender's descendants instead or as well as them?
So, as with all questions that dont pretain to whats being worked on right now. The answer is. "Sounds good, no time table." Or "I have to check my notes."
Title: Re: Future of the Fortress
Post by: Killermartian on December 18, 2017, 09:16:23 pm
Do you plan on adding funeral rites?
Title: Re: Future of the Fortress
Post by: Rose on December 19, 2017, 12:26:28 am
Have you given thought to upgrading to SDL 2.0?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 19, 2017, 04:18:12 am
Do you plan on adding funeral rites?
"Sounds good, no schedule, check notes". Probably.
Title: Re: Future of the Fortress
Post by: thvaz on December 19, 2017, 07:13:46 am
Do you plan on adding funeral rites?
"Sounds good, no schedule, check notes". Probably.

Probably will come in together with magic&myths.
Title: Re: Future of the Fortress
Post by: iceball3 on December 19, 2017, 07:20:41 am
In the long term, do you see the emulation of bureaucratic functions necessary, or best left abstracted? Both for worldgen history keeping, as well as active-fortress and adventure level actions.
For instance, attempting to get a loan from a local banker, or making written dictations of laws on sites by siteholders.
The question doesn't concern whether these actions can happen, but whether the guts and causes of said actions would occur (paperwork, people passing along dictations among groups, et cetera).
Title: Re: Future of the Fortress
Post by: KittyTac on December 19, 2017, 07:23:12 am
In the long term, do you see the emulation of bureaucratic functions necessary, or best left abstracted? Both for worldgen history keeping, as well as active-fortress and adventure level actions.
For instance, attempting to get a loan from a local banker, or making written dictations of laws on sites by siteholders.
The question doesn't concern whether these actions can happen, but whether the guts and causes of said actions would occur (paperwork, people passing along dictations among groups, et cetera).

The long-term (as in, 20 years) plan is for almost nothing to be abstracted, so there's that.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 19, 2017, 07:28:27 am
Do you plan on adding funeral rites?
"Sounds good, no schedule, check notes". Probably.

Probably will come in together with magic&myths.
Perhaps. But "Possible expansion of religious and family concepts..." comes under starting scenarios (which seems to be everything society, law and politics related) so it may not be until later.
Title: Re: Future of the Fortress
Post by: DG on December 19, 2017, 08:02:45 am
The long-term (as in, 20 years) plan is for almost nothing to be abstracted, so there's that.

I don't think that is true.
Title: Re: Future of the Fortress
Post by: Witty on December 19, 2017, 04:27:51 pm
Are there any easter eggs still hidden in the game that players haven't found yet?
Title: Re: Future of the Fortress
Post by: KittyTac on December 19, 2017, 09:03:11 pm
Are there any easter eggs still hidden in the game that players haven't found yet?

DFHackers would unearth them a while ago if that was true.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 20, 2017, 12:06:11 am
Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.
Title: Re: Future of the Fortress
Post by: Putnam on December 20, 2017, 12:08:30 am
Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

fake, "i am watching" is not in the string dump
Title: Re: Future of the Fortress
Post by: KittyTac on December 20, 2017, 12:16:09 am
Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

Link to thread?
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 20, 2017, 09:42:33 pm
Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

fake, "i am watching" is not in the string dump
I misremembered it slightly; the slab purportedly read "Woe to you that disturbs my resting place. I am watching still"
However, you're right, as that's not in the string-dump either. There's " watches still," but that obviously doesn't work for the first-person. Good catch, that.

Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

Link to thread?
Here you go. (http://www.bay12forums.com/smf/index.php?topic=149163.msg6086961#msg6086961)
Title: Re: Future of the Fortress
Post by: KittyTac on December 20, 2017, 09:55:59 pm
Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

fake, "i am watching" is not in the string dump
I misremembered it slightly; the slab purportedly read "Woe to you that disturbs my resting place. I am watching still"
However, you're right, as that's not in the string-dump either. There's " watches still," but that obviously doesn't work for the first-person. Good catch, that.

Are there any easter eggs still hidden in the game that players haven't found yet?
There is that weird thing with the slab that reads "I am watching" and the mysterious dwarf face that pops up afterwards, which only one person has encountered.

Link to thread?
Here you go. (http://www.bay12forums.com/smf/index.php?topic=149163.msg6086961#msg6086961)

Most likely fake due to not being in string dump. Half-baked creepypasta that isn't creepy.
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 21, 2017, 12:55:35 am
Is this...half-baked creepypasta based off a misreading of the mummy slab text, really? Oh great Meatgod, save us from the degeneracy we've sunken to. :V
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 21, 2017, 01:19:03 am
Is this...half-baked creepypasta based off a misreading of the mummy slab text, really? Oh great Meatgod, save us from the degeneracy we've sunken to. :V
Let us not forget the fake Demon of Lies screenshot. That one spread to both the subreddit and TVTropes, despite having nothing resembling genuine dialogue.
"I must leave."
Title: Re: Future of the Fortress
Post by: KittyTac on December 21, 2017, 01:19:56 am
Is this...half-baked creepypasta based off a misreading of the mummy slab text, really? Oh great Meatgod, save us from the degeneracy we've sunken to. :V

Note that that was created 2 years ago. Also, link to demon of lies?
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 21, 2017, 01:31:20 am
Is this...half-baked creepypasta based off a misreading of the mummy slab text, really? Oh great Meatgod, save us from the degeneracy we've sunken to. :V

Note that that was created 2 years ago. Also, link to demon of lies?
Here's the original. (https://www.reddit.com/r/dwarffortress/comments/2a6xdf/i_have_heard_of_plans_to_assassinate_the_king/)
In the course of searching for that, I discovered that someone made an animation (https://www.reddit.com/r/dwarffortress/comments/2ah4hi/i_must_leave_034_sfm/) out of it. Armok have mercy.
Title: Re: Future of the Fortress
Post by: Lordfiscus on December 21, 2017, 02:06:53 am
Will the magic system allow for blood magic and fleshwarping/crafting powers, possibly akin to something like the SCP Foundation's Sarkic Cults, or the Flesh Golems in D&D? Will we be able to make horrific abominations and tame them?

I'm also interested in knowing if holy relics will enable the user to call upon divine power, whether instant death/save or die spells will be implemented or not, and whether or not the player will be able to specify spell-based weather in worldgen, e.g make it rain healing potion or rain the components needed for a constant death or poison curse in the affected area.
Title: Re: Future of the Fortress
Post by: KittyTac on December 21, 2017, 02:09:57 am
Will the magic system allow for blood magic and fleshwarping/crafting powers, possibly akin to something like the SCP Foundation's Sarkic Cults, or the Flesh Golems in D&D? Will we be able to make horrific abominations and tame them?

I'm also interested in knowing if holy relics will enable the user to call upon divine power, whether instant death/save or die spells will be implemented or not, and whether or not the player will be able to specify spell-based weather in worldgen, e.g make it rain healing potion or rain the components needed for a constant death or poison curse in the affected area.

For all of this: "in some worlds". Also, make your post lime green if you want Toady to respond.
Title: Re: Future of the Fortress
Post by: Lordfiscus on December 21, 2017, 02:14:43 am
So yeah, fleshwarping could be a thing then, possibly based in the DISEASE, DEFORMITY, ANIMALS and NATURE spheres?
Title: Re: Future of the Fortress
Post by: Rockphed on December 21, 2017, 03:13:19 pm
So yeah, fleshwarping could be a thing then, possibly based in the DISEASE, DEFORMITY, ANIMALS and NATURE spheres?

Probably.  If you have further thoughts on the matter and want Toady to see them, go make a thread in the suggestion forum.  Currently night-trolls fleshwarp their victims into brides/grooms, but I suspect you want something more like granting creatures a second set of arms.
Title: Re: Future of the Fortress
Post by: golemgunk on December 21, 2017, 04:17:05 pm
Will we be able to make horrific abominations and tame them?

I think it's planned for flesh golems/frankenstein type things to be added as a specific type of night creature eventually. so yeah almost definitely, at some point
Title: Re: Future of the Fortress
Post by: Beag on December 21, 2017, 06:11:50 pm
1. In some worlds with magic if two people from two different families that both had magic bloodlines had a child would that child have access to the magic from both bloodlines?
2. One of the activities listed on the development page is helping or hindering bloodlines. Hindering seems simple enough as a player adventurer could just slaughter all the people of that blood line but how would we go about helping a bloodline?
3. In some worlds with magic would it be possible for a magic bloodline to be created post world gen through some magical event turning a normal bloodline magical?
4. In worlds with magic would people of a magic bloodline be given special treatment in some civilizations and if so can you give some possible examples of the special treatment they may receive?
Title: Re: Future of the Fortress
Post by: KittyTac on December 21, 2017, 08:08:49 pm
1. In some worlds with magic if two people from two different families that both had magic bloodlines had a child would that child have access to the magic from both bloodlines?
2. One of the activities listed on the development page is helping or hindering bloodlines. Hindering seems simple enough as a player adventurer could just slaughter all the people of that blood line but how would we go about helping a bloodline?
3. In some worlds with magic would it be possible for a magic bloodline to be created post world gen through some magical event turning a normal bloodline magical?
4. In worlds with magic would people of a magic bloodline be given special treatment in some civilizations and if so can you give some possible examples of the special treatment they may receive?

Yes, these sound quite simple. In some worlds. Not sure about the bloodlines thing though.
Title: Re: Future of the Fortress
Post by: PatrikLundell on December 22, 2017, 04:51:53 am
1. In some worlds with magic if two people from two different families that both had magic bloodlines had a child would that child have access to the magic from both bloodlines?
2. One of the activities listed on the development page is helping or hindering bloodlines. Hindering seems simple enough as a player adventurer could just slaughter all the people of that blood line but how would we go about helping a bloodline?
3. In some worlds with magic would it be possible for a magic bloodline to be created post world gen through some magical event turning a normal bloodline magical?
4. In worlds with magic would people of a magic bloodline be given special treatment in some civilizations and if so can you give some possible examples of the special treatment they may receive?
2. One rather straightforward way of helping a bloodline is to slaughter those who try to hinder it... Less straight forward means would be to help their economic, social, or military standing, as well as to perform tasks that might increase the potency of the blood (rituals, component collection, marriage negotiations...).
4. Real world examples are the Egyptian (both original and Greek) and Inca ruling dynasties. In both cases their sun derived divine blood gave them the right to rule the nations, and in both cases they protected the blood line from dilution (or possibly prevented it to spread so anybody could claim to have it) by rampant incest. In fantasy you have (at least) the cases of magic infused blood lines being revered, sometimes with privileges or a particular blood line being a prerequisite for some offices, persecuted, and kept secret.
Title: Re: Future of the Fortress
Post by: ZM5 on December 22, 2017, 11:34:04 am
Regarding the current tokens, what exactly do some of the tokens, i.e ANIMAL_ALWAYS_MOUNT, entail?

Does it mean that all animals in the selected group will be used as mounts, regardless of whether they have that token or not, or does it only apply to animals that actually do have the mount tokens?
Title: Re: Future of the Fortress
Post by: Knight Otu on December 22, 2017, 12:09:38 pm
Regarding the current tokens, what exactly do some of the tokens, i.e ANIMAL_ALWAYS_MOUNT, entail?

Does it mean that all animals in the selected group will be used as mounts, regardless of whether they have that token or not, or does it only apply to animals that actually do have the mount tokens?
According to file changes.txt, those tokens override the creature raws and make these creatures always/never to be the appropriate role.
Title: Re: Future of the Fortress
Post by: ZM5 on December 22, 2017, 12:35:33 pm
That's a bit of a shame - I forgot to add this to my last question, but what about if one of those tokens isn't present but the creature still has, lets say, a mount role innately? Will they still be used as that role?
Title: Re: Future of the Fortress
Post by: Random_Dragon on December 22, 2017, 01:11:04 pm
You know what must be done. Give a civ cats as mounts.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on December 22, 2017, 05:24:52 pm
*Kobold sieges mounted on cats soon become the bane of every one of my fortresses*
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on December 22, 2017, 06:31:21 pm
*Kobold sieges mounted on cats soon become the bane of every one of my fortresses*
I just got dark elves mounted on giant ravens. They had a ton of pets with them, but opted for the ravens as mounts just because of how cool it looks.

Well, would have been had they not gotten stuck in typical flyer mount pathing bugs. Still, they weren't to know.
Title: Re: Future of the Fortress
Post by: StagnantSoul on December 23, 2017, 09:53:04 am
Is revenge for your civs failed raids/sieges or against groups who've raided them going to be an option during this release? Say, outpost liaison tells you how one of the greatest generals of the civ was captured during a siege, and they'll give you so many urists worth of stuff for free in the next caravan or they'll promise a large steel shipment or something similar in return for his return?
Title: Re: Future of the Fortress
Post by: KittyTac on December 23, 2017, 10:11:48 am
Is revenge for your civs failed raids/sieges or against groups who've raided them going to be an option during this release? Say, outpost liaison tells you how one of the greatest generals of the civ was captured during a siege, and they'll give you so many urists worth of stuff for free in the next caravan or they'll promise a large steel shipment or something similar in return for his return?

Most likely in economy update, which is due in about 20 years.
Title: Re: Future of the Fortress
Post by: Rockeater on December 24, 2017, 10:08:28 am
1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?
2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?
Title: Re: Future of the Fortress
Post by: KittyTac on December 24, 2017, 10:20:29 am
1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?
2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?

Yes to both. In some worlds. Why do people assume there will be a single magic system?
Title: Re: Future of the Fortress
Post by: Rockeater on December 24, 2017, 03:06:14 pm
1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?
2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?

Yes to both. In some worlds. Why do people assume there will be a single magic system?
What I meant in the first question wasn't about magic
Title: Re: Future of the Fortress
Post by: KittyTac on December 24, 2017, 10:13:39 pm
1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?
2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?

Yes to both. In some worlds. Why do people assume there will be a single magic system?
What I meant in the first question wasn't about magic

It sounded like it was.
Title: Re: Future of the Fortress
Post by: clinodev on December 25, 2017, 04:31:06 am
Just for clarity, and because I've seen people worried about it:

The "claims" made on Fortress Mode made artifacts are just "flavor text" for the purposes of the creating fortress, correct? There's no current or near-future fortress impact based on claims like: "He/She offers it to <entity>", "He/she claims it as a family heirloom", "He/she claims it as a family heirloom in the name of the family ancestor <figure>", "He/she claims it as a personal treasure", etc., even if lost and recovered within that same Fortress Mode play-through?

I've seen Twitch streamers begin to plot the unexpected deaths of valued weaponsmiths they thought were going to hide an artifact steel battle axe in their bedroom, so many dwarven lives could be saved depending on a clear answer here!  ;)
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on December 25, 2017, 08:45:38 am
When has saving dwarven lives ever been a priority for this community? :P
Title: Re: Future of the Fortress
Post by: Eschar on December 26, 2017, 07:29:38 pm
When has saving dwarven lives ever been a priority for this community? :P

If it's the life of a legendary weaponsmith...

Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on December 26, 2017, 07:52:56 pm
Well obviously in that case you wouldn't want them to die. It was just a questionable attempt at humour.
Title: Re: Future of the Fortress
Post by: burned on December 27, 2017, 06:31:35 pm
I hesitate to ask, because if this is just a bug I should have spent my time writing a bug report. I'm just not positive it's an actual issue, so . . .

. . . is it intentional that criminals and mercenaries cannot have creature tiles specified for them?

As mentioned in another thread (http://www.bay12forums.com/smf/index.php?topic=168784.0), I can imagine that you would make the point that criminals and mercenaries don't have "a dress code", so how could you tell what they are? In other words, you intentionally didn't allow a tile to be specified for those two professions and that's why they fall back to the civ default tile. Working as intended, so to speak.

At the same time, if you [l]ook at the person in question you'll see "criminal"; so the information is provided. But maybe that's a bug: that the game currently tells you via [l]ook that the person is a criminal and not that you can't specify a tile for that profession.

Mercenaries just seem to list the weapon type (e.g. "maceman," etc) which follows the same logic as mentioned above in regards to no dress code/no tile.

Again, I'm just not sure. But, based on your answer, I may or may not submit a bug report. Heh.

Thanks for your time.
Title: Re: Future of the Fortress
Post by: Eschar on December 27, 2017, 06:39:37 pm
Well obviously in that case you wouldn't want them to die. It was just a questionable attempt at humour.

Actually, if you killed off the hoarder and then gave the artifact axe to your military, you would be saving lives in the long run.

How did you come up with the name Bay12?
Title: Re: Future of the Fortress
Post by: Sizik on December 27, 2017, 07:57:48 pm
How did you come up with the name Bay12?
Aliens
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on December 27, 2017, 09:35:29 pm
A few questions about dummied-out features:
1) How did the game classify demonic fortresses? Were they landscape features (like volcanoes and streams,) a property of map-tiles (like savagery or elevation,) or something else entirely?

2) What purpose did Important Locations serve?

3) Why were human forts removed?
Title: Re: Future of the Fortress
Post by: Putnam on December 27, 2017, 11:16:41 pm
How did you come up with the name Bay12?
Aliens

actually the correct answer (https://youtu.be/kXs1lB0y6bM?t=62)
Title: Re: Future of the Fortress
Post by: Eschar on December 28, 2017, 06:19:12 pm
How did you come up with the name Bay12?
Aliens

actually the correct answer (https://youtu.be/kXs1lB0y6bM?t=62)

Question redacted.
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 29, 2017, 12:30:13 am
(https://cdn.discordapp.com/attachments/278725916841213953/396172004958404629/unknown.png)
Why are we no longer able to "join as heathperson?" Is there a reason for this? Also, do you plan to set it up so we can ask about certain artifacts at some point? Like with the next few releases or no? Makes it much harder to seek artifacts heh
Title: Re: Future of the Fortress
Post by: burned on December 29, 2017, 02:58:28 am
(https://cdn.discordapp.com/attachments/278725916841213953/396172004958404629/unknown.png)
Why are we no longer able to "join as heathperson?" Is there a reason for this? . . .

I don't doubt that you couldn't ask that particular lord, but Toady didn't remove that option.

From 44.03:
(http://burnedfx.com/DF/JoinServiceHearthperson.png)
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 29, 2017, 03:15:20 am
Maybe you're asking the lord's consort rather than, such a question probably could have been asked & answered on another thread rather than specifically greenied for toady to answer if its not in regards to the development process.
Title: Re: Future of the Fortress
Post by: falcc on December 29, 2017, 01:36:29 pm
What is the near term fate of intelligent/can-learn animal prisoners? Any chance they'll ever get access to the petition screen to be released or apply for citizenship? It seems cruel that I can make a gremlin my mayor, I can tame a cave croc and breed it, but a learning-capable troll or rodent person blunders into a trap and it's gotta die.
Title: Re: Future of the Fortress
Post by: FantasticDorf on December 29, 2017, 04:57:04 pm
What is the near term fate of intelligent/can-learn animal prisoners? Any chance they'll ever get access to the petition screen to be released or apply for citizenship? ~SNIP~.

You can really just remove the coloration up until that point (roughly) and leave the rest as your context rather than the entire question. Some more animal people stuff or if you really want to get nitty gritty in general, animalperson population (such as inter-racial migration) is slated for between the hill-dwarf arc & the law & property arc to a certain degree.

Gremlins are kind of finnicky though, in the same kind of wierd vein of the old elven imported tigermen with the added dimension of also being relatively painful to keep trained and juggle a wierd pseudo pet-state. Keeping prisoners (i mean any race, just in general prisoners of a civ perhaps different to your own) is a entirely different kettle of fish where i don't know where it might be particularly found on the development plan or a appropriate place where it falls if Toady has even thought about it in-depth.
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 29, 2017, 09:52:03 pm
(https://cdn.discordapp.com/attachments/278725916841213953/396172004958404629/unknown.png)
Why are we no longer able to "join as heathperson?" Is there a reason for this? . . .

I don't doubt that you couldn't ask that particular lord, but Toady didn't remove that option.

From 44.03:
(http://burnedfx.com/DF/JoinServiceHearthperson.png)

Odd, I’ve tried with all my adventures in this world and the option is still nonexistent with all of them. But, my main query was about artifacts and is perhaps getting the ability to ask about them.did you create this world in 44.03?
Title: Re: Future of the Fortress
Post by: Untrustedlife on December 29, 2017, 09:54:28 pm
Maybe you're asking the lord's consort rather than, such a question probably could have been asked & answered on another thread rather than specifically greenied for toady to answer if its not in regards to the development process.
nah, im asking lords. (I only play adventure mode, and alot of it, and im one of the main contributors to that part of the wiki -_- been here awhile, long time, years anyway. )
That was only the first third of my query, I of course followed it with a question  about artifacts. And asking about specific ones, think asking about the one ring for example, it’s something we can’t currently do.
Title: Re: Future of the Fortress
Post by: burned on December 30, 2017, 12:53:26 am
<snip>. . .But, my main query was about artifacts and is perhaps getting the ability to ask about them.did you create this world in 44.03?

Yes, I did generate that world in 44.03

I'm curious about the ability to ask about artifacts as well. I just thought your first question was odd enough to check it out myself. Have you tried a new world?
Title: Re: Future of the Fortress
Post by: Max™ on December 30, 2017, 10:28:00 pm
I love the infodump when you show artifacts and get the "yes, don't need that, don't need that... oooh, soandso wants THAT back, and I really would appreciate you returning THIS to us if you don't mind" popup.

Having those to check on rumors to ask about is also handy, but was the spam of "absence of item x at site w, u, v, y, z, and so on" intentional or should I check if there is already a bug report for that?

Also love being able to babble prophesies, are there other hidden-ish options available under other identities?
Title: Re: Future of the Fortress
Post by: Asin on January 01, 2018, 11:50:21 am
What tags specifically make the night trolls do as they do? Trying to make a few custom ones,
but what tags are needed for a custom night troll?
Title: Re: Future of the Fortress
Post by: Knight Otu on January 01, 2018, 12:37:01 pm
This post should get you started. Not all of the tags I noted down there should be required, but it may be best to keep them.

What exactly is required for a spouse converter to actually transform their prisoners?... SNIP...
There's a bit of luck involved with regards whether night trolls transform civ members, even among the in-game generated ones. Reviewing those, they have [NIGHT_CREATURE_HUNTER], [BIOME]s, [LAIR]s, [LARGE_PREDATOR], [SUPERNATURAL], one caste with [SPOUSE_CONVERTER], and one caste with [CONVERTED_SPOUSE] (though more castes of each do work, I've done that myself). The same applies to my hag and beast scripts, and the night creatures in my mod, which do reproduce at least occasionally (except the one with DIFFICULTY:11, but that's by design).
Title: Re: Future of the Fortress
Post by: falcc on January 01, 2018, 03:50:15 pm
i don't know where it might be particularly found on the development plan or a appropriate place where it falls if Toady has even thought about it in-depth.

Dang. If only there were somewhere I could go to ask Toady about his future plans.
Title: Re: Future of the Fortress
Post by: Putnam on January 01, 2018, 10:21:13 pm
http://bay12games.com/dwarves/dev.html
Title: Re: Future of the Fortress
Post by: KittyTac on January 01, 2018, 10:38:34 pm
http://bay12games.com/dwarves/dev.html

Or you know, this thread.
Title: Re: Future of the Fortress
Post by: Toady One on January 02, 2018, 12:28:35 am
Thanks to FantasticDorf, PatrikLundell, Shonai_Dweller, KittyTac, Miuramir, therahedwig, Bumber, MrWiggles, Rockphed, golemgunk, Knight Otu, and everybody else who helped to answer questions for this month!

Quote from: Mechanoid
(Toady: The planar/magical landform rewrite code is likely going to lead to a change to how caverns work as well; might as well clean up all the quibbles there if the underlying structures are going to be roasted.)

What sort of quibbles and how far does the notion of a "quibble" or underlying structure extend to? Strictly map-gen related or just "in general" or super secret !!fun!! things you want to do in caverns/underground again?

- Geology-wise: What displeases you most about caves/underground at the present? Absence of features? Difficulty in access or travelling through? Lack of variety in flora/fauna? Bugs and errors, or oddities that are just annoyingly inconsistent?

- Equally, even if you are displeased by something currently, how likely would those things be to actually be DIRECTLY hit by the planar/magical landform re-write? I can definitely imagine something being done like each cavern layer being its own little plane of existence...

- BUT before i go any further with that, i should admit that last paragraph really just begins to sound like a suggestion list of features... It's very easy to get carried away with this. So: How do you intend to say "Ok, that's enough, for now."

- Lastly, about the "rewrite" itself ... If the events in the myth generator specifically influence the map generation at a fundamental "underlying structures" level, how intense of a rewrite would that actually be, without dealing with these "quibbles" at all? Not asking for an ETA, just how many times you'd have to press "delete" or "//" on the code. (Like, a % that would just be "gone" by the end of it.)

For landforms, the quibbles there were related to map-gen.  Other bits will have other quibbles.

Geology-wise:  I don't like the three layers, especially how global elevation issues press them deep underground, and I don't like the restriction of minerals to little horizontal blocks.  The critter variety'll have to be handled procedurally, so I'm not worried about that so much.  Access isn't an issue (aside from entrance bugs), and part of your job is creating it, but travel is bad.  And I think travel might be made worse as layer shape diversity increases, so we'll have to watch out.

Due to some of the planar/landform features we want, it's quite likely a cave gutting would be linked to it.  I don't think the three layer notion will survive; a large layer might still be produced, but we can afford better 3D linkages by moving over to something more like a local cube system with mid and global data, though I haven't settled on that.  A trickier question might be how it interacts with the aboveground elevation and whether it's an opportune time to prepare for cliffs and canyons.

Enough:  This is a general issue with the myth/magic stuff, since there can always be more.  It'll be a matter of time spent as much as anything, since we'll need to move on in time.

It's probably as bad as the Z-coordinate -- I'll have to hit different things in many cases, but it feels about the same size.  It doesn't feel like a lot will be gone outright, just that it'll be adjusted.  It could be that most of the 'feature' code is removed, but I've never been happy with that -- the way it's set up, it has less reality to it than the aboveground regions like forests, and that's been trouble.

Quote from: FantasticDorf
With pillaging & site seizing realizations, could [POWER] (and power value) dreams of 'own the entire world' be realised through continuous play on fortress mode eventually?

A problem i can see with non-mission based indiscriminate pillaging is weight restrictions carrying your loot home do you have any plans for how fortress players could tackle this issue (ei assigned pack animals) or will feasibly the game will generate caravans for purpose?

A while ago in the late July-August FotF response even though the original question was broad in the scope of a full army, how will have this position have changed for the next few releases with outbound dwarf groups and will our pillagers be able to raze a site if they havent depopulated it into a ruin first?

Ha, I guess so, though I'm not sure you'll have armies large enough until we get to that; something might be theoretically on the table there, but maybe not.

Since the issue with pillaging was doing items vs. armies, I'm not sure what we'll end up doing there -- it might be something as simple as a flag and a few variables, rather than the full inventory, since it's more of an economy thing and there are lots of potential problems.  I don't think we'll see player wagons, though we might see tribute wagons if we're fortunate.

Raze.  It's possible it could be an option, as it's supported for other armies now.

Quote from: MDFification
Is it possible for civilizations off the playable map will exist in some form? Could we conceivably have histories where new entities or maybe even new species to invade/migrate to the known world a considerable amount of time after worldgen? Would it be possible in future editions to found a fortress using 'outsider' critters like you can play in adventure mode?

We used to have those off-map civs, but it was a little odd.  I expect it would be even more odd if we have extraplanar civilizations you can visit, but off-map civs in your own world that you can't visit.  I'm not sure we'll come back to them for that reason.

Quote from: Witty
Right now, dwarven culture seems pretty OK with fell moods occurring - even though it involves the explicit murder of a sentient creature. Will we ever see dwarves facing some legal repercussions from creating a fell artifact?

Ha, yeah, it has always been a bit odd.  Shonai_Dweller addressed the myth gen side of it, in terms of fell moods possibly being procedural, say, but in general, it should count as a crime, even if an artifact is produced.  Dwarves aren't that morally defective.

Quote from: ShinQuickMan
At the moment, are there any particular conditions that would cause defenders to capture infiltrators rather than kill them outright during raids?

No, it's all random right now, if you lose the fight.

Quote from: MetroChensual
3. Will gods and other deities have their own avatars? Can avatars have that aura that affects anything inside it? (e.g. avatars of gods of death have aura that can make living things sick. gods of fires and other elements have different aura) Can the avatars have the associated power as their god of origin?

It's something we've considered as a possibility.  Miuramir was thorough on your other questions, and the same sort of thing applies here, though clearly we haven't considered everything, and those things we've considered aren't all going in at first.

Quote from: ZM5
will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions?

being able to create your own templates for site types, both civ sites and beast lairs - possibly allowing support for different habits than the current ones as well. I'd love for some megas, i.e ettins, to, lets say, have cages full of prisoners, set up in a line next to a large table with a cleaver stuck to it and meat in a bucket next to it, or like the old tentacle demons just having caged prisoners with the implications being obvious - basically little small story stuff that adds a bit of flavour, allows for new mission types as well.

I'm not sure what sort of capabilities we're going to end up with there.  At some point I imagine the fixed site definitions will give way to somthing more modular, but there's also an editor coming at some point, and everything has to play nice with the myth generator as well.

Quote from: Max^TM
Were worldgen artifacts supposed to be just masterwork quality with the artifact flags set?
Do said artifact flags imbue the relevant accuracy/indestructibility benefits beyond having a name/tracked history?
Were items an adventurer names supposed to get anything beyond being named?
Was the rumors list supposed to end up with dozens of pages about how a particular artifact is absent from every site you've visited and didn't see it at, or should that be another bug report?

It depends.  The dwarf ones are supposed to be like fort-mode dwarf ones, and the named heroic ones, relics, etc. are supposed to be like regular objects.  Naming isn't supposed to do anything on its own.  There's a "crafted artifact" flag that's supposed to do some of the other stuff, but I don't recall if that's working.

The negative rumors are required, but they need to be partially hidden.

Quote from: Killermartian
Do you plan on adding any more (l)ocations?

I don't have specific plans in the near-term, but I imagine it'll keep coming up.  These are the 'structures' from legends; so theoretically stuff like dungeons would already be supportable (not that they really mean anything), and when new things are added throughout the world, they can be considered for the fort, much like the taverns and libraries.

Quote from: Rekov
Is Dwarf Fortress losing a battle against itself in terms of FPS? As DF keeps getting more complex, I see people getting more and more desperate to maintain a playable FPS. If people are forced to embark on small worlds with 5 year histories to maintain a playable FPS, isn't that leaving much of the game behind? How possible will it be to increase processing efficiency going forward without reworking the whole game? I worry about a future where DF has more and more features, and players are forced to disable more and more of them to make the game playable.

I suppose I could phrase it another way: What is the target? What size world, length of history, embark size, and number of dwarves should we be able to have, and what FPS should we have with those conditions?

I haven't seen an increase in such complaints.  It seems about the same as, say, five years ago (the new stuttering bug is a different matter of course).  Somebody mentioned there's still more that can be done without a major rewrite, and this work has been ongoing as the game evolves.  I don't have specific targets.

Quote from: Beag
1. You mentioned that corruptions can affect a person's memory such as forgetting their friends, how would this work for a player adventurer? Would they just not know about certain people any more?
2. One of the needs our adventurers can have is to be with friends, how would our adventurers go about acquiring friends once such activities are eventually added?
3. In some worlds where magic exists once someone gets physically corrupted would others react badly to them? Would they're friends and family be more likely to accept them after the corruption occurs?
4. Some of the corruptions in the myth and magic screen shots don't seem necessarily bad, an example being "becoming more dreamlike", would such corruptions actually improve a person's social appeal to others?
1. Once player adventurers are able to marry people how would they go about doing it?
2. Would marriage customs vary among civilizations?
3. One need our adventurers can have is make love, would it be possible to satisfy this need through other means besides marrying and having a spouse?
4. Once the myth and magic arc is complete in worlds where people can get reincarnated will that occur through their souls going to new born babies?
5. If so will the child have all the memories from their past life immediately or will they get them at a delayed pace or will they not know their past life at all?
6. In worlds with magic and corruptions would corruptions be possible that affect a magic user's descendants, for example one such corruption being all their children will be born with extra eyes.
7. Can some corruptions be inherited from magic user parent to child?
8. Will curses be possible that affect the offender's descendants instead or as well as them?
1. In some worlds with magic if two people from two different families that both had magic bloodlines had a child would that child have access to the magic from both bloodlines?
3. In some worlds with magic would it be possible for a magic bloodline to be created post world gen through some magical event turning a normal bloodline magical?

1. There's something annoying about it, since anything that drives people to paper notes is frowned upon these days, but that would be the result of unified mechanics; either that or a 'forgotten' flag on the relationship.
2. In fort mode they do it by chatting.  We vaguely have chatting, about, say, the family and weather, but there needs to be a bit more for it to work.
3+4. This sounds reasonable, but it's unclear what'll happen.
1+2. Yeah, it likely depends, though we won't get to all customs at once with the customs release.
3. There's a lover relationship currently, though it isn't in adventure mode.
4+5+6+7+8+1+3. This sounds reasonable, but it's unclear what'll happen.

Quote from: Japa
Have you given thought to upgrading to SDL 2.0?

Ah, I don't know anything about it, or why it might be necessary vs. the issues/annoyances in doing so.  Generally messing with the SDL code is beyond me to do on my own.

Quote from: iceball3
In the long term, do you see the emulation of bureaucratic functions necessary, or best left abstracted? Both for worldgen history keeping, as well as active-fortress and adventure level actions.
For instance, attempting to get a loan from a local banker, or making written dictations of laws on sites by siteholders.
The question doesn't concern whether these actions can happen, but whether the guts and causes of said actions would occur (paperwork, people passing along dictations among groups, et cetera).

I remember the arsenal dwarf was an annoyance and a source of issues.  Both for memory reasons and those reasons, I expect certain mundane bits will be left alone.  There's also the matter of dev time; adding paperwork versus adding <thing X> will mostly be decided for thing X, I expect.  All the same, certain related issues like messengers and supplies are more likely.

Quote from: Witty
Are there any easter eggs still hidden in the game that players haven't found yet?

Not that I'm aware of!

Quote from: ZM5
what about if one of those [ALWAYS] tokens isn't present but the creature still has, lets say, a mount role innately? Will they still be used as that role?

Should be, yeah.

Quote from: StagnantSoul
Is revenge for your civs failed raids/sieges or against groups who've raided them going to be an option during this release? Say, outpost liaison tells you how one of the greatest generals of the civ was captured during a siege, and they'll give you so many urists worth of stuff for free in the next caravan or they'll promise a large steel shipment or something similar in return for his return?

This release?  You mean the set before the myth stuff?  I'm not sure; there's going to be quite a bit more 'c' screen antics but I don't know which direction it'll go yet in terms of centering on your fort vs. involvement with your civ, since we aren't fully into strategic concerns (but your story example would be fine.)

Quote from: Rockeater
1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?
2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?

1.Race creation and region-level map changes are planned.
2.I'm not sure how specific the conceptual linkages will get there at first; certain cultural flavor might wait for some time.

Quote from: clinodev
The "claims" made on Fortress Mode made artifacts are just "flavor text" for the purposes of the creating fortress, correct? There's no current or near-future fortress impact based on claims like: "He/She offers it to <entity>", "He/she claims it as a family heirloom", "He/she claims it as a family heirloom in the name of the family ancestor <figure>", "He/she claims it as a personal treasure", etc., even if lost and recovered within that same Fortress Mode play-through?

I've seen Twitch streamers begin to plot the unexpected deaths of valued weaponsmiths they thought were going to hide an artifact steel battle axe in their bedroom, so many dwarven lives could be saved depending on a clear answer here!

No, these are claims like all other claims in the game, and they persist according to their type.  If you retire, your fort should have quests to recover any missing entity artifacts, for instance, and the family will be happy to see any missing heirlooms returned.  But they don't really come up in the fort mode in terms of people hiding things in their rooms.

Quote from: burned
is it intentional that criminals and mercenaries cannot have creature tiles specified for them?

CRIMINAL is in the list of supported unit types.  If PEDDLER, PROPHET, PILGRIM and MONK are working, I have no idea why CRIMINAL isn't.  Mercenary and monster slayer are a bit weird since they are tied to occupations now, and sometimes it uses the occupation rather than unit type; I'd have to poke around with that, and a bug report would be warranted if it is acting weird.

Quote from: Urlance Woolsbane
A few questions about dummied-out features:
1) How did the game classify demonic fortresses? Were they landscape features (like volcanoes and streams,) a property of map-tiles (like savagery or elevation,) or something else entirely?

2) What purpose did Important Locations serve?

3) Why were human forts removed?

1) There were underground features, like those holes or magma pits.

2) They were used for that sword-pulling mechanic, but they are still in use to save chopped down trees in places not designated as a specific adv or other site.

3) I don't remember precisely; I think it was mostly to do with getting the fresh nobles situated on-site and having sufficient populations moved there, with a dose of starvation since the sites were a bit different from bandit camps (though that part was manageable).  Now that we're more settled in the land-holder code, it's a bit more possible, but I have no idea when.

Quote from: Untrustedlife
do you plan to set it up so we can ask about certain artifacts at some point? Like with the next few releases or no? Makes it much harder to seek artifacts heh

I don't have a release-by-release schedule for things, but we're planning to get to it before moving on to myths.

Quote from: falcc
What is the near term fate of intelligent/can-learn animal prisoners? Any chance they'll ever get access to the petition screen to be released or apply for citizenship? It seems cruel that I can make a gremlin my mayor, I can tame a cave croc and breed it, but a learning-capable troll or rodent person blunders into a trap and it's gotta die.

I'm not sure when we'll get to prisoners; I don't have near-term plans.  Faulty childcare seems even worse.

Quote from: Max^TM
I love the infodump when you show artifacts and get the "yes, don't need that, don't need that... oooh, soandso wants THAT back, and I really would appreciate you returning THIS to us if you don't mind" popup.

Having those to check on rumors to ask about is also handy, but was the spam of "absence of item x at site w, u, v, y, z, and so on" intentional or should I check if there is already a bug report for that?

Also love being able to babble prophesies, are there other hidden-ish options available under other identities?

Yeah, the negative rumors are overmuch.  It should probably only go into that kind of thing when we get to specific artifact questions.

The prophecies are the only thing I remember.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on January 02, 2018, 12:41:43 am
As always, many thanks Toady! Oh, and a happy first of Granite to you!
Title: Re: Future of the Fortress
Post by: Rose on January 02, 2018, 01:16:49 am
Quote from: Japa
Have you given thought to upgrading to SDL 2.0?

Ah, I don't know anything about it, or why it might be necessary vs. the issues/annoyances in doing so.  Generally messing with the SDL code is beyond me to do on my own.

It supports multiple windows that mods could use.
Title: Re: Future of the Fortress
Post by: Putnam on January 02, 2018, 06:12:13 am
Quote from: Japa
Have you given thought to upgrading to SDL 2.0?

Ah, I don't know anything about it, or why it might be necessary vs. the issues/annoyances in doing so.  Generally messing with the SDL code is beyond me to do on my own.

It supports multiple windows that mods could use.

I think the matter-of-fact way you're presenting that is understating how big that could be, lol
Title: Re: Future of the Fortress
Post by: Rose on January 02, 2018, 08:23:31 am
Yes, it's actually probably a pretty huge undertaking with very little benefit.
Title: Re: Future of the Fortress
Post by: Putnam on January 02, 2018, 09:02:20 am
no, i meant in the opposite direction, the benefit could be huge i think
Title: Re: Future of the Fortress
Post by: Robosaur on January 02, 2018, 10:20:15 am
I've been waiting for a while now for more modding options with syndromes and divine interactions. Right now, the only way to make a custom divine curse or secret to appear more than once (I think?) is to copy the raws for it multiple times... so would the upcoming Magic release add more control for modded secret frequency?

Furthermore, there's not many tags that can be applied using syndromes. For instance, I really want to be able to apply creature variations in this way. Would this be possible? If so, would it be in the magic release, or later?
Title: Re: Future of the Fortress
Post by: ZM5 on January 02, 2018, 10:58:02 am
Thanks for the answers, Toady.

Also yeah, I agree - I guess when the magic update comes out we'll have more control over it, but being able to dynamically add additional body parts and the like (or swap existing body parts for other ones) would be awesome. I'd have so many sadistic applications for that, hee hee. Even more mundane stuff like temporary fire immunity would be awesome and incredibly useful.

Regarding the tags, IIRC it was mentioned in an earler FoTF reply that support for more tokens that can be added via the ADD_TAG syndrome was considered.
Title: Re: Future of the Fortress
Post by: burned on January 02, 2018, 05:19:33 pm
Quote from: burned
is it intentional that criminals and mercenaries cannot have creature tiles specified for them?

CRIMINAL is in the list of supported unit types.  If PEDDLER, PROPHET, PILGRIM and MONK are working, I have no idea why CRIMINAL isn't.  Mercenary and monster slayer are a bit weird since they are tied to occupations now, and sometimes it uses the occupation rather than unit type; I'd have to poke around with that, and a bug report would be warranted if it is acting weird.

Oh! Not the answer I expected. I was almost certain you did it on purpose! Heh.
Thanks for the clarification! I went ahead and submitted a bug report.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 03, 2018, 04:57:00 am
@Japa & Putnam: I would suggest you start a technical suggestion thread where you try to describe the what effects an SDL version change would have, such as:
- What new/upgraded capabilities it would provide.
- What changes are required for existing capabilities due to changes.
- What the upgrade would require in terms of efforts and possibly secondary requirements such as version upgrades of other things.
:

If Toady expresses interest it could then evolve into an implementation help thread with more details. I know nothing about it, so I can't provide anything to such a thread.

I'd try to keep the thread focused on the technical side, with sufficient descriptions to indicate what type of enhancements it might provide, but keep detailed functionality implementation suggestions out of it (Those ought to go into other threads).
Title: Re: Future of the Fortress
Post by: FantasticDorf on January 03, 2018, 07:20:43 am
Quote from: ToadyOne
I don't have specific plans in the near-term, but I imagine it'll keep coming up.  These are the 'structures' from legends; so theoretically stuff like dungeons would already be supportable (not that they really mean anything), and when new things are added throughout the world, they can be considered for the fort, much like the taverns and libraries.

Huh thats interesting, i see what you mean by way of adapting the world-generation static buildings to a more natural player built contribution of 'how pretty can you make this tavern?' etc. interchangably as to say that in a human fortress i built a castle location construction and it showed up in legends but functions in and outside of world-generation. In a funny way important constructions of our own in real life are like the invisible hand of a DF player wanted to sculpt something beautiful out of a mundane church worship zone to make a grand cathedral of great significance.

Would this be the case for specific location structures indicated for scenarios, like a dungeon/central jail to keep a prison colony functional and under control? (not meaning exactly a Australia format wherein just being very far away on a strange continent is detainment with nowhere to run to)  - rather than just a jail & justice system we have currently.
Title: Re: Future of the Fortress
Post by: TheFlame52 on January 04, 2018, 05:30:34 pm
When gods are generated, they get a sphere and some spheres related to that. Any chance I could get a list of which spheres are related?
Title: Re: Future of the Fortress
Post by: Knight Otu on January 04, 2018, 05:45:52 pm
When gods are generated, they get a sphere and some spheres related to that. Any chance I could get a list of which spheres are related?
As far as I'm aware, the spere relations have not changed since their introduction, and those are given in the 0.28.181.40d (http://dwarffortresswiki.org/index.php/40d:Sphere) version of the Sphere wiki page.
Title: Re: Future of the Fortress
Post by: TheFlame52 on January 04, 2018, 06:16:19 pm
As far as I'm aware, the spere relations have not changed since their introduction, and those are given in the 0.28.181.40d (http://dwarffortresswiki.org/index.php/40d:Sphere) version of the Sphere wiki page.
Thanks! I never would have found that.
Title: Re: Future of the Fortress
Post by: Knight Otu on January 05, 2018, 03:12:06 pm
As far as I'm aware, the spere relations have not changed since their introduction, and those are given in the 0.28.181.40d (http://dwarffortresswiki.org/index.php/40d:Sphere) version of the Sphere wiki page.
Thanks! I never would have found that.
Yeah, it is quite hidden away.
Title: Re: Future of the Fortress
Post by: iceball3 on January 06, 2018, 05:25:44 pm
Thanks for the responses Toady! It's always a pleasure.
Title: Re: Future of the Fortress
Post by: iceball3 on January 06, 2018, 08:13:10 pm
I did actually think about a question just now, though.
Have you or threetoe considered constructing an written full psychological profile for dwarves, or other races, as part of development aims and Slaves to Armok canon, or will species psychology take a "feature first" implementation?
By feature first, I mean that the behaviors ingame stand to be canonical for the time being, and (both emergent and intentional) behaviors that come in later version serve largely to supplement this model.
Our dwarves and other species do have a general cultural and behavioral context portrayed by the game's features and snippets combined with the general consensus of what a "dwarf" is, though there are currently quite a few quirks as a result of bugs, limits of current implementation, etc where they seem to differ and vary dramatically in these contexts (for instance, noted complaints that dwarves seem somehow stress-proof to a lot of people as a result of the systems or morales changing, though whether it was aimed at making dwarves more resilient to stressful situations, or as resilient is a bit unclear.) Similar goes for things like the implementation of the currently somewhat implemented engagement level system.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on January 14, 2018, 11:49:35 pm
This might belong in the suggestions forum but...a number of fantasy stories out there feature mortal heroes that after a lifetime of great feats manage to achieve literal godhood upon their deaths. Might this possibility eventually be implemented into DF (it'd be quite a surprise following an unusually successful adventuring run to find one of my characters showing up in the deities tab of legends mode after a fatal battle with some terrible monster :P)?
Title: Re: Future of the Fortress
Post by: KittyTac on January 15, 2018, 12:25:47 am
This might belong in the suggestions forum but...a number of fantasy stories out there feature mortal heroes that after a lifetime of great feats manage to achieve literal godhood upon their deaths. Might this possibility eventually be implemented into DF (it'd be quite a surprise following an unusually successful adventuring run to find one of my characters showing up in the deities tab of legends mode after a fatal battle with some terrible monster :P)?

In some worlds. And in another set of worlds you might achieve godhood while still alive.
Title: Re: Future of the Fortress
Post by: Beag on January 15, 2018, 08:23:22 pm
1. Will the actual process of casting magic involves casting procedures with as much, less or more detail as the procedures we currently have for performing music, poetry and dancing?
2. In terms of magic derived from gods would the procedures for casting it be interlinked with religious procedures for that god(ex. ceremony's, rituals etc.) ?
3. Will the attributes needed to be talented at magic be different with each magic system(ex. one magic system relying heavily on creativity while another relying heavily on linguistic ability)?
4. Can you please give some examples of procedures required to cast magic for some systems?
5. Can you please give some examples of magical land masses and their implications on magic in that world?

P.S. May I please have a copy of the myth generator showed off at GDC a few years ago for purposes of day dreaming of future releases?
Title: Re: Future of the Fortress
Post by: KittyTac on January 15, 2018, 09:40:17 pm
1. Will the actual process of casting magic involves casting procedures with as much, less or more detail as the procedures we currently have for performing music, poetry and dancing?
2. In terms of magic derived from gods would the procedures for casting it be interlinked with religious procedures for that god(ex. ceremony's, rituals etc.) ?
3. Will the attributes needed to be talented at magic be different with each magic system(ex. one magic system relying heavily on creativity while another relying heavily on linguistic ability)?
4. Can you please give some examples of procedures required to cast magic for some systems?
5. Can you please give some examples of magical land masses and their implications on magic in that world?

P.S. May I please have a copy of the myth generator showed off at GDC a few years ago for purposes of day dreaming of future releases?

1 and 2: In some worlds.

3: Yes.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 16, 2018, 04:41:26 am
1. Will the actual process of casting magic involves casting procedures with as much, less or more detail as the procedures we currently have for performing music, poetry and dancing?
2. In terms of magic derived from gods would the procedures for casting it be interlinked with religious procedures for that god(ex. ceremony's, rituals etc.) ?
3. Will the attributes needed to be talented at magic be different with each magic system(ex. one magic system relying heavily on creativity while another relying heavily on linguistic ability)?
4. Can you please give some examples of procedures required to cast magic for some systems?
5. Can you please give some examples of magical land masses and their implications on magic in that world?

P.S. May I please have a copy of the myth generator showed off at GDC a few years ago for purposes of day dreaming of future releases?

5. An example of a magic land formation Toady has mentioned a cosmic egg shell.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 16, 2018, 04:51:19 am
4. "Plant sacrifice" has been mentioned. Apply rng to first and last words as necessary.
Title: Re: Future of the Fortress
Post by: uebersoldat on January 17, 2018, 10:53:01 am
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
Title: Re: Future of the Fortress
Post by: Max™ on January 17, 2018, 02:31:43 pm
I think it's been asked before but not specifically in regards to the Focused! status: is there any reason why martial trances seem so rare for adventurers, even in situations where your companions fighting right alongside you activate them, and similarly does being focused/unfocused have any effect on the activation rate?

Could it be related to aiming attacks rather than move-autoattacking or something perhaps?
Title: Re: Future of the Fortress
Post by: iceball3 on January 17, 2018, 04:15:39 pm
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
If you need tips about improving performance: What sort of computer build do you use?
One thing I've noticed when reading about is that DF's bottleneck ussually isn't processor (though having a good processor helps), but rather the RAM read-write access times. If you can get RAM with both low latency and high frequency, it goes a long way.
I've actually been tempted to make a build with CAS latency 3 ram and see how fast that runs things.
Title: Re: Future of the Fortress
Post by: uebersoldat on January 17, 2018, 05:27:58 pm
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
If you need tips about improving performance: What sort of computer build do you use?
One thing I've noticed when reading about is that DF's bottleneck ussually isn't processor (though having a good processor helps), but rather the RAM read-write access times. If you can get RAM with both low latency and high frequency, it goes a long way.
I've actually been tempted to make a build with CAS latency 3 ram and see how fast that runs things.

Interesting, but I don't think I'd invest in it unless it were tested and shown to work by Tarn or some technical studies. Reason being is because I've tried many tricks over the years in-game and out and it just seems like so little gain for such drastic measures and time invested. Once a fort is saturated beyond a certain point nothing can bring it back to playable frames. Sure you might get 3-5 frames extra here and there but by and large there is just too much going on and the embark gets too bogged down.

Hope I'm not being too negative nancy! I still love the first 5-8 years...just bittersweet retirement after that point.
Title: Re: Future of the Fortress
Post by: lethosor on January 17, 2018, 11:35:03 pm
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
What about it made you sad? What I got from it is that he hasn't noticed a significant increase in complaints (not that there haven't been many), besides a few issues introduced in 0.44 which he fixed, and he's aware of other improvements that could be made without a major rewrite (i.e. they're not too hard), and it's an ongoing process, but he doesn't have specific plans to make specific changes immediately.
Title: Re: Future of the Fortress
Post by: Nydan on January 18, 2018, 05:18:13 pm
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
If you need tips about improving performance: What sort of computer build do you use?
One thing I've noticed when reading about is that DF's bottleneck ussually isn't processor (though having a good processor helps), but rather the RAM read-write access times. If you can get RAM with both low latency and high frequency, it goes a long way.
I've actually been tempted to make a build with CAS latency 3 ram and see how fast that runs things.

Hmmm, if true has anyone tried https://www.intel.com/content/www/us/en/architecture-and-technology/intel-optane-technology.html

Might be a winner for DF. I have one coming but it will be going in a new system and my current system is an old i3-2200. (New is i7-8700k)

I wont be able to pinpoint the improvement to just the optane drive.
Title: Re: Future of the Fortress
Post by: Robsoie on January 18, 2018, 11:19:38 pm
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Yeah, it's sad that if you want to enjoy all that DF can offer you end with your game just becoming unplayable framerate-wise, and to keep the game playable you have to use compromise ( http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate )

Hopefully we'll see one day a performance/optimisation development arc as i imagine with more systems and things in the coming development arcs that are going to be added on top of what is already in, there's a point in which all those framerate tricks and self limitations in scale will not help anymore.

Meanwhile hopefully some of the performance actual bugs (like the animals and doors, or moody dwarves stuck in tree/walls destroying the fps by example) will be fixed at some point to help with the path problems.
Title: Re: Future of the Fortress
Post by: MrWiggles on January 20, 2018, 06:49:36 am
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
I guess my question is: What is an offcial complaint? Do we like make a petition on change.org or do we like do a letter writing campaign? Do we all like wear little colored wrist bands that we support the cause of better fps?

Also the other thing that ToadyOne said that the fps, even though the game has grown more dense with systems, the fps has stayed about the same. Which to me at least, shows that some form of optimization is done through devolopment. But maybe I'm just too scared of some brothers that making a game for fun that other folks happen to enjoy. I mean one of them has three toes. Thats intimidating as fuck.
Title: Re: Future of the Fortress
Post by: Inarius on January 20, 2018, 10:47:48 am

Are you worried by the general and continuous reduction of activity on the forum for the last 2 years ?


Title: Re: Future of the Fortress
Post by: uebersoldat on January 20, 2018, 11:39:56 am
Toady's FPS response really made me sad. It's the one thing preventing me from enjoying this game as I like to have an established fortress but I can't be bothered to play a game at 5-15fps. It's certainly a complaint from many of my friends so I'm not sure how there hasn't been many official complaints unless folks are just scared of complaining about it.

Seems about the only major problem with this amazing game. Of course, Toady owes us nothing, and sure has given us something so I'm thankful for what we have. I just wish I could enjoy a larger or longer-lived fortress. :(
What about it made you sad? What I got from it is that he hasn't noticed a significant increase in complaints (not that there haven't been many), besides a few issues introduced in 0.44 which he fixed, and he's aware of other improvements that could be made without a major rewrite (i.e. they're not too hard), and it's an ongoing process, but he doesn't have specific plans to make specific changes immediately.

Well my fellow Urist, just the overall ignoring of the FPS elephant in the room over the years while we blaze on with awesome new features. Logically to me, the more you add decreases the life of a fort little by little before the FPS monster shows up. I mean, it can't help right? So at best it's staying leveled out but for how long? I feel like there may be a point where our bubble pops and we can't progress unless there is a major re-write. It's scary!

I think that we just keep hoping for some massive leap in single-core performance that will negate all this one day...but who knows? In the meantime I still enjoy the peace and tranquility of a fresh embark for a few years then just retire the fort when my frames dip into the 20's and below.
Title: Re: Future of the Fortress
Post by: Putnam on January 20, 2018, 12:18:48 pm
I doubt we can progress in any reasonable way without a major rewrite now.
Title: Re: Future of the Fortress
Post by: Urlance Woolsbane on January 20, 2018, 04:59:20 pm
I doubt we can progress in any reasonable way without a major rewrite now.
This, but to prevent ancient code from gumming up the works. Obviously, Toady cannot be expected to remember every facet of his colossus, but I'd hate for the sort of problems he's had with raids to become the norm.
Title: Re: Future of the Fortress
Post by: Random_Dragon on January 20, 2018, 09:09:05 pm
Yes. From what I've seen, code maintenance is something you really can't put off for prolonged periods of time. The longer you do so, the more annoying it will be to deal with later. Periodically patching up a few holes in there tends to mean less work in the long run.
Title: Re: Future of the Fortress
Post by: KittyTac on January 20, 2018, 09:20:58 pm
I can play with 5 FPS.
Title: Re: Future of the Fortress
Post by: MrWiggles on January 20, 2018, 11:32:32 pm
How do we know ToadyOne isnt doing code maintance? He hasnt really gone too deep in his methodology. No one but Bothers Tarn and maybe the person that did the SDL code have seen the source code.
Title: Re: Future of the Fortress
Post by: iceball3 on January 20, 2018, 11:46:39 pm
It's certainly not something that's bothered me, much. Though, i play with my framerate capped specifically at 40FPS, because it feels like it lets me appreciate just how much is going on at any given moment.
Amusingly, in a 7 dwarf fort on a 2x2 embark, I've managed to pull 161,000 FPS, which tanks to 600 when leaves are falling from trees. I wonder if there's a way to toggle that off to save some frames for those who are scraping for them?
Title: Re: Future of the Fortress
Post by: Inarius on January 21, 2018, 05:44:41 am
I always smash carefuly everything expandable, and i limit my fort to 40-50 dwarves, so I haven't any FPS issues, but it's a real problem in general, true.
Title: Re: Future of the Fortress
Post by: Robsoie on January 21, 2018, 01:32:29 pm
Hopefully that elephant in the room will be adressed before it will reach a point in which it will become impossible to do so without rewriting the whole game all over again.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on January 21, 2018, 03:15:20 pm
Isn't mythgen supposed to majorly rewrite many aspects of the game? If we're lucky, FPS will be one of the things addressed.
Title: Re: Future of the Fortress
Post by: thvaz on January 21, 2018, 05:03:29 pm
Isn't mythgen supposed to majorly rewrite many aspects of the game? If we're lucky, FPS will be one of the things addressed.

Unlikely, as the main culprits of low performance has nothing to do with world generation and world events and is mostly tied to pathfinding, temperature calculations and tracking of itens.
Title: Re: Future of the Fortress
Post by: MrWiggles on January 21, 2018, 05:34:20 pm
Isn't mythgen supposed to majorly rewrite many aspects of the game? If we're lucky, FPS will be one of the things addressed.
And the thing that results in evetual fps cant be fix. You eventually reveal to many tiles, you eventually have to many items.
Unlikely, as the main culprits of low performance has nothing to do with world generation and world events and is mostly tied to pathfinding, temperature calculations and tracking of itens.
Title: Re: Future of the Fortress
Post by: Inarius on January 22, 2018, 04:40:10 am
I don't really know how all of this can be bettered, but I agree these 3 items are the most important as far as FPS is concerned.
However, I'm not sure FPS is the main issue for now. Quest system, in general, and everything around is in a much much worse state, in my opinion.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 22, 2018, 05:25:24 am
Revealed tiles should have very little to do with game FPS, as the game mechanics apply to those tiles regardless of whether they're revealed or not. Display performance is affected by the amount of stuff DF has to draw, so unrevealed tiles where the view is tends to speed things up. However, the surface is fully revealed (with a lot of greenery on it) so that should serve as a display performance baseline.
The number of items in view affects display performance, but there is nothing that says the implementation has to evaluate every item in the fortress periodically regardless of whether they're subject to anything or not: a lot of items should need to be evaluated only if something happens to them, such as flow or magma affecting the tiles they are on, for instance. However, that does not mean managing an administrative process to shift items between different lists/queues as things happen to them is better than just going through them all: it would have to be evaluated (or at least estimated). However, optimizations ought to be aimed at mature mid sized -> large fortresses rather than small early ones and that's a tricky target as it takes time to set up the test environment. I guess a lab fortress (or possibly multiple player supplied ones) with a set of tools to reshuffle internal structures to check the outcome of different strategies might be useful, but that's a fair bit of work.
Title: Re: Future of the Fortress
Post by: Putnam on January 22, 2018, 10:34:04 am
the game already checks items less and less often as they continue to sit idle (iirc it was 1 tick->2 ticks->4 ticks->8 ticks etc. up to 1024)
Title: Re: Future of the Fortress
Post by: Beag on January 23, 2018, 04:36:06 pm
1. Once our adventurers get to have families if our adventurers have ruler parents would that make them royalty in some civilizations?
2. Will there eventually be an option to play a character at an age younger than adult?(aka child adventurers)
3. How much politics will our adventurers eventually be able to engage in? I know currently we can start sites but will our adventurers ever be able to get administrative roles in other civs such as being a diplomat, general, lawmaker etc?
4. When our adventurers are able to have kids in some civilizations will we be able to try to marry them off to other families for various reasons such as political power?
5. If our adventurers are part of a noble family will there be a chance their relatives will try to marry them off for political power?
6. Can you give us some examples of possible in site housing our players will eventually be able to acquire and some ways they could go about doing it?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 23, 2018, 05:34:12 pm
1. Once our adventurers get to have families if our adventurers have ruler parents would that make them royalty in some civilizations?
2. Will there eventually be an option to play a character at an age younger than adult?(aka child adventurers)
3. How much politics will our adventurers eventually be able to engage in? I know currently we can start sites but will our adventurers ever be able to get administrative roles in other civs such as being a diplomat, general, lawmaker etc?
4. When our adventurers are able to have kids in some civilizations will we be able to try to marry them off to other families for various reasons such as political power?
5. If our adventurers are part of a noble family will there be a chance their relatives will try to marry them off for political power?
6. Can you give us some examples of possible in site housing our players will eventually be able to acquire and some ways they could go about doing it?
I can't say for sure, but besides what's already in the dev notes, there's a good chance that absolutely none of this will have been considered in so much detail yet. Heck, mythgen hasn't been fully planned out yet and that's coming up right after this cycle.

Typically the answers to such far, far future questions are 'Yes, maybe, sounds great. No plan yet'. And 'Please post suggestions on the suggestions thread (where they'll be read and preserved, as opposed to lost forever as all suggestions on fotf apparently are).

For an idea of timeline, politics is part of the 'Scenarios' arc which starts after mythgen. Mythgen looks likely to be split into more than one release. So that's mythgen due to start about 4 months from now (rough estimate). 12-24 months development (typically). 6 months bug fixes and suggestions. Mythgen part 2 (lets say 18 months). 6 months fixes. At which point we'll all probably know a lot more about what's coming up related to politics and society (and whether Boats just became far too exciting to hold off any more, in which case it's more years to wait).
Title: Re: Future of the Fortress
Post by: StagnantSoul on January 23, 2018, 05:51:45 pm
How much will the loot crates cost?

Nah, but actually

Is there anything planned to deal with dorfs getting stranded in trees when picking fruit? I lost a lot of dwarves to this already,
 probably two forts worth.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 23, 2018, 05:56:50 pm
How much will the loot crates cost?

Nah, but actually

Is there anything planned to deal with dorfs getting stranded in trees when picking fruit? I lost a lot of dwarves to this already,
 probably two forts worth.
Is that still happening? Was fixed recently.
You should request the bug be reopened and upload a save.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9252
Title: Re: Future of the Fortress
Post by: Pootis on January 23, 2018, 11:29:45 pm
If someone offered to pay you enough money, would you drop everything and work on getting DF multithreading support?
Title: Re: Future of the Fortress
Post by: MrWiggles on January 24, 2018, 01:16:58 am
If someone offered to pay you enough money, would you drop everything and work on getting DF multithreading support?
ToadyOne has spoken about turning down such things in the past. He has also talked about how multithreading probably wouldnt improve DF very much, but hes not very well versed in it.
Title: Re: Future of the Fortress
Post by: Putnam on January 24, 2018, 02:56:42 am
multithreading requires problems that can actually be worked on in parallel
Title: Re: Future of the Fortress
Post by: Inarius on January 24, 2018, 03:15:17 am
I agree. Most of the FPS issues of DF cannot be adressed by multithreading.
Besides, multithreading brings its own problems.
Title: Re: Future of the Fortress
Post by: iceball3 on January 24, 2018, 05:34:47 pm
Given the current state of how dwarves can currently cope with stress extremely well in the long term, how do you see tweaking the stress system going forward?
Is it in it's current state:
-Intentionally, the current dwarven stress resistance (and getting to -999999 stress) with little attention is serving as a baseline.
-On accident, was tuned to an unintentional degree.
-Or in preparation for more intense and common stressors being available in future updates, or a different scaling system upcoming, or similar overhauls?
I am just wondering, because I've been pondering over a mod that makes dwarves more difficult to keep unstressed, and it's really hard to balance with how stress currently works, so I'm just wondering what paradigm you're considering for how dwarves can and should cope with stress.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 24, 2018, 10:12:07 pm
Not an answer to the above, looking forward to hearing more about the stress improvements myself, but previously Toady mentioned that the solution, in the long (long, long) term would be more likely political.

Which makes sense. People in overseer-induced stressful conditions don't all carry on together until they're all so stressed they die. They (often) react against the system. Refuse to work, leave, burn the mayor's office, whatever.
Title: Re: Future of the Fortress
Post by: PlumpHelmetMan on January 24, 2018, 11:47:27 pm
Oh no, does that mean our dwarves will eventually be able to revolt against us?

Luckily we still have years to prepare for the inevitable uprising.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 25, 2018, 03:56:15 am
Oh no, does that mean our dwarves will eventually be able to revolt against us?

Luckily we still have years to prepare for the inevitable uprising.
Indeed. Before then we get to watch them stress to suicidal frenzies as our diabolical magical experiments go horribly wrong. This'll be fondly remembered as the Golden Age of DF.
Title: Re: Future of the Fortress
Post by: KittyTac on January 25, 2018, 04:10:34 am
And Toady mentioned explosive spells that destroy terrain or walls. They might be customizable. I'll just crank the explosive force up to 99999999, and watch my nuke blow up half of a region.
Title: Re: Future of the Fortress
Post by: Encrtia on January 25, 2018, 04:24:57 am
If someone offered to pay you enough money, would you drop everything and work on getting DF multithreading support?
ToadyOne has spoken about turning down such things in the past. He has also talked about how multithreading probably wouldnt improve DF very much, but hes not very well versed in it.

Gosh darn it. Could you provide citation for that? The multi-threading aspect that is.
I'd join your contribution Pootis :P was really wanting to ask the same question...
Title: Re: Future of the Fortress
Post by: MrWiggles on January 25, 2018, 04:52:50 am
That has never been a strong suit of mine, There was a fourmite who was just fucking devlish with their ability to link and search through the thread. Its just a common question, with the same answer. But I'll try.
Title: Re: Future of the Fortress
Post by: iceball3 on January 25, 2018, 07:01:34 am
If someone offered to pay you enough money, would you drop everything and work on getting DF multithreading support?
ToadyOne has spoken about turning down such things in the past. He has also talked about how multithreading probably wouldnt improve DF very much, but hes not very well versed in it.
Gosh darn it. Could you provide citation for that? The multi-threading aspect that is.
I'd join your contribution MrWiggles :P was really wanting to ask the same question...
Multi threading is a very design-specific decision. Unless you know how it actually works, how DF actually works, and the shortcomings of the choice, then suggesting the change is vain.
https://en.wikipedia.org/wiki/Thread_(computing)#Multithreading - A short primer.

Currently, one instances where I think multithreading -could- potentially help is in worldgen. I can't say anything for actually making worldgen faster, but having a thread that accepts user input would be great for canceling worldgen where frame ticks take more than three minutes to advance. Without such an accomodation, the current behavior is that  windows thinks that DF is not responding anymore between ticks, and the trying squeeze in they keypress input needed to end worldgen becomes increasingly difficult.
Title: Re: Future of the Fortress
Post by: KittyTac on January 25, 2018, 07:09:29 am
If someone offered to pay you enough money, would you drop everything and work on getting DF multithreading support?
ToadyOne has spoken about turning down such things in the past. He has also talked about how multithreading probably wouldnt improve DF very much, but hes not very well versed in it.
Gosh darn it. Could you provide citation for that? The multi-threading aspect that is.
I'd join your contribution MrWiggles :P was really wanting to ask the same question...
Multi threading is a very design-specific decision. Unless you know how it actually works, how DF actually works, and the shortcomings of the choice, then suggesting the change is vain.
https://en.wikipedia.org/wiki/Thread_(computing)#Multithreading - A short primer.

Currently, one instances where I think multithreading -could- potentially help is in worldgen. I can't say anything for actually making worldgen faster, but having a thread that accepts user input would be great for canceling worldgen where frame ticks take more than three minutes to advance. Without such an accomodation, the current behavior is that  windows thinks that DF is not responding anymore between ticks, and the trying squeeze in they keypress input needed to end worldgen becomes increasingly difficult.

That would be useful.
Title: Re: Future of the Fortress
Post by: Inarius on January 25, 2018, 07:48:44 am
Quote
Currently, one instances where I think multithreading -could- potentially help is in worldgen.
I Agree.
Title: Re: Future of the Fortress
Post by: Encrtia on January 25, 2018, 12:13:25 pm
Multi threading is a very design-specific decision. Unless you know how it actually works, how DF actually works, and the shortcomings of the choice, then suggesting the change is vain.
https://en.wikipedia.org/wiki/Thread_(computing)#Multithreading - A short primer.

By your misreading of what I typed as an assumption of me suggesting a change, I'm content with moving on.

Instead, let me ask, how do you reckon one might circumvent the FPS drain beyond limiting the game's potential as a player?
Title: Re: Future of the Fortress
Post by: Knight Otu on January 25, 2018, 01:35:46 pm
Given the current state of how dwarves can currently cope with stress extremely well in the long term, how do you see tweaking the stress system going forward?
Is it in it's current state:
-Intentionally, the current dwarven stress resistance (and getting to -999999 stress) with little attention is serving as a baseline.
-On accident, was tuned to an unintentional degree.
-Or in preparation for more intense and common stressors being available in future updates, or a different scaling system upcoming, or similar overhauls?
I am just wondering, because I've been pondering over a mod that makes dwarves more difficult to keep unstressed, and it's really hard to balance with how stress currently works, so I'm just wondering what paradigm you're considering for how dwarves can and should cope with stress.

Stress is likely to get some attention (http://www.bay12forums.com/smf/index.php?topic=168313.msg7635225#msg7635225) during this bugfix cycle.
Title: Re: Future of the Fortress
Post by: iceball3 on January 25, 2018, 03:25:26 pm
By your misreading of what I typed as an assumption of me suggesting a change, I'm content with moving on.

Instead, let me ask, how do you reckon one might circumvent the FPS drain beyond limiting the game's potential as a player?
Current consensus as of recent is that, while processor power helps, another big help is upgrading your RAM, toward improving the frequencies and latency of the memory you'll use, largely due to the fact that DF is constantly in a state of reading and accessing ram addresses, which can bottleneck if your CPU is up to the task. Having enough RAM to begin with isn't difficult, but if you don't have enough ram, that can severely hamper performance too.
Ingame, a lot of not-too limiting things can involve cramming as many of your non-grazing non important and baby animals into cages as possible. Using traffic designations can also optimize pathfinding as well for instance, if you designate the doorways of multi-doorway rooms as low traffic, dwarves will be less likely to try to consider a "shortcut" through it, saving on a few processing ticks here and there. Blocking off large unused subterranean areas with forbidden doors will also help reduce the amount of pathfinding that stretches to unneeded areas. That's just a few pieces of advice, anyway. Also apologies if my initial comment were a bit scathing, it honestly largely concerned the original post concerning "How much money would toady accept before he focuses only on x feature" question.
Stress is likely to get some attention (http://www.bay12forums.com/smf/index.php?topic=168313.msg7635225#msg7635225) during this bugfix cycle.
Ahh, that's very good, and definitely answers my question. Thank you!
Title: Re: Future of the Fortress
Post by: Putnam on January 25, 2018, 03:56:32 pm
Off the top of my head, fluid calculations could absolutely get help from multithreading. Keep track of separate rivers/seas/ponds etc., calculate fluid flows in them concurrently. There would be some overhead from combining multiple water areas, but that doesn't happen nearly as often as within-area flows. There might also be overhead from expanding the area a particular flow could get into, which is a bit ugly, and determining exactly how far-reaching the flow ought to be might also cause problems.

Yeah, even the simplest optimizations end up being tough.
Title: Re: Future of the Fortress
Post by: Encrtia on January 25, 2018, 07:00:20 pm
Current consensus as of recent is that, while processor power helps, another big help is upgrading your RAM, toward improving the frequencies and latency of the memory you'll use, largely due to the fact that DF is constantly in a state of reading and accessing ram addresses, which can bottleneck if your CPU is up to the task. Having enough RAM to begin with isn't difficult, but if you don't have enough ram, that can severely hamper performance too.
Ingame, a lot of not-too limiting things can involve cramming as many of your non-grazing non important and baby animals into cages as possible. Using traffic designations can also optimize pathfinding as well for instance, if you designate the doorways of multi-doorway rooms as low traffic, dwarves will be less likely to try to consider a "shortcut" through it, saving on a few processing ticks here and there. Blocking off large unused subterranean areas with forbidden doors will also help reduce the amount of pathfinding that stretches to unneeded areas. That's just a few pieces of advice, anyway. Also apologies if my initial comment were a bit scathing, it honestly largely concerned the original post concerning "How much money would toady accept before he focuses only on x feature" question.

Oh, thank you :) Even if you didn't need to apologize, I really appreciated that!

I would say that everything you've typed is something I shall pass on due to its usefulness, though I already utilize such techniques to the best of my ability. However, I purposefully phrased the question with "beyond limiting the game's potential as a player" to highlight that I, as the player, am forced to apply inhibiting techniques (as generously provided), compromising my freedom (not talking mega-projects) when playing the game. Without going into extraneous detail, it's simply go-to advice for players (on any PC, as we're aware) to avoid whole sections of the game (liquids, 3x3 or larger embarks, HFS, caverns even) just to maintain acceptable frames per second (being ideally the starting 100fps speed imposed by the game, but really staying above 35fps at the moment). Consequently, it was more of a "what can be done from the Developer's side to alleviate such issues if Multi-Threading isn't the holy grail?"

My angle though, was wanting to see Toady's stance on the matter as explained by MrWiggle. There are so many opinions for & against multi-threading, that it's utterly pointless debating it with other users. It is, however, the main & most controversial optimization technique to cure what I, perhaps in the minority, consider the single biggest deterrent to this amazing game, being the FPS drag. (bugs don't count :P)

Again, thanks for the advice. In case you're wondering, below is how I've tackled it as the player. If I you bother to read it, would be grateful for any other techniques ???

Spoiler (click to show/hide)
Title: Re: Future of the Fortress
Post by: KittyTac on January 25, 2018, 08:35:18 pm
Playing with temperature off is not !!FUN!!. I always play with it on, I don't care if I get 10 FPS.
Title: Re: Future of the Fortress
Post by: Encrtia on January 25, 2018, 08:38:14 pm
And now you see my predicament :P I'm having to loose out on !!FUN!! to attempt to gain more frames per second.
Title: Re: Future of the Fortress
Post by: iceball3 on January 25, 2018, 09:18:49 pm
Oh, thank you :) Even if you didn't need to apologize, I really appreciated that!

I would say that everything you've typed is something I shall pass on due to its usefulness, though I already utilize such techniques to the best of my ability. However, I purposefully phrased the question with "beyond limiting the game's potential as a player" to highlight that I, as the player, am forced to apply inhibiting techniques (as generously provided), compromising my freedom (not talking mega-projects) when playing the game. Without going into extraneous detail, it's simply go-to advice for players (on any PC, as we're aware) to avoid whole sections of the game (liquids, 3x3 or larger embarks, HFS, caverns even) just to maintain acceptable frames per second (being ideally the starting 100fps speed imposed by the game, but really staying above 35fps at the moment). Consequently, it was more of a "what can be done from the Developer's side to alleviate such issues if Multi-Threading isn't the holy grail?"

My angle though, was wanting to see Toady's stance on the matter as explained by MrWiggle. There are so many opinions for & against multi-threading, that it's utterly pointless debating it with other users. It is, however, the main & most controversial optimization technique to cure what I, perhaps in the minority, consider the single biggest deterrent to this amazing game, being the FPS drag. (bugs don't count :P)

Again, thanks for the advice. In case you're wondering, below is how I've tackled it as the player. If I you bother to read it, would be grateful for any other techniques ???

Spoiler (click to show/hide)
32 GB, that's quite a lot. A lot more than important (once you have "enough", more than enough isn't a big deal). What's the Hz frequency and the CAS latency?
Also out of curiosity, what's the population?
Title: Re: Future of the Fortress
Post by: KittyTac on January 25, 2018, 09:23:15 pm
And now you see my predicament :P I'm having to loose out on !!FUN!! to attempt to gain more frames per second.

I do not care about FPS.
Title: Re: Future of the Fortress
Post by: iceball3 on January 25, 2018, 09:25:02 pm
And now you see my predicament :P I'm having to loose out on !!FUN!! to attempt to gain more frames per second.

I do not care about FPS.
It can be important, in a way, but it largely depends on one's acclimation. I've limited my max fps to 40 from the very start, and I'm used to it to the point where I can pull rather  decently populated fortresses with little slowdown from my comfort zone.
Title: Re: Future of the Fortress
Post by: KittyTac on January 25, 2018, 09:33:11 pm
I can just tab away while it's doing something.
Title: Re: Future of the Fortress
Post by: StagnantSoul on January 25, 2018, 09:39:42 pm
Play Dwarf Fortress and Aurora/Stellaris/hearts of Iron 4 together, you'll get used to the slowness and have something to do in boths downtimes.
Title: Re: Future of the Fortress
Post by: Encrtia on January 25, 2018, 10:13:01 pm
And now you see my predicament :P I'm having to loose out on !!FUN!! to attempt to gain more frames per second.

I do not care about FPS.

That's lovely. I do. I see we're at an impasse :P

32 GB, that's quite a lot. A lot more than important (once you have "enough", more than enough isn't a big deal). What's the Hz frequency and the CAS latency?
Also out of curiosity, what's the population?

Truly is overkill. I had a previous PC that sorely lacked in that department, so I went from one extreme to the other. I actually took one out a week ago actually, it was playing up, so make that 24gb*. CAC Latency is 10, & 4kMhz.
Clever idea limiting to 40, but I've sadly lived on 150 from masterwork & 100 from vanilla. Grr..

As for the population, Strict cap of 50, along with 0 visitors. I had to go to 80 for Goblin invasions, but read I could tweak it, so killed off 30 Dwarrows.

Play Dwarf Fortress and Aurora/Stellaris/hearts of Iron 4 together, you'll get used to the slowness and have something to do in boths downtimes.

Dear lord - end-game Stellaris was laggy too :P But no, I know a lot of people in today's gaming industry like to AFK game, but that's not for all or me. Never got into MMO's like that either. I'm playing Dwarf Fortress, & giving it full attention. The moment I start spending time not playing it, it's not long before I realize how boring it is - just letting some code run in the background to every now & again check on it before not really being able to do much. That's not a game for me, that's just wasting electricity & time. (Obviously in my opinion)

Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
I'm going to pipe down now :-X
Title: Re: Future of the Fortress
Post by: TheFlame52 on January 26, 2018, 11:34:43 pm
In worldgen, we can see nations fall. When can we expect to see them rise? Mythgen? Economy?
Title: Re: Future of the Fortress
Post by: thvaz on January 28, 2018, 06:51:28 am

Do you still play the game for purposes other than testing? And what about Threetoe?

I thought about this after reading the last devlog. Even if you are playing for fun you could still see many problems players won't ever imagine as bugs. Though as DF is very complex and allow very diverse playstyles, most of the problems are very playstyle-oriented, I imagine.

Title: Re: Future of the Fortress
Post by: King Mir on January 28, 2018, 10:22:52 am

Do you still play the game for purposes other than testing? And what about Threetoe?

I thought about this after reading the last devlog. Even if you are playing for fun you could still see many problems players won't ever imagine as bugs. Though as DF is very complex and allow very diverse playstyles, most of the problems are very playstyle-oriented, I imagine.
I believe Toady and Threetoe have previously said the answer to this question is "no". The game was made with the goal that it would be the kind of game ThreeToe and Toady would want to play, but in practice they don't actually play their own game.
Title: Re: Future of the Fortress
Post by: iceball3 on January 28, 2018, 10:13:15 pm
That reminds me of something...
Hey Toady, what's your opinion on the Dark Souls 3 Mound-Makers?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 29, 2018, 10:06:25 pm
During the taverns update development you (maybe, correct me if my memory is faulty) mentioned the fortress guards getting involved in tavern brawls (breaking them up? Arresting folk afterwards?). Is that something you're still thinking of adding in this cycle or is that too big now?

Would be a nice addition. Balance reduction of tavern deaths through timely intervention of guards with having to fulfill mandates to avoid punishment deaths. Or just opt out with an alcohol(tavern keeper) free tavern as folk are free to do now.
Title: Re: Future of the Fortress
Post by: Lordfiscus on January 29, 2018, 11:50:23 pm
 Will creatures with transmissible symptoms be able to intelligently apply their poisonous substances onto an object in order to lay a trap, or otherwise weaponize it for biological warfare? For example, thralls could try to coat doors or loose objects with the dust that created them, so anyone who touches that object becomes another thrall. Or, certain sentient civs might be able to capture a forgotten beast and coat their weapons in the toxic blood/dust of the creature to provide an edge in combat.
Also, will there be a way to create temporary pocket dimensions to create bags of holding or similar? I'd like to be able to make a crystal or jar containing soldiers, then throw it at a target and have the dimension in the jar destabilize as the jar shatters, ejecting all of the occupants on top of the target. That, or do the same thing, but fill the jar dimension with lava instead, and make a magical incendiary weapon.
Thirdly, will fleshcrafting and gene manipulation be a possible magic discipline? Will we be able to clone dwarves or summon syndromes as an area-denial weapon?
Lastly, will necromancy be given a more complex skillset, and thus allowing dwarven necromancers to play a greater role in dwarf society? I was hoping to have necromancy be akin to a noble position, requiring a certain quality of room. One could designate the necromancer to raise a corpse, and the raised corpse could have certain skill specializations and respond to the appropriate labors. Better yet, a workshop by the name of Necromancer Altar or similar, where you could order the necro to raise a corpse and give them skills for certain labors. They would be able to perform labors befitting their skillset, but would be unable to improve their skills. If necromancy can be likened to a skill, then a higher necromancer skill level would allow the necromancer to raise corpses with higher skill levels or combinations of skills. Novice necromancers would raise corpses with one Novice level, Adequates could provide undead with 1-2 Adequate skills, and so on. The most proficient or legendary necromancers could raise highly intelligent undead with a wide variety of disciplines. They might even be able to give their undead necromantic skill, for the purposes of delegation or backups should the original necromancer die.
Title: Re: Future of the Fortress
Post by: iceball3 on January 30, 2018, 03:37:58 am
Will creatures with transmissible symptoms be able to intelligently apply their poisonous substances onto an object in order to lay a trap, or otherwise weaponize it for biological warfare? For example, thralls could try to coat doors or loose objects with the dust that created them, so anyone who touches that object becomes another thrall. Or, certain sentient civs might be able to capture a forgotten beast and coat their weapons in the toxic blood/dust of the creature to provide an edge in combat.
Also, will there be a way to create temporary pocket dimensions to create bags of holding or similar? I'd like to be able to make a crystal or jar containing soldiers, then throw it at a target and have the dimension in the jar destabilize as the jar shatters, ejecting all of the occupants on top of the target. That, or do the same thing, but fill the jar dimension with lava instead, and make a magical incendiary weapon.
Thirdly, will fleshcrafting and gene manipulation be a possible magic discipline? Will we be able to clone dwarves or summon syndromes as an area-denial weapon?
Lastly, will necromancy be given a more complex skillset, and thus allowing dwarven necromancers to play a greater role in dwarf society? I was hoping to have necromancy be akin to a noble position, requiring a certain quality of room. One could designate the necromancer to raise a corpse, and the raised corpse could have certain skill specializations and respond to the appropriate labors. Better yet, a workshop by the name of Necromancer Altar or similar, where you could order the necro to raise a corpse and give them skills for certain labors. They would be able to perform labors befitting their skillset, but would be unable to improve their skills. If necromancy can be likened to a skill, then a higher necromancer skill level would allow the necromancer to raise corpses with higher skill levels or combinations of skills. Novice necromancers would raise corpses with one Novice level, Adequates could provide undead with 1-2 Adequate skills, and so on. The most proficient or legendary necromancers could raise highly intelligent undead with a wide variety of disciplines. They might even be able to give their undead necromantic skill, for the purposes of delegation or backups should the original necromancer die.
These dips dangerously into "suggest-questions", which goes in the suggestions forum, more or less.
The question of what places necromancers can hold in what societies, given pragmatism or otherwise, is a good one.
Title: Re: Future of the Fortress
Post by: SmileyMan on January 30, 2018, 09:21:14 am
Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D
Title: Re: Future of the Fortress
Post by: Rockphed on January 30, 2018, 01:57:24 pm
Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D

Obviously you need to edit the dwarf raws to make their vomit white!
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 30, 2018, 03:00:48 pm
Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D
Drunk driving is dangerous. You shouldn't let them out on the roads in that condition ;)

My interpretation of what Toady said is that you'd get the roads cleaned if you put a roof over them. That would also cut down on the amount of cave adaptation vomit being deposited on those roads.
Title: Re: Future of the Fortress
Post by: iceball3 on January 30, 2018, 05:07:35 pm
Seems suboptimal, though you could save material by making those roofs out of bridges.
Title: Re: Future of the Fortress
Post by: King Mir on January 30, 2018, 11:34:23 pm
If you do that, you might just make the "road" itself out of self cleaning bridges.
Title: Re: Future of the Fortress
Post by: mikekchar on January 31, 2018, 08:39:06 am
Not to extend the FPS discussion, but since optimisation in real time systems was my job for a decade or so, I thought I might chime in.  One of the things that's tempting... well, not so much tempting, but virtually impossible to stop your self from doing, is thinking that you have a good idea how to speed something up.  In my experience, the problem with performance is never what you think it is.  Frequently people will decide what to do to speed something up, do it, and walk away patting their own backs -- but nothing has really improved.  In fact it often gets *worse*.  It's incredible how often I've seen that professionally.

When I go into the problem I always caution people: It's never what you think it is, so stop thinking.  You really need to set up experiments, measure, analyse the code, go back to the beginning.  It usually ends up being something ridiculous that you would never even imagine.  I remember one time going through this insane parser with crazy logic and discovering that something like 99% of the execution time was in the string allocator.  It never even needed to allocate memory for strings -- it was just a convenience in some of the code.  Another time I remember working on some completely over the top database query code only to notice that it was allocating 500K date objects in a few seconds -- it turned out that someone created a date in a function rather than using a constant. 

When you have thousands, hundreds of thousands or even millions of lines of code, there will be some stupid code and it will be on the critical path.  Usually (but not always) that's the problem.  Very, very occasionally you discover that you just build something that doesn't scale and you have to start again.  That latter thing is unusual in my experience, but very frequently people jump to the conclusion that "It's all crap and we have to start again!"  And when they do, they put some stupid code on the critical path and the new code is just as slow as the old code.  The obvious things usually end up not being the problem precisely because they are obvious -- the performance issues for those things have already been mitigated a long time ago.

Suggestions for what Toady should do to improve the FPS are obviously well meaning, but they are unlikely to be helpful.  It's never what you think it is.  Whether or not Toady will spend a large effort to optimise at this juncture, I don't know (he's reported *some* optimisation recently!)   I don't think it's bad to say that it's your highest desire, but "Would you consider multithreading" (or some other proposed solution) is unlikely to be constructive.
Title: Re: Future of the Fortress
Post by: PatrikLundell on January 31, 2018, 11:37:24 am
And to add to mikekchar's comment: Before you start to optimizing the code by doing "clever" things to wring a few additional CPU cycles out of the code, check that the algorithm you're going to optimize actually is the right one. Optimizing a linear search implementation may give you 10% faster code (for that little part of the code), while switching to a completely unoptimized binary search when the data is ordered is going to give you much more (and probably with a lot less effort).
Title: Re: Future of the Fortress
Post by: Toady One on January 31, 2018, 07:39:04 pm
Thanks to Knight Otu, KittyTac, PatrikLundell, Shonai_Dweller, MrWiggles, King Mir, iceball3, and anybody I missed who helped to answer questions this time!

Quote from: FantasticDorf
Would this be the case for specific location structures indicated for scenarios, like a dungeon/central jail to keep a prison colony functional and under control? (not meaning exactly a Australia format wherein just being very far away on a strange continent is detainment with nowhere to run to) - rather than just a jail & justice system we have currently.

It's quite possible.  In that specific example, a location might be a tad small as you suggest; perhaps it's more likely the current fort jails might be considered a 'dungeon' location properly, whereas the prison colony is a more site-level consideration.  But yeah, the space in between is interesting, and might work as a location complex with several zones, if the prison colony sufficiently restricts movement and has a sufficient administrative or civilian presence.

Quote from: iceball3
Have you or threetoe considered constructing an written full psychological profile for dwarves, or other races, as part of development aims and Slaves to Armok canon, or will species psychology take a "feature first" implementation?
By feature first, I mean that the behaviors ingame stand to be canonical for the time being, and (both emergent and intentional) behaviors that come in later version serve largely to supplement this model.
Our dwarves and other species do have a general cultural and behavioral context portrayed by the game's features and snippets combined with the general consensus of what a "dwarf" is, though there are currently quite a few quirks as a result of bugs, limits of current implementation, etc where they seem to differ and vary dramatically in these contexts (for instance, noted complaints that dwarves seem somehow stress-proof to a lot of people as a result of the systems or morales changing, though whether it was aimed at making dwarves more resilient to stressful situations, or as resilient is a bit unclear.) Similar goes for things like the implementation of the currently somewhat implemented engagement level system.

We don't have particular additional plans for a push here; the raw files have been growing over the years, so that the psychological spectrum is actually present now (looking at PERSONALITY and MENTATT tags), but not more particular cultural information.  That said, there's an implicit push within law/property/status/customs to define these things in more detail than the current "ethics" system, though having mythgen at that time will also introduce a procedural element.

Regarding stress, dwarves have [PERSONALITY:STRESS_VULNERABILITY:0:45:100], so they should be a touch more vulnerable than others.  It's just the broken mechanics that cause the whole system to be messed up (human residents are even more 'stress proof'), making all of this irrelevant for the time being.

Quote from: PlumpHelmetMan
This might belong in the suggestions forum but...a number of fantasy stories out there feature mortal heroes that after a lifetime of great feats manage to achieve literal godhood upon their deaths. Might this possibility eventually be implemented into DF (it'd be quite a surprise following an unusually successful adventuring run to find one of my characters showing up in the deities tab of legends mode after a fatal battle with some terrible monster :P)?

The test myth generator doesn't code for this, but it's the sort of transition that's on the table.  There's a notion of conduct and such that may or may not determine ones final disposition, and state changes might well include godhood or becoming a star/constellation or something -- it's certainly an option to be considered, and the underlying system will works with general-enough concepts that various outcomes can be introduced.

Quote from: Beag
1. Will the actual process of casting magic involves casting procedures with as much, less or more detail as the procedures we currently have for performing music, poetry and dancing?
2. In terms of magic derived from gods would the procedures for casting it be interlinked with religious procedures for that god(ex. ceremony's, rituals etc.) ?
3. Will the attributes needed to be talented at magic be different with each magic system(ex. one magic system relying heavily on creativity while another relying heavily on linguistic ability)?
4. Can you please give some examples of procedures required to cast magic for some systems?
5. Can you please give some examples of magical land masses and their implications on magic in that world?

Examples/answers were given for all of these, but expanding, it might not just be that magic involves the same amount of detail as the current dances; it might require one of the current dances explicitly.  Generally, rituals (religious or not) will probably live under the same 'activity' structure guiding such actions, though 'interactions' and 'reactions' will also be fighting for a piece of the pie -- procedure-wise, the 'Do X to Y' stated by Shonai_Dweller is correct; some things are harder than others, but with reactions we already have access to tool and material use in a way that dwarves and adventurers can both utilize.  In a sense, a magic ritual just requires you to check the same boxes as a typical dwarves task, in many cases.  Fortunately, the infrastructure is already mostly in place, though there might be an uncomfortable merging to make them all play nice together (as with the building-room-zone-location-pile-burrow nexus of headaches.)

Different attributes is a definite yes, and moreover, certain supernatural attributes might be generated on a per-world basis and given thematically appropriate names.  This is similar to the 'corruption' states, though it's unclear at the moment whether they'll be stored the same way; the range from transient state to skill to attribute to fixed state are all appropriate, and perhaps all will be used.

In the myth tests, land masses operated on a proximity or material basis, so you'd either mine, say, giant blue mana pillars or some crap, or be in the presence of a massive floating egg fragment.  Both of those rely on the hard map rewrite, but in the event we don't jump on that first, the mineral layer code can still be co-opted for similar gains, in which case proximity/use of magical materials would still be on the table.  In the harder and more interesting cases, magical land-masses would be more alone the lines of the turtle that holds up the world, or a world tree that connects to other areas, that sort of thing; the game would by necessity have a very granular understanding of how that tree works, so you'd get into magical bark and sap layers, that sort of thing (though I wouldn't expect a general liquid type rewrite for this!  That might be a step too far.)

That's all quite material-mechanistic, but we also have access to other variables, including social relationships, which can be intermeshed with these matters.  It still needs to be felt out, but we want to make at least a few bold moves.

Quote from: Max^TM
I think it's been asked before but not specifically in regards to the Focused! status: is there any reason why martial trances seem so rare for adventurers, even in situations where your companions fighting right alongside you activate them, and similarly does being focused/unfocused have any effect on the activation rate?

Could it be related to aiming attacks rather than move-autoattacking or something perhaps?

Hmm, it looks like that part might have gotten moved out for players when vision arcs were added, since trances rely on the number of people you see targeting you.  I'll make a note to change/investigate.

Quote from: Inarius
Are you worried by the general and continuous reduction of activity on the forum for the last 2 years ?

I'm aware of the forum thread and stats and considerations and graphs there.  It's not surprising that the general google searches have dropped after the NY Times and MoMA stuff dropped out of awareness/relinking, and there hasn't been anything comparable recently.

New member changes have to consider the screening put in a place a few years back, coupled with deletion of spam accounts; the 27000 new members recorded in 2011 in the forum stats is entirely inaccurate, as most were spammers; the new member forum stats up until 2015 are almost meaningless.

But yeah, more reliably, new posts and topics have declined.  On the other hand, looking at say, the median number of people online on June 2011-7, it's a mixed picture: 539 -> 691 -> 600 -> 671 -> 502 -> 556 -> 585 (the average is nearly identical), indicating something of a two year recovery despite the decrease in topics/posts, and everything is in the same ballpark.

So, it's not worrying me currently, but I understand the concern, as some engagement metrics are definitely declining.

Quote from: StagnantSoul
Is there anything planned to deal with dorfs getting stranded in trees when picking fruit? I lost a lot of dwarves to this already,
 probably two forts worth.

As mentioned, I did fix a type of this for the latest clump of versions, and saw them come down from the trees, but I also saw the new bug report.  I'll get to it and see what's up.

Quote from: TheFlame52
In worldgen, we can see nations fall. When can we expect to see them rise? Mythgen? Economy?

In between those two, perhaps; the laws/property/status/scenarios release is the first time we'll have enough control to split entities and form new ones at the civ/culture level, though it's still a difficult problem (if this is what you mean.)  The other version, where new government structures are put on top of existing civs/cultures, is also a problem, and the code splits needed there are part of 'status'.  All of this mess where culture and high-order governments are linked has to be teased apart, and it's one of the fundamental requirements of that release.

Quote from: thvaz
Do you still play the game for purposes other than testing? And what about Threetoe?

I thought about this after reading the last devlog. Even if you are playing for fun you could still see many problems players won't ever imagine as bugs. Though as DF is very complex and allow very diverse playstyles, most of the problems are very playstyle-oriented, I imagine.

No, we don't get much of a chance; Threetoe plays a bit more than I do.  And yeah, when I get my hands on saves, I do catch certain things; though as you say, that might actually be the better way to do it.  I play a certain way on the occasions when it comes up, and those narrow tracks are probably already less bug-ridden than others.

Quote from: iceball3
Hey Toady, what's your opinion on the Dark Souls 3 Mound-Makers?

Ha ha, I don't have an opinion on it.  Is it a contentious issue?  Or do you mean for world-building flavor?  I looked up what they are, and it seems quite multi-player inflected and so not likely to arise, though perhaps if we're lucky the magic system could attach certain significance to signs in bones and such; though we don't currently have individual vertebrae!

Quote from: Shonai_Dweller
During the taverns update development you (maybe, correct me if my memory is faulty) mentioned the fortress guards getting involved in tavern brawls (breaking them up? Arresting folk afterwards?). Is that something you're still thinking of adding in this cycle or is that too big now?

Would be a nice addition. Balance reduction of tavern deaths through timely intervention of guards with having to fulfill mandates to avoid punishment deaths. Or just opt out with an alcohol(tavern keeper) free tavern as folk are free to do now.

Ah, yeah, I think I did mention something like that.  It's possible the thought got shunted to law or crime like other things.  I'm not quite sure how to make it timely without changing the escalation pattern in brawls; I imagine a lot of the tragedies strike within a few foot steps of the brawl initiating (and others maybe take days and days of interminable pummeling and might actually be stopped by a guard...)  I'll mull it over a bit.  The actual process of grabbing somebody and dragging them off to jail for assault or disorderly conduct (or to cool off) at least would just use existing code, so it's not out of bounds to consider.

Quote from: Lordfiscus
Will creatures with transmissible symptoms be able to intelligently apply their poisonous substances onto an object in order to lay a trap, or otherwise weaponize it for biological warfare? For example, thralls could try to coat doors or loose objects with the dust that created them, so anyone who touches that object becomes another thrall. Or, certain sentient civs might be able to capture a forgotten beast and coat their weapons in the toxic blood/dust of the creature to provide an edge in combat.
Also, will there be a way to create temporary pocket dimensions to create bags of holding or similar? I'd like to be able to make a crystal or jar containing soldiers, then throw it at a target and have the dimension in the jar destabilize as the jar shatters, ejecting all of the occupants on top of the target. That, or do the same thing, but fill the jar dimension with lava instead, and make a magical incendiary weapon.
Thirdly, will fleshcrafting and gene manipulation be a possible magic discipline? Will we be able to clone dwarves or summon syndromes as an area-denial weapon?
Lastly, will necromancy be given a more complex skillset, and thus allowing dwarven necromancers to play a greater role in dwarf society? I was hoping to have necromancy be akin to a noble position, requiring a certain quality of room. One could designate the necromancer to raise a corpse, and the raised corpse could have certain skill specializations and respond to the appropriate labors. Better yet, a workshop by the name of Necromancer Altar or similar, where you could order the necro to raise a corpse and give them skills for certain labors. They would be able to perform labors befitting their skillset, but would be unable to improve their skills. If necromancy can be likened to a skill, then a higher necromancer skill level would allow the necromancer to raise corpses with higher skill levels or combinations of skills. Novice necromancers would raise corpses with one Novice level, Adequates could provide undead with 1-2 Adequate skills, and so on. The most proficient or legendary necromancers could raise highly intelligent undead with a wide variety of disciplines. They might even be able to give their undead necromantic skill, for the purposes of delegation or backups should the original necromancer die.

Poison.  They used to do this long ago, and we never got back to coating weapons in full (though kobolds do it at their sites now).  We hope to get back to it.

Pocket dimensions.  It's on the menu, and not super-hard in certain senses, if the hard map rewrite is done; it's something we're fond of, so perhaps more likely than you'd expect.  Otherwise, we'll likely wait, since any stop-gap measure would be completely tossed later on.

I'm not sure what fleshcrafting and gene manipulation specifically mean here; we've had things that seem related to those terms in the notes anyway, but I can't promise anything.

When necromancy is proceduralized by necessity with the first myth release, and magic is incorporated into societies, the idea is yeah, that certain things along these lines will happen, as it regards positions, apprentices, fort-mode buildings and so forth.  I'm likely not going to have such a specific preset, but hopefully things like that will be part of some universes.

Quote from: SmileyMan
Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?

Yeah, roads and bridges and anything else outdoors with a 'building' flag will be cleaned, though it still requires an idle dwarf in the area currently to get the job started.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on January 31, 2018, 10:36:17 pm
Thanks for the answers!

In my experience, bar brawls generally end up with a quick succession of minor injuries, which are kind of fun (har, har got me lip torn off) and fatalities which aren't (like when someone starts pummeling the cheesemaker in the head repeatedly, including tearing off his headgear if he's wearing any). Quick intervention from the guard might help there.

Although once the off-duty military and elite wrestler visitors get involved there's not enough time for the guards to react unless they're already there. They'd just get to mop up the mess.
Title: Re: Future of the Fortress
Post by: iceball3 on February 01, 2018, 09:22:59 pm
Thank you for the answers, Toady!
Title: Re: Future of the Fortress
Post by: GM-X on February 02, 2018, 03:17:07 am
Quote
Poison.  They used to do this long ago, and we never got back to coating weapons in full (though kobolds do it at their sites now).  We hope to get back to it.

What? I completely missed this.
Title: Re: Future of the Fortress
Post by: ZM5 on February 02, 2018, 04:49:45 am
Quote
Poison.  They used to do this long ago, and we never got back to coating weapons in full (though kobolds do it at their sites now).  We hope to get back to it.
Is that true? I occasionally notice "slingers" from my mod (renamed blowgunners to simulate npcs using "thrown" weapons) have their ammo coated in things like bumblebee venom, atleast if they're bandits - or is that a separate thing?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 02, 2018, 06:56:42 am
They certainly coat the weapons in their weapon traps in poison. But never actually seen them wield poison coated weapons. Then again, it's very rarely you actually see a kobold manage to hit someone, so...
Title: Re: Future of the Fortress
Post by: Inarius on February 02, 2018, 08:27:00 am
I like the fact that Toady will fix a lot of bugs. Thanks !
Title: Re: Future of the Fortress
Post by: Chaoseed on February 02, 2018, 03:51:44 pm
Quote from: FantasticDorf
Would this be the case for specific location structures indicated for scenarios, like a dungeon/central jail to keep a prison colony functional and under control? (not meaning exactly a Australia format wherein just being very far away on a strange continent is detainment with nowhere to run to) - rather than just a jail & justice system we have currently.

It's quite possible.  In that specific example, a location might be a tad small as you suggest; perhaps it's more likely the current fort jails might be considered a 'dungeon' location properly, whereas the prison colony is a more site-level consideration.  But yeah, the space in between is interesting, and might work as a location complex with several zones, if the prison colony sufficiently restricts movement and has a sufficient administrative or civilian presence.

Isn't there an entire game about this already (https://www.introversion.co.uk/prisonarchitect/)? ;D (What's really amusing is that that game became a complex enough simulation that the developers started referring to it as "our Dwarf Fortress". Probably an exaggeration, but... :D )
Title: Re: Future of the Fortress
Post by: Rockeater on February 02, 2018, 04:11:55 pm
But in that game your workers will do their job as soon as possible, you don't need to defend your place from armies of goblins and zombie hair,and you can't flood your place with magma if you are board so what's the point
Title: Re: Future of the Fortress
Post by: Townsey on February 02, 2018, 04:20:44 pm
Will certain magic practices be illegal or viewed with judgement? Like raising corpses right now, except it is hurling fireballs around or turning limbs into buckets of water because it came from some evil god or something
Title: Re: Future of the Fortress
Post by: Rose on February 04, 2018, 08:54:49 am
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?
Title: Re: Future of the Fortress
Post by: KittyTac on February 04, 2018, 09:01:55 am
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

Hyperactive metabolism?
Title: Re: Future of the Fortress
Post by: Eschar on February 04, 2018, 10:21:09 pm
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

They're evil?
Title: Re: Future of the Fortress
Post by: jecowa on February 05, 2018, 01:27:24 am
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

They're evil?

I think he wants to know how their bellies have room for all those humans. I think defecation doesn't exist in the game yet.

I'm wondering who created the curses_640x300.bmp tilesheet?
Title: Re: Future of the Fortress
Post by: Rose on February 05, 2018, 01:59:01 am
I learned of this from this video:

Kruggsmash Plays Dwarf Fortress: Short Forts - The Tale of Epeve the Maneater
(https://i.imgur.com/IDvinzq.png) (https://youtu.be/QBT5TXtZqQc)
Title: Re: Future of the Fortress
Post by: thompson on February 05, 2018, 06:22:15 am
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

Probably the same reason you don't need to haul dirt to the surface, and why you gain more metal by melting down bolts and coins individually - mass isn't conserved. Energy isn't either, hence impulse ramps and underground agriculture.
Title: Re: Future of the Fortress
Post by: iceball3 on February 05, 2018, 05:02:23 pm
Why is it that dwarves lie about their feelings, even when speaking to themselves about it? Such as "I am not afraid" or "I am not satisfied" when their thoughts menu says otherwise. Does it have something to do with a propensity to sarcasm/dishonesty, a bug, or something more specific?
Title: Re: Future of the Fortress
Post by: LordBaal on February 07, 2018, 06:30:07 am
Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

Probably the same reason you don't need to haul dirt to the surface, and why you gain more metal by melting down bolts and coins individually - mass isn't conserved. Energy isn't either, hence impulse ramps and underground agriculture.
Underground agriculture would be posible if they only raise mushrooms I think.
Title: Re: Future of the Fortress
Post by: MrWiggles on February 07, 2018, 10:30:30 pm
Why is it that dwarves lie about their feelings, even when speaking to themselves about it? Such as "I am not afraid" or "I am not satisfied" when their thoughts menu says otherwise. Does it have something to do with a propensity to sarcasm/dishonesty, a bug, or something more specific?
That paragraph, probably is more of a list of of their most recent notable thoughts, not their thoughts at the moment. And there no timestamp when they had those thoughts.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 08, 2018, 12:07:21 am
Why is it that dwarves lie about their feelings, even when speaking to themselves about it? Such as "I am not afraid" or "I am not satisfied" when their thoughts menu says otherwise. Does it have something to do with a propensity to sarcasm/dishonesty, a bug, or something more specific?
That paragraph, probably is more of a list of of their most recent notable thoughts, not their thoughts at the moment. And there no timestamp when they had those thoughts.
Yes there is. Current thoughts are written in the present tense 'she feels terror in battle' as opposed to 'felt' and recently, yes I've also seen that accompanied by the opposite reaction in the quote, such as 'I laugh in the face of death' (that example isn't necessarily a bug though, just bravado to cover real feelings).
Title: Re: Future of the Fortress
Post by: Putnam on February 08, 2018, 01:26:26 am
Why is it that dwarves lie about their feelings, even when speaking to themselves about it? Such as "I am not afraid" or "I am not satisfied" when their thoughts menu says otherwise. Does it have something to do with a propensity to sarcasm/dishonesty, a bug, or something more specific?

"I am not afraid" and "I am not satisfied" are when the strength of the emotion was too low to have much effect at all on stress, as far as I know.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 09, 2018, 02:38:43 am
Will your full-on site attacks count as a declaration of a civ level war, or will they be like the domestic conflicts between sites you sometimes see happening in human and goblin civs?
Title: Re: Future of the Fortress
Post by: King Mir on February 09, 2018, 08:12:50 pm
How do you choose which bugs to fix? Is there a particular filter on the bug tracker that you look at?
Title: Re: Future of the Fortress
Post by: PatrikLundell on February 10, 2018, 02:44:30 am
How do you choose which bugs to fix? Is there a particular filter on the bug tracker that you look at?
There are at least two (related) criteria that are used:
- Bugs recently introduced, and
- Bugs relating to things under modification.

The first one is about fixing recent bugs/omissions, while the second one is about taking care of things when the code is already opened up and the memory has been refreshed. In both cases the code memory is decently refreshed, saving on refamiliarization time.
Title: Re: Future of the Fortress
Post by: Bumber on February 10, 2018, 11:47:26 am
How do you choose which bugs to fix? Is there a particular filter on the bug tracker that you look at?
There are at least two (related) criteria that are used:
- Bugs recently introduced, and
- Bugs relating to things under modification.
Crashes and game corruption are at the highest priority.
Title: Re: Future of the Fortress
Post by: iceball3 on February 11, 2018, 01:11:45 am
It's very exciting to hear that you're implementing looting! Will there be specificity on preferring what to loot, and will worn gear (Backpacks, etc) have an influence on what can be carried,
 or are these deferred for future arcs where they'd be more relevant?
Title: Re: Future of the Fortress
Post by: Termite on February 14, 2018, 01:38:25 pm
How customizable will be the law/justice in the laws/property/status/scenarios release?
Title: Re: Future of the Fortress
Post by: Rockeater on February 14, 2018, 02:05:57 pm
How customizable will be the law/justice in the laws/property/status/scenarios release?
Use lime green to mark it as question
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 14, 2018, 05:39:05 pm
How customizable will be the law/justice in the laws/property/status/scenarios release?
I forget where this was previously answered, probably fotf, perhaps twitter. But yeah, same as magic, extremely customizable, procedurally generated law/politics etc is the plan.
Title: Re: Future of the Fortress
Post by: Robsoie on February 15, 2018, 05:20:50 pm
About the various level of world magic level, will this also affect the type of rocks and land formation available on a world ?
By example i'm thinking about those "floating" rocks or big floating lands that are often seen in fantasy worlds, or floating sky cities made with that kind of material etc, will it be possible ?
Title: Re: Future of the Fortress
Post by: Manveru Taurënér on February 15, 2018, 08:11:22 pm
About the various level of world magic level, will this also affect the type of rocks and land formation available on a world ?
By example i'm thinking about those "floating" rocks or big floating lands that are often seen in fantasy worlds, or floating sky cities made with that kind of material etc, will it be possible ?

Some manner of floating rock cities are planned at least, going by the "Warriors of the Dead" short story, though that particular one floats by means of magical machinery.

Quote from: http://www.bay12games.com/dwarves/story/tt_warriors_dead.html
flying sites, can be handled like boats somewhat
Title: Re: Future of the Fortress
Post by: Beag on February 15, 2018, 08:13:54 pm
1. Will practitioners of various forms of generated magic be given their own generated titles?
2. Will we be able to look at the generated myths post world gen to refresh on lore about a world's magic, races, mechanics etc. similar to how we can look up general lore in legends mode?
3. Will the myth generator also list any special traits about generated races such as ability to breath underwater, passive animal pacification etc.
4. Will magic be added to the list of values civilizations can have opinions on? If so will it just be a general magic value or multiple values for each form of generated magic?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 15, 2018, 10:41:39 pm
Assuming update isn't out by the end of the month...
Will dwarves need equipment to grab livestock (chains, cages, etc) or can they just coax the giant elephants from the forest retreat to follow them with soothing beard strokes...?
Title: Re: Future of the Fortress
Post by: KittyTac on February 15, 2018, 11:03:19 pm
Assuming update isn't out by the end of the month...
Will dwarves need equipment to grab livestock (chains, cages, etc) or can they just coax the giant elephants from the forest retreat to follow them with soothing beard strokes...?

Sigged.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 16, 2018, 11:45:44 am
Does 'livestock' apply to remaining creatures that do not become involved in the conflict? (say if your soldiers were attacked by dogs) or total pool of creatures once the remaining conflict with the settlement's sentient occupants ends.
Title: Re: Future of the Fortress
Post by: Rockeater on February 16, 2018, 01:49:03 pm
1.Will it be possible that in some worlds you wiil be able to be a being that is in multiple places at once (e.g death)? and if so how it will work?
2.will legends mode contain the ways magc is done in the world?
Title: Re: Future of the Fortress
Post by: Lordfiscus on February 16, 2018, 03:23:43 pm
Will electricity ever exist as a method of power production, or is technology stuck where it is now?
Title: Re: Future of the Fortress
Post by: ZM5 on February 16, 2018, 04:01:14 pm
When it comes to raiding, will there be a "babysnatching" option at some point along with the pillaging/razing options?
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 16, 2018, 04:55:25 pm
When it comes to raiding, will there be a "babysnatching" option at some point along with the pillaging/razing options?
Oh yes, some c-screen mod support thrown in at the end of this cycle would be great! Seems like it should all work mechanically. Although, would have to link to the snatcher position to make sense, so perhaps not quite as low-hanging fruit as it seems.
Title: Re: Future of the Fortress
Post by: Bumber on February 16, 2018, 06:11:16 pm
Will electricity ever exist as a method of power production, or is technology stuck where it is now?
Tech is limited mostly to 1400's Europe.
Title: Re: Future of the Fortress
Post by: KittyTac on February 16, 2018, 10:46:05 pm
You might get something similar to electricity in mythgen, I think.
Title: Re: Future of the Fortress
Post by: Eschar on February 16, 2018, 10:49:57 pm
When it comes to raiding, will there be a "babysnatching" option at some point along with the pillaging/razing options?

The dwarven ethics should disallow that, though.\
Title: Re: Future of the Fortress
Post by: KittyTac on February 17, 2018, 12:24:02 am
When it comes to raiding, will there be a "babysnatching" option at some point along with the pillaging/razing options?

The dwarven ethics should disallow that, though.\

In mythgen, you will be able to play as procedural races with procedural ethics.
Title: Re: Future of the Fortress
Post by: Rose on February 17, 2018, 12:35:06 am
Also, being able to play as goblins would be a nice bonus.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 17, 2018, 07:44:42 am
Also, being able to play as goblins would be a nice bonus.

From modding they need a lot of optimisation to match the dwarven gameplay experience, but do-able though not in the same sense as supporting a aboveground human village like Toady has talked about before in the past to answer questions on "what does dwarf fortress without a procedurally generated dwarf race look like?"

If you don't mind subterranean dwelling goblins then the base gameplay with tweaks is well and fine. A fun embark is to set up a fortress, abandon it then switch races with [TAB] faction shift and re-occupy the deserted fortress with goblins for dwarf monuments and iconography intact via reclamation.
Title: Re: Future of the Fortress
Post by: Beag on February 17, 2018, 01:46:34 pm
1. In worlds with divine magic will being in the vicinity of a temple or holy site improve the effectiveness of divine magic related to the appropriate site?
2. In worlds with healing magic capable of healing serious injuries such as severed motor nerves or missing limbs will our adventurers be able to hire a practitioner of such magic to heal their serious injuries they have acquired on their adventures?
3. In worlds with magic will our adventurers who have magic that can be used for utilitarian purposes such as growing a bigger crop yield, healing the sick, creating equipment etc. be able to hire out their services to NPCs for payment?
4. In worlds with magic in terms of magic phenomena that power magic such as a magic wind or sea or egg would being in close proximity to such things affect the potency of spells related to them?
Title: Re: Future of the Fortress
Post by: Knight Otu on February 17, 2018, 02:13:36 pm
The answer to those is a resounding maybe. It'll depend on the magic system(s) created in the world, and potentially on the society's values and views on magic.
Title: Re: Future of the Fortress
Post by: Lordfiscus on February 18, 2018, 02:28:40 am
Will electricity ever exist as a method of power production, or is technology stuck where it is now?
Tech is limited mostly to 1400's Europe.
I mean, supposedly wire drawing has existed since the tenth century AD in real life.
It wouldn't be THAT big of a stretch for dwarves/humans/goblins(?) to discover how to make copper coils.
And then discover that certain materials repel certain metals, and that these copper coils exert the same force if you make a torus of copper coils...
And then, that a reaction occurs if you stick a magnetic metal in the coil and spin it around really fast...
And then, that the effect can be reversed, if the two coil tori are linked with gold/copper/tin filament in a loop consisting of two cables extended across the tori and a metal object is inserted into the other torus...
A world with a deity whose sphere(s) have aspects of inspiration, crafts/creation and thunder might gift their followers with visions of wondrous metallic devices that have the ability to store, release and/or generate lightning and implore them to construct the objects as an act of faith or piety. This could lead to electrical tech being made ahead of schedule.
But if there's no way to circumvent the technology cap or the dev does not wish to allow for the construction of such technology, then that's understandable and I shall drop the subject.
It'd be very dwarven to be able to build a primitive railgun using solid iron spears/bars/blocks, two giant copper rails, a large voltaic pile and generators run by elvish/goblin slave labor, though.
Title: Re: Future of the Fortress
Post by: Random_Dragon on February 18, 2018, 02:36:08 am
Don't forget the Baghdad battery (https://en.wikipedia.org/wiki/Baghdad_Battery) and the possibility of its use for electroplating.
Title: Re: Future of the Fortress
Post by: KittyTac on February 18, 2018, 02:46:08 am
Will electricity ever exist as a method of power production, or is technology stuck where it is now?
Tech is limited mostly to 1400's Europe.
I mean, supposedly wire drawing has existed since the tenth century AD in real life.
It wouldn't be THAT big of a stretch for dwarves/humans/goblins(?) to discover how to make copper coils.
And then discover that certain materials repel certain metals, and that these copper coils exert the same force if you make a torus of copper coils...
And then, that a reaction occurs if you stick a magnetic metal in the coil and spin it around really fast...
And then, that the effect can be reversed, if the two coil tori are linked with gold/copper/tin filament in a loop consisting of two cables extended across the tori and a metal object is inserted into the other torus...
A world with a deity whose sphere(s) have aspects of inspiration, crafts/creation and thunder might gift their followers with visions of wondrous metallic devices that have the ability to store, release and/or generate lightning and implore them to construct the objects as an act of faith or piety. This could lead to electrical tech being made ahead of schedule.
But if there's no way to circumvent the technology cap or the dev does not wish to allow for the construction of such technology, then that's understandable and I shall drop the subject.
It'd be very dwarven to be able to build a primitive railgun using solid iron spears/bars/blocks, two giant copper rails, a large voltaic pile and generators run by elvish/goblin slave labor, though.

Well, we have minecart railguns already.
Title: Re: Future of the Fortress
Post by: Egan_BW on February 18, 2018, 02:47:30 am
It'd be very dwarven [...] elvish/goblin slave labor, though.

[ETHIC:SLAVERY:PUNISH_CAPITAL]
It constantly astounds me how little players understand the ethics of their own dwarves.
Title: Re: Future of the Fortress
Post by: Lordfiscus on February 18, 2018, 02:58:59 am
Will holy relics be capable of casting miracles aligned with the spheres of their related god?
Like a DEATH god's relic capable of mass resurrection/death, or a metals/minerals/mining god who gives powers of mineral transmutation to their relic.
Will we be able to do more hostile actions to civs beyond attacking the one's our civ is already at war with?
For instance, taking civvies as slave labor, kidnapping rulers, creating puppet states, poisoning crops/water supplies to kill civ populations, and erecting pyres to burn population members at the stake as an act of atrocity.
With the arrival of magic and mythology, will civs field combat magic users in their armies and send them out during a siege?
Is there a list/has there been a discussion of the magic disciplines that civilizations will be able to possibly have?
Pitchblende exists as a mineable ore. Through supernatural means, would dwarves be able to refine uranium and construct a rudimentary nuclear weapon? Could we nuke elfkind?
Can gods be slain? Or perhaps rendered irrelevant through lack of worship, by killing all their followers and destroying all holy sites pertaining to them? Can their divinity be stolen and their powers harnessed or used?
Title: Re: Future of the Fortress
Post by: Lordfiscus on February 18, 2018, 03:00:40 am
It'd be very dwarven [...] elvish/goblin slave labor, though.

[ETHIC:SLAVERY:PUNISH_CAPITAL]
It constantly astounds me how little players understand the ethics of their own dwarves.
Okay then, migrant labor or dwarves with Pump Operator levels
Title: Re: Future of the Fortress
Post by: Egan_BW on February 18, 2018, 03:10:29 am
If we raid goblin sites, will we be able to bring back Trolls as livestock? That could be interesting.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 18, 2018, 03:15:09 am
If we raid goblin sites, will we be able to bring back Trolls as livestock? That could be interesting.
Not if your squad aren't assigned chains/cages first...
Besides, there's an argument out there which says that, even if goblins raise them in pens and shear them for fur and such, it's still classed as slavery.
Title: Re: Future of the Fortress
Post by: Lordfiscus on February 18, 2018, 03:34:24 am
If we raid goblin sites, will we be able to bring back Trolls as livestock? That could be interesting.
Not if your squad aren't assigned chains/cages first...
Besides, there's an argument out there which says that, even if goblins raise them in pens and shear them for fur and such, it's still classed as slavery.
What constitutes acts of slavery?
Is it a matter of sentience/intelligence? Civility? Species, even?
Could dwarves exploit the clause of "but they're not dwarves"?
Troll shearing would indeed count as slavery if intelligence is the deciding factor, but not if it's race-specific (i.e dwarf must not enslave dwarf)
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 18, 2018, 04:00:47 am
If we raid goblin sites, will we be able to bring back Trolls as livestock? That could be interesting.
Not if your squad aren't assigned chains/cages first...
Besides, there's an argument out there which says that, even if goblins raise them in pens and shear them for fur and such, it's still classed as slavery.
What constitutes acts of slavery?
Is it a matter of sentience/intelligence? Civility? Species, even?
Could dwarves exploit the clause of "but they're not dwarves"?
Troll shearing would indeed count as slavery if intelligence is the deciding factor, but not if it's race-specific (i.e dwarf must not enslave dwarf)
Cannibalism ethics counts all sapient races as the same (dwarf must not eat gobbo). Probably same for slavery right now. Makes sense as civs are usually made up of all four main races plus the lesser grey area types. Can I eat a wild kea-man? What about a civilized one? Can a civilized kea-man eat a wild one? Would it want to?

All a placeholder for a more complex, granular system come law/politics anyhow, so probably doesn't matter.
Title: Re: Future of the Fortress
Post by: FantasticDorf on February 18, 2018, 04:11:54 am
Trolls are not slaves, a subsequent change to the gameplay systems would need to be made in order to make it conistent with no slavery, though abducting another intelligent being might be abhorrent to dwarves enough to deter them under the definition of slavery.
Title: Re: Future of the Fortress
Post by: KittyTac on February 18, 2018, 04:33:59 am
You can't eat dead animal people, even wild ones.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 18, 2018, 04:43:21 am
You can't eat dead animal people, even wild ones.
Yes. Ethics.
(Although even playing someone with looser ethics (elf), a bug assumes that you have anti-cannibalism ethics right now).

Quote
Could dwarves exploit the clause of "but they're not dwarves"?
Now there's a thought. "We abhor slavery in all forms. Except that of inferior races to our own..."
Title: Re: Future of the Fortress
Post by: Bumber on February 19, 2018, 06:31:03 pm
Pitchblende exists as a mineable ore. Through supernatural means, would dwarves be able to refine uranium and construct a rudimentary nuclear weapon? Could we nuke elfkind?
Even once you have the material, getting a nuke to detonate is still an extremely precise matter. Do it wrong, and you just contaminate a small area with radioactive debris. There's no way you're going to stumble upon making a nuke without a serious understanding of nuclear physics. It's well after the tech cutoff.

If you have the supernatural means, you might as well just skip the uranium and nuke them with an artifact. The Holy Hand Nuke of Uristioch.
Title: Re: Future of the Fortress
Post by: iceball3 on February 19, 2018, 06:49:22 pm
Another thing about forced labor that should be considered looking forward is how there is a variety of different systems that held different amounts of sway, in real life, and historically the standing on slavery has shifted for reasons anywhere between ethical development to simply the generation of capital and labor to plantation owners or other slave using entities. For instance, it can be argued that serfdom, under the feudal system is considered slavery, and the dwarves in our game here basically operate under the feudal system, where the dwarves state that torture is unthinkable, yet deliver mandate violation punishments in the form of hammerblows and beatings, which are kind of a form of torture...

The other slave systems worth considering for ethics specificity would be the likes of indentured servitude and chattel slavery. And it is worth noting that humans have historical precedence for all of them.
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 19, 2018, 07:01:01 pm
Another thing about forced labor that should be considered looking forward is how there is a variety of different systems that held different amounts of sway, in real life, and historically the standing on slavery has shifted for reasons anywhere between ethical development to simply the generation of capital and labor to plantation owners or other slave using entities. For instance, it can be argued that serfdom, under the feudal system is considered slavery, and the dwarves in our game here basically operate under the feudal system, where the dwarves state that torture is unthinkable, yet deliver mandate violation punishments in the form of hammerblows and beatings, which are kind of a form of torture...

The other slave systems worth considering for ethics specificity would be the likes of indentured servitude and chattel slavery. And it is worth noting that humans have historical precedence for all of them.
"Torture for fun", "Torture as example" and "torture for information" are the (current) three torture ethics. "Torture for purification of the soul" isn't included (Although as a punishment, doubtless it looks like "torture as example" to outsiders).
Title: Re: Future of the Fortress
Post by: iceball3 on February 20, 2018, 07:21:06 am
Another thing about forced labor that should be considered looking forward is how there is a variety of different systems that held different amounts of sway, in real life, and historically the standing on slavery has shifted for reasons anywhere between ethical development to simply the generation of capital and labor to plantation owners or other slave using entities. For instance, it can be argued that serfdom, under the feudal system is considered slavery, and the dwarves in our game here basically operate under the feudal system, where the dwarves state that torture is unthinkable, yet deliver mandate violation punishments in the form of hammerblows and beatings, which are kind of a form of torture...

The other slave systems worth considering for ethics specificity would be the likes of indentured servitude and chattel slavery. And it is worth noting that humans have historical precedence for all of them.
"Torture for fun", "Torture as example" and "torture for information" are the (current) three torture ethics. "Torture for purification of the soul" isn't included (Although as a punishment, doubtless it looks like "torture as example" to outsiders).
Torture for purification of the soul basically just sounds like it's for fun and example, really. Considering the ones giving the beatings get good thoughts for it, and soul purification is an exceptionally strange response to failing to produce tables.
Let's not forget that dwarven official capital punishment is "bludgeon the victim with a hammer until they die (or somehow survive 99 hammerstrikes), which is... execution by torture.
Title: Re: Future of the Fortress
Post by: Egan_BW on February 20, 2018, 11:41:01 am
And that's what they do to people who practice slavery, so I highly advise that you don't let your dwarves hear your muttering about powering things by elf slaves.
Title: Re: Future of the Fortress
Post by: Hugo_The_Dwarf on February 21, 2018, 04:14:29 pm
Title: Re: Future of the Fortress
Post by: Shonai_Dweller on February 21, 2018, 05:32:20 pm
  • When will Interactions start to respect USAGE_HINTs (and lack of) again much like pre-42.xx? { regarding tracked issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=9417 })
  • Will there ever be additional syndrome effects like combustion/ignite? Say eating a certain plant will cause the consumer to combust into flames.
  • Will being on fire have "degrees" of burning and more targeted burning (stepping through fire may only light someones legs on fire, and progress from there unless put out or stop drop and roll)
  • Will it be possible to raid sites and have not only raze and loot, but kidnap(baby snatch) as well (be it for goblin-like action, or for ransom, or both). Or even take prisoners? Maybe even apply the FORCED_ADMINISTRATION position on a site, and demand goods from them (we own you, send wagons to this fortress of cat leather and silver bars)
Tribute system is in latest devblog.
Title: Re: Future of the Fortress
Post by: MrWiggles on February 21, 2018, 05:42:37 pm

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9417 })[/color][/li][/list]
2. Will there ever be additional syndrome effects like combustion/ignite? Say eating a certain plant will cause the consumer to combust into flames.[/li][/list]
[/color]
[/list]
This has the problem of materiel interactions. Which is that you need at least x^x of possible interactions. Where x is the number of all materiels. The Brothers Tarns dont seem to particularly like adding in one off systems. They prefer to have a generalized system to handle large number of cases. Like for instance, we didnt have milkable cows for a very long time, until we got a system that covers fireballs, and venoms ect.

Do second and third degree burns not happen in the game organically? The bodily materiels have specific heats, and I think they thermal conductivity. They probably arent being lable as such.
Title: Re: Future of the Fortress
Post by: Hugo_The_Dwarf on February 21, 2018, 06:29:25 pm

    http://www.bay12games.com/dwarves/mantisbt/view.php?id=9417 })[/color][/li][/list]
    2. Will there ever be additional syndrome effects like combustion/ignite? Say eating a certain plant will cause the consumer to combust into flames.[/li][/list]
    [/color]
    [/list]
    This has the problem of materiel interactions. Which is that you need at least x^x of possible interactions. Where x is the number of all materiels. The Brothers Tarns dont seem to particularly like adding in one off systems. They prefer to have a generalized system to handle large number of cases. Like for instance, we didnt have milkable cows for a very long time, until we got a system that covers fireballs, and venoms ect.

    Do second and third degree burns not happen in the game organically? The bodily materiels have specific heats, and I think they thermal conductivity. They probably arent being lable as such.

    I take it you're addressing Point 3. with your burns question?

    Actual burn/heat/melt damage does apply over time, but once something is on fire the whole creature is on fire. Burning everything at once, and the fire is at max burning potential. I guess with fire it's normally at max potential, but in some cases like hot coals are not a fire yet, but if left on dry leaves and a nice breeze could become a fire, which won't be huge until it spreads to more fuel.

    What I'm implying is that the fire could be 30% of the creatures hand, and grow from there, spreading to the next part (attached parts) and increasing in percentage there. So a dwarf running and getting hit with a fire jet may only have 50% of the upper and lower body on fire (the back) and if the AI doesn't find water or get somewhere safe (away from the hostile) to so a stop drop and roll maneuver (or is too scared, personality and willpower) those 50% could increase and the rest of the dwarf will be engulfed in flames until neatly roasted to a crisp.

    But as it is now, it's a full creature inferno right away.


    However if the ignite/fire suggestion doesn't fit at least a MELT TISSUE option would be good (besides extreme necrosis) to emulate acid
    Title: Re: Future of the Fortress
    Post by: FantasticDorf on February 21, 2018, 06:31:25 pm
    > Will it be possible to raid sites and have not only raze and loot, but kidnap(baby snatch) as well (be it for goblin-like action, or for ransom, or both). Or even take prisoners? Maybe even apply the FORCED_ADMINISTRATION position on a site, and demand goods from them (we own you, send wagons to this fortress of cat leather and silver bars)
    Tribute system is in latest devblog.

    It wasn't a finalised statement, but the possibility of Toady adding tribute is on the table to be more precise. Toady has also talked about installing forced administrations in previous FotF entries but we can only really assume that's not for another few releases and some cleanup to ensure the raid & reclaimation quests are smooth.

    Quote from: ToadyOne
    We're also considering throwing in an ongoing tribute option if the winds are favorable.

    Though it is not quite a arc so to speak (like law arc) outside of sharing a resemblence of the theme will greater interactions of local sites raiding, fighting and demand tribute eventually lead to expanded connections of relationships on how those are imposed (via forced administration governments & puppet rulers) or freed from that imposement through rebellion and wars.

    For instance a dwarven civ you may be playing at one given point in time may have been conquered previously by goblins in a vunerable weak point in their history and as such are bound into a peace deal agreement on threat of reprecussions & violence if they do not extract tribute from them.
    Title: Re: Future of the Fortress
    Post by: LordBaal on February 22, 2018, 07:17:03 am
    Quote from: ToadyOne link=http://www.bay12games.com/dwarves/
    On my first attack on a human village, the dwarves returned with a yak, a goose, and an alpaca, as well as a nicely decorated yak waterskin... and somebody's oaken crutch.
    (http://news.bbcimg.co.uk/media/images/80975000/jpg/_80975620_guardians4_imagenet.jpg)
    I'm gonna need that guy's leg!
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 22, 2018, 06:02:33 pm
    Are there any technical updates or replacement systems that you really want to implement that you've held back on so far in order to maintain save compatibility? I know how that's an important consideration, but perhaps Mythgen is a natural time to "break" the game again? (In the name of progress, of course).
    Title: Re: Future of the Fortress
    Post by: KittyTac on February 22, 2018, 09:12:31 pm
    Obviously, Mythgen won't be save-compatible.
    Title: Re: Future of the Fortress
    Post by: Random_Dragon on February 22, 2018, 09:19:36 pm
    Obviously, Mythgen won't be save-compatible.

    Probably. But since saves have their own raw copies, it might depend on how well the game can handle what it'd presumably see as a lot of missing entries in world settings.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 22, 2018, 10:01:46 pm
    Obviously, Mythgen won't be save-compatible.
    Well, I'm assuming that. But maybe Toady has a plan.
     (Personally I think if it's holding back anything technically, he should forget save compatibility for mythgen and go for an all out multi-year gutting - but lets get this release cleaned up first. Plus stress and more siege opportunities please).
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 23, 2018, 02:34:33 am
    So, military tactics, leadership, organization and terrain are all taken into account, which is great, but will the report actually read like a battle, or will it still show as one on one fights?

    Reminds me of Aliens as I watch my dorfs and their pets get ambushed one at a time right now. :)
    Title: Re: Future of the Fortress
    Post by: Witty on February 23, 2018, 02:37:37 pm
    Do you have any mythgen update plans on re-adding skeletal undead back into the game? It seems that all undead now are just some variation of a zombie.
    Title: Re: Future of the Fortress
    Post by: Random_Dragon on February 23, 2018, 02:39:53 pm
    I just had a thought.

    What do you think of the mental image of a snake person in DF wearing greaves?
    Title: Re: Future of the Fortress
    Post by: ZM5 on February 23, 2018, 02:44:28 pm
    Do you have any mythgen update plans on re-adding skeletal undead back into the game? It seems that all undead now are just some variation of a zombie.
    You do still have skeletal undead, but iirc they aren't explicitly marked as such. A sufficiently decayed corpse (usually ones found in tombs) will be outright skeletal - you can see that via the description (if literally all of their tissue layers are "gone" then its a skeleton).
    Title: Re: Future of the Fortress
    Post by: Bumber on February 23, 2018, 08:06:56 pm
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?
    Title: Re: Future of the Fortress
    Post by: LordBaal on February 23, 2018, 08:43:19 pm
    I just had a thought.

    What do you think of the mental image of a snake person in DF wearing greaves?
    Probably just join both of them as a sheet of some kind and slide into it. Like a metal/wood skirt or pant leg.
    Title: Re: Future of the Fortress
    Post by: Random_Dragon on February 23, 2018, 08:44:17 pm
    Probably just join both of them as a sheet of some kind and slide into it. Like a metal/wood skirt or pant leg.

    Well that's the serious answer and not the amusing answer, yeah. XP
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 23, 2018, 08:48:39 pm
    Probably just join both of them as a sheet of some kind and slide into it. Like a metal/wood skirt or pant leg.

    Well that's the serious answer and not the amusing answer, yeah. XP
    You could always request a crayon drawing with your next donation. Both serious and highly amusing.
    Title: Re: Future of the Fortress
    Post by: FantasticDorf on February 24, 2018, 03:49:04 am
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?

    Technically it already exists (http://dwarffortresswiki.org/index.php/DF2014:Military_tactics) in the game, and using third party advanced legends viewers, most generals & kings have some military tactics when you view their skills.

    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 24, 2018, 03:59:11 am
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?
    I assume you'd need to implement actual tactics for that. Off-site it's easy enough to abstract the clever tactical decisions and use of terrain dorfs are considering. On-site, they'd revert back to 'crossbows out and charge!'
    Title: Re: Future of the Fortress
    Post by: Dwarfu on February 24, 2018, 02:43:44 pm
    What form will tribute take and how will it arrive at the player’s fort?

    Chests of coins?  Items brought by a caravan?  A line-item entry on the civil relationship screen?
    Title: Re: Future of the Fortress
    Post by: Bumber on February 25, 2018, 12:37:17 am
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?
    I assume you'd need to implement actual tactics for that. Off-site it's easy enough to abstract the clever tactical decisions and use of terrain dorfs are considering. On-site, they'd revert back to 'crossbows out and charge!'
    That could happen eventually, but in the short term something like an accuracy boost would suffice.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 25, 2018, 01:36:05 am
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?
    I assume you'd need to implement actual tactics for that. Off-site it's easy enough to abstract the clever tactical decisions and use of terrain dorfs are considering. On-site, they'd revert back to 'crossbows out and charge!'
    That could happen eventually, but in the short term something like an accuracy boost would suffice.
    Yeah, it would. I guess...
    Doesn't really...make much sense though?

    I mean, if you're ignoring the combat reports and what's going on on-screen, then yeah, some boost to the chances of your dorfs coming out unscathed at the end of a siege might seem OK in the long-term.
    So, how would that work? A boost to anyone in a squad based on their captain's tactics skill? How about the military commander too? And the Champion? The individual dorf? And is that for anyone in the squad wherever they are on the map? Or limited to just those fighting within a certain range of the Captain? Does the boost switch off the moment the captain goes down?

    Seems like either a lot of thought, or none at all is required to apply military tactics to on-map battles. And as tactics are generally 100% player-based right now due to the limitations of dorf fighting methods, it kind of seems a bit arbitrary.
    Title: Re: Future of the Fortress
    Post by: Orkel on February 25, 2018, 01:11:03 pm
    Are there plans for procedural food? Using the system we already have for describing dances and poems, it might not be that hard to port it into describing food recipes.
    Title: Re: Future of the Fortress
    Post by: Knight Otu on February 25, 2018, 01:45:18 pm
    Are there plans for procedural food? Using the system we already have for describing dances and poems, it might not be that hard to port it into describing food recipes.
    Recipes were planned for the tavern update, but were postponed along with games. They'll come in, but right now there's no timeline.
    Title: Re: Future of the Fortress
    Post by: Lordfiscus on February 25, 2018, 02:40:31 pm
    Could ghosts be potentially weaponized as a willing action on the ghost's part? For instance, a dwarf who swears to protect the fortress in death and does not hold any grudges against his fellow dwarves. Could one have ghosts that could be commanded to guard certain areas?
    Title: Re: Future of the Fortress
    Post by: Eric Blank on February 25, 2018, 02:42:43 pm
    Now that its effectively possible, if improbable, that one could conquer the world in fort mode, will we actually see civilizations die? Will their refugee pops eventually relocate to other civs or surrender, or perish in the wilderness, to where the civ ceases to exist? Can we be the last civilized race in the world?
    Title: Re: Future of the Fortress
    Post by: PatrikLundell on February 25, 2018, 03:04:51 pm
    It already happens that civs crumble as their sites just become independent non civ sites, and the forces that reclaim lost sites seem to be weaker than the ones that lose them. Currently it has limited effects on caravans, though, although their sizes seem to be smaller when the civ doesn't have any sites. Refugees tend to settle in abandoned sites, so what's needed is more of rebuild (including the rise of new civs out of splinter groups, and ashes of old civs, as well as more reclamation), rather than more destruction. The logic for civ extinction isn't working properly during world gen currently, so it's unlikely it works correctly in the active world either.
    Regardless, changes to these areas are unlikely to happen for quite some time, given that other arcs are planned/intended before that.
    Title: Re: Future of the Fortress
    Post by: Mediterraneo on February 25, 2018, 08:05:18 pm
    With the raid options starting conflicts, there are a lot of prisoners around in my games now.

     Will there be something to do with prisoners besides keeping them in a room or killing them? Setting them free, with or without weapons, if they go away? Exchanging them for loot or specifical tributes?

    I may be missing something, but I don't like genocide being the only option to end wars.
    The thing goes on (and worse) with underground creatures and cages: the situation of non speaker learners is particularily chilling. You cannot keep them in your society, you cannot release them peacefully, you cannot send them away, you cannot let the caravan bring them away. You cannot even kill them fast and mercifully - if with a terrible name - with the butcher option.
    You get to the paradoxes. The forum is full of stories of dwarven civs that take Troglodyte prisoners and - not using their labor because that would be slavery - seclude them in pits to throw monsters on them and get pleasure by the resulting mess.

    Would it be possible to address the intelligent and not so intelligent caged creatures situation, for example offering them the "visitor" status?

    That would allow them a choice to stay and contribute or freely go away. It would grant the fortress (and the player) the chance to welcome them in liberty or to refuse their contribution (if offered) too, staying ethnically pure and dwarfy.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 25, 2018, 10:29:04 pm
    Are raid squads and artifact seekers ignoring other armies, megabeasts, husking clouds and so on as they travel across the map right now, or is there a chance of encounters along the way? If there isn't, is anything planned like that for this set of releases?
    Title: Re: Future of the Fortress
    Post by: FantasticDorf on February 26, 2018, 03:33:22 am
    Could ghosts be potentially weaponized as a willing action on the ghost's part? For instance, a dwarf who swears to protect the fortress in death and does not hold any grudges against his fellow dwarves. Could one have ghosts that could be commanded to guard certain areas?

    Sounds a bit like a suggestion, sorry. But to transcribe it into a more raw FotF format, "Do you have any more plans for supernatural ghosts for future arcs or are you happy with how they are" would suffice.

    The Myth arc might give use more leeway if there is the capacity to either directly summon ghosts out of the mythgen afterlife (providing it exists), and how much conciousness/obedience they have for your own little ghost army as supernatural mechanics (including how zombies operate) are expected to change by then along with magic.

    Are raid squads and artifact seekers ignoring other armies, megabeasts, husking clouds and so on as they travel across the map right now, or is there a chance of encounters along the way? If there isn't, is anything planned like that for this set of releases?

    C screen might become a lot of buttons to be compressed into a 'travel conditions' screen (definitely deserving of a suggestion thread) but monster-hunt questing and chance encounters are definitely Tarn's game basis story subjects, maybe the bigger picture of joining parties will be more obvious to the visibility of a army vs a traveller group, not to say i think personally that all encounters should be unavoidable without rolling stealth if there are open/covert modes for travelling.
    Title: Re: Future of the Fortress
    Post by: Beag on February 27, 2018, 07:43:10 pm
    Where are you currently in the release development cycle? Are you still adding features to the artifact update, fixing it's bugs or both?
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 27, 2018, 09:42:26 pm
    Where are you currently in the release development cycle? Are you still adding features to the artifact update, fixing it's bugs or both?
    Both. Next update features bug fixes (according to the tracker) and new civ screen features. There's some buggy raid behavior that hasn't been cleared from the tracker yet, so that'll need to be patched up before bug fixing closes. And adventurer updates are still planned as far as anyone knows. Usually bugs and features are addressed together through to the end of each cycle.
    Title: Re: Future of the Fortress
    Post by: Putnam on February 27, 2018, 09:55:57 pm
    Where are you currently in the release development cycle? Are you still adding features to the artifact update, fixing it's bugs or both?

    The latest post on the devlog is 5 days ago. (http://bay12games.com/dwarves/index.html) As you can see, the answer is both.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on February 27, 2018, 10:05:40 pm
    Was there a video/audio or even a transcript of your talk at Migs17?
    Title: Re: Future of the Fortress
    Post by: PatrikLundell on February 28, 2018, 09:41:07 am
    My 0.40.24 experience was that goblin sieges were staged from the same site and drawing members from that site, regardless of whether the site was under control of another civ or independent, resulting in an end to sieges when the site ran out of warm bodies to send. My current 0.44.05 experience is that the staging point jumps between at least two sites, possibly based on whether the original one is under control of the goblin civ or not. In addition to that, the force composition indicates the involvement of a 3:rd site.
    Have you made any changes to the army recruitment and/or army staging logic to explain that (possibly in conjunction with dealing with the army pathing issue)?
    Title: Re: Future of the Fortress
    Post by: Urist McSadist on March 01, 2018, 02:01:33 am
    Just how customizable will the myths be? Could we potentially create our own gods and magic systems, or will it work like world gen?
    Title: Re: Future of the Fortress
    Post by: KittyTac on March 01, 2018, 02:26:39 am
    Just how customizable will the myths be? Could we potentially create our own gods and magic systems, or will it work like world gen?

    I think moddable magic spells have been mentioned, but creating preset gods and stuff if coming in the next update after the first Myth update.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on March 01, 2018, 03:42:18 am
    Just how customizable will the myths be? Could we potentially create our own gods and magic systems, or will it work like world gen?

    I think moddable magic spells have been mentioned, but creating preset gods and stuff if coming in the next update after the first Myth update.
    Well, the editor for fixed worlds is actually part of the Mythgen dev notes, so it's still a bit unclear when this is coming. I'd assume 2nd or later Mythgen pass, but it really depends on how interesting Toady finds making an editor. Could be right away.
    Title: Re: Future of the Fortress
    Post by: Toady One on March 01, 2018, 04:58:47 am
    Thanks to MrWiggles, Shonai_Dweller, Putnam, PatrikLundell, Bumber, Manveru Taurënér, ZM5, KittyTac and anybody I missed for helping to answer questions this time around!

    Quote from: Townsey
    Will certain magic practices be illegal or viewed with judgement? Like raising corpses right now, except it is hurling fireballs around or turning limbs into buckets of water because it came from some evil god or something

    Linking cultural/civilization properties to myths and magic is on the menu, though we can't guarantee any particular aspect for the first pass.  Raising corpses itself isn't even viewed as improper in most contexts right now.

    Quote from: Japa
    Is there an in-universe explanation for how/why an elf is able to devour 80 humans in a single sitting?

    Nope.  Same as the "kill 1 to 100" non-hf people in army battles for each hf -- world gen is just fluffy in lots of places.

    Quote from: jecowa
    I'm wondering who created the curses_640x300.bmp tilesheet?

    It's just the standard FixedSys font, think the pixels haven't changed much or at all from how it looked 30 years ago when I was writing BASIC games, but I'm not 100% sure.

    Quote from: iceball3
    Why is it that dwarves lie about their feelings, even when speaking to themselves about it? Such as "I am not afraid" or "I am not satisfied" when their thoughts menu says otherwise. Does it have something to do with a propensity to sarcasm/dishonesty, a bug, or something more specific?

    I think there's a text bug somewhere between thought paragraphs and utterances, and as somebody said, they also say it that way when they know they should be feeling something, but don't.  It isn't lying, but it's inartfully phrased.

    Quote from: Shonai_Dweller
    Will your full-on site attacks count as a declaration of a civ level war, or will they be like the domestic conflicts between sites you sometimes see happening in human and goblin civs?

    Yeah, you act as a representative of the civ for the time being, and start civ-level wars.  I imagine that'll evolve once your relationship to the parent civ is clarified later on.

    Quote from: King Mir
    How do you choose which bugs to fix? Is there a particular filter on the bug tracker that you look at?

    PatrikLundell and Bumber pretty much covered it.  Recent bugs, bugs related to things I'm working on, crashes and corruptions all figure into it.  The "Confirmed" filter set up by the bug tracker managers is a factor; and that's often tied to the presence of uploaded saves, which are very useful as time-savers.  Forum discussions are also handy, when the other processes don't notice something that still seems very troublesome.  The target is definitely not to fix all or even most of the bugs now; too many systems are on the chopping block, and some bugs have to be tolerated given the dev time we have to work with.  But I'm open to certain sorts of improvements to the process.

    Quote from: iceball3
    It's very exciting to hear that you're implementing looting! Will there be specificity on preferring what to loot, and will worn gear (Backpacks, etc) have an influence on what can be carried,
     or are these deferred for future arcs where they'd be more relevant?

    I haven't created a very specific Loot Menu yet.  I imagine this will happen, as people will want to direct the sorts of items returned.  Worn gear doesn't impact capacity (it does affect battle results) -- we are still a long way from understanding certain things about how armies operate and will probably have to wait for the caravans to really get into it...  the units being offloaded is costly, but the alternative is also (almost impossibly) costly.

    Quote from: Robsoie
    About the various level of world magic level, will this also affect the type of rocks and land formation available on a world ?
    By example i'm thinking about those "floating" rocks or big floating lands that are often seen in fantasy worlds, or floating sky cities made with that kind of material etc, will it be possible ?

    Yes, we're specifically aiming for this.  Part of it depends on the "hard" map rewrite (the one that'll support viewing armies in fort mode and also planes), and part of it doesn't.  We've promised some sort of landform push for the release, but it'll be better if we get to the rewrite.  I'd jump on it if it weren't a 6-9 month add to the release time.  We're leaning toward it since it is so important to so many systems, buuuuut, yeah, big lump o' time.

    Quote from: Beag
    1. Will practitioners of various forms of generated magic be given their own generated titles?
    2. Will we be able to look at the generated myths post world gen to refresh on lore about a world's magic, races, mechanics etc. similar to how we can look up general lore in legends mode?
    3. Will the myth generator also list any special traits about generated races such as ability to breath underwater, passive animal pacification etc.
    4. Will magic be added to the list of values civilizations can have opinions on? If so will it just be a general magic value or multiple values for each form of generated magic?

    1. This one at least is almost certainly true of the first release, since we won't have names otherwise.
    2. The myths will be accessible there generally, though as I mentioned in another answer, some bits might be optionally hidden, regarding the deeper magical mysteries.
    3. That's how it works currently in the prototype, and I don't imagine it'll change.
    4. If I get to this (see other answer), it'll almost certainly depend on the magic type, though the supernatural in general might also evoke a response.

    Quote from: Shonai_Dweller
    Will dwarves need equipment to grab livestock (chains, cages, etc) or can they just coax the giant elephants from the forest retreat to follow them with soothing beard strokes...?

    The equipment doesn't matter there at this point (as above, it's difficult to deal with equipment generally), though I sympathize with the ridiculousness of what's going on in some cases.  The animals returned are tame, so don't require special handling.

    Quote from: FantasticDorf
    Does 'livestock' apply to remaining creatures that do not become involved in the conflict? (say if your soldiers were attacked by dogs) or total pool of creatures once the remaining conflict with the settlement's sentient occupants ends.

    It runs the raid after any fight if your dwarves win, on the relevant site populations.  It would be preferable to merge it all together more dynamically, where some dwarves could, say, be wounded and effectively lose a fight but a few get away with some loot, but it doesn't work that way yet.

    Quote from: Rockeater
    1.Will it be possible that in some worlds you wiil be able to be a being that is in multiple places at once (e.g death)? and if so how it will work?
    2.will legends mode contain the ways magc is done in the world?

    1. We've thought a little bit about how godly manifestations and such might work, but less so from the perspective of a player.  If we do the hard map rewrite, it'll be possible to open multiple map views anywhere in the universe and have both versions of the player there, but the interface there would still be annoying by default.  Not unlike how a party might work; and like that, you might be able to put versions of yourself on autopilot, but also be able to switch to a "tactical" mode where you control everybody meticulously when it's important.

    2. This is an open question; we might have an explicit spoiler option here.  Finding the magical secrets of the world is potentially one of the very fun things about the magic release, but sometimes people would rather have all the data for a given universe, for various reasons.  Our earlier experiments with hiding every historical event until discovered in artwork hid too much that was going on, but being a little cagey about deep secrets of the world seems different.

    Quote from: ZM5
    When it comes to raiding, will there be a "babysnatching" option at some point along with the pillaging/razing options?

    At some point, heh.  It would be good to support all options that all civs have, naturally, but we aren't there yet.

    Quote from: Beag
    1. In worlds with divine magic will being in the vicinity of a temple or holy site improve the effectiveness of divine magic related to the appropriate site?
    2. In worlds with healing magic capable of healing serious injuries such as severed motor nerves or missing limbs will our adventurers be able to hire a practitioner of such magic to heal their serious injuries they have acquired on their adventures?
    3. In worlds with magic will our adventurers who have magic that can be used for utilitarian purposes such as growing a bigger crop yield, healing the sick, creating equipment etc. be able to hire out their services to NPCs for payment?
    4. In worlds with magic in terms of magic phenomena that power magic such as a magic wind or sea or egg would being in close proximity to such things affect the potency of spells related to them?

    1+4. One of the conditions in the prototype involves the presence of landforms, and it's possible this could be smeared out to a proximity concept.  Unclear for the first release.
    2+3. It seems reasonable, to the extent anything economic will be happening by this point.

    Quote from: Lordfiscus
    (1.) Will holy relics be capable of casting miracles aligned with the spheres of their related god?
    Like a DEATH god's relic capable of mass resurrection/death, or a metals/minerals/mining god who gives powers of mineral transmutation to their relic.
    (2.) Will we be able to do more hostile actions to civs beyond attacking the one's our civ is already at war with?
    For instance, taking civvies as slave labor, kidnapping rulers, creating puppet states, poisoning crops/water supplies to kill civ populations, and erecting pyres to burn population members at the stake as an act of atrocity.
    (3.) With the arrival of magic and mythology, will civs field combat magic users in their armies and send them out during a siege?
    (4.) Is there a list/has there been a discussion of the magic disciplines that civilizations will be able to possibly have?
    (5.) Pitchblende exists as a mineable ore. Through supernatural means, would dwarves be able to refine uranium and construct a rudimentary nuclear weapon? Could we nuke elfkind?
    (6.) Can gods be slain? Or perhaps rendered irrelevant through lack of worship, by killing all their followers and destroying all holy sites pertaining to them? Can their divinity be stolen and their powers harnessed or used?

    1. This seems quite likely, as the artifact arc was put in first so that they could be involved magically from the beginning.
    2. (see other answer two down)
    3. This also seems quite likely, as necromancers already involve themselves in this way, and magical sieges are an important fun-time element.
    4. We have a long and quite ambitious list in the prototype, but we haven't centered it in the public notes as it's definitely not all going in on the first release.
    5. He he, there are quite a few technologies prior to nukes that might need magical counterparts in vanilla DF before we worry about having semi-realistic magical uranium, but once we get to regional magical disasters, then modding should be reasonably straightforward on this front.
    6. The nature of what it means to be a god in a given world will be generated, at least.  What that means on the first pass is unknown.

    Quote from: Egan_BW
    If we raid goblin sites, will we be able to bring back Trolls as livestock? That could be interesting.

    It currently skips at-all-intelligent critters, and zombies, for various practical reasons.

    Quote
    Quote from: Hugo_The_Dwarf
    1. When will Interactions start to respect USAGE_HINTs (and lack of) again much like pre-42.xx? { regarding tracked issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=9417 })
    2. Will there ever be additional syndrome effects like combustion/ignite? Say eating a certain plant will cause the consumer to combust into flames.
    3. Will being on fire have "degrees" of burning and more targeted burning (stepping through fire may only light someones legs on fire, and progress from there unless put out or stop drop and roll)
    4. Will it be possible to raid sites and have not only raze and loot, but kidnap(baby snatch) as well (be it for goblin-like action, or for ransom, or both). Or even take prisoners? Maybe even apply the FORCED_ADMINISTRATION position on a site, and demand goods from them (we own you, send wagons to this fortress of cat leather and silver bars)
    Quote from: FantasticDorf
    Though it is not quite a arc so to speak (like law arc) outside of sharing a resemblence of the theme will greater interactions of local sites raiding, fighting and demand tribute eventually lead to expanded connections of relationships on how those are imposed (via forced administration governments & puppet rulers) or freed from that imposement through rebellion and wars.

    For instance a dwarven civ you may be playing at one given point in time may have been conquered previously by goblins in a vunerable weak point in their history and as such are bound into a peace deal agreement on threat of reprecussions & violence if they do not extract tribute from them.

    1. I don't have a timetable for specific bugs generally.  Clearly it would be better if they worked.
    2. It's possible; seems like a candidate for certain magic powers.
    3. It could certainly afford to be improved; the insular fat-first melting behavior is quite strange.
    4. The tribute side of the question will be addressed by the next release.  Having administrators and related mechanics is on our wish-list for the pre-magic releases.  Atypical measures for dwarves aren't so high on the list.

    We're also hoping to flip the tables on this one, to place demands on the fort you can choose to comply with, though I seriously doubt we'll get to the point of having a hostile administrator appointed over your fortress.  Generally, we're hoping to get to various villainous behavior that can drive some interesting sieges and non-sieges to tide things over for the Big Wait which'll come with the magic release, and the 'c' screen has made this sort of things much more accessible.

    Quote from: Shonai_Dweller
    Are there any technical updates or replacement systems that you really want to implement that you've held back on so far in order to maintain save compatibility? I know how that's an important consideration, but perhaps Mythgen is a natural time to "break" the game again? (In the name of progress, of course).

    Yeah, definitely.  I have a file of them (from bags/boxes to prep for zone-workshop, etc etc.)  Mythgen is almost certainly save-breaking -- it would be possible to get it to load up some stunted version of the older saves, and adapt them, maybe, but I think I'd end up tying myself in knots trying to respect everything, especially if the map code changes.  It's a good opportunity for a clean break, and then other code can be updated.  I can still load up relevant saves from the bug tracker in an older version, so that shouldn't be an issue.

    Quote from: Shonai_Dweller
    So, military tactics, leadership, organization and terrain are all taken into account, which is great, but will the report actually read like a battle, or will it still show as one on one fights?

    There are some additional historical events now that reflect the new information.  We're still missing positional information for portions of the forces (both in events and in reality), which would add a lot, but the situation is improved over the duels.

    Quote from: Witty
    Do you have any mythgen update plans on re-adding skeletal undead back into the game? It seems that all undead now are just some variation of a zombie.

    As ZM5 stated, they kinda-sorta exist, in that fully-rotted corpses are raise-able, but it seems the skeleton corpse naming is broken?  Does it not call the old ones skeletons anymore?  Do corpses no longer rot fully?  I've not yet revisited that family of bugs.

    Quote from: Bumber
    Will the military tactics skill affect combat rolls for on-site squads, or just while they're off on missions?

    It doesn't affect the on-site squads yet.  I imagine doing the formations years ago would have helped with that, but sometime we'll sort it out.  As usual, when things don't happen directly, I create little bits of conceptual impetus around them until it becomes unbearable, he he he.

    Quote from: FantasticDorf
    Can military tactics be transcribed into a scholarly profession and pursuit? To teach yourself the Dwarven art of war like a 2bit Sun Tzu.

    Will other unused or old skills like 'leader' (im aware military dwarves learn it slowly) see more use within the new raiding & reclaiming system to complement the re-emergence of military tactics.

    Knowledge and skills haven't been unified yet.  It would make sense at some point.  Leader is used off-site now, if the squad has multiple members.

    Quote from: Dwarfu
    What form will tribute take and how will it arrive at the player’s fort?

    Chests of coins?  Items brought by a caravan?  A line-item entry on the civil relationship screen?

    It'll be like a caravan that you don't have to pay for (well, except with potential blood and tears and such.)  They drop crap off at the depot.  Not done yet, but that's the current approach.  Like the looting, there isn't a menu to make it specific yet, but we'll get to that in time.

    Quote from: Orkel
    Are there plans for procedural food? Using the system we already have for describing dances and poems, it might not be that hard to port it into describing food recipes.

    Knight Otu mentioned the history here; just one of those for-many-years pushed off-things, but it's something we'd like to dive into at some point.  For now, Caves of Qud will have to supply the world's procedural recipe needs!

    Quote
    Quote from: Lordfiscus
    Could ghosts be potentially weaponized as a willing action on the ghost's part? For instance, a dwarf who swears to protect the fortress in death and does not hold any grudges against his fellow dwarves. Could one have ghosts that could be commanded to guard certain areas?
    Quote from: FantasticDorf
    Do you have any more plans for supernatural ghosts for future arcs or are you happy with how they are

    We have reasonably extensive notes on ghosts and other undead/spirit critters.  We just haven't had time since the original night creature pushes to do much with them.

    Quote from: Eric Blank
    Now that its effectively possible, if improbable, that one could conquer the world in fort mode, will we actually see civilizations die? Will their refugee pops eventually relocate to other civs or surrender, or perish in the wilderness, to where the civ ceases to exist? Can we be the last civilized race in the world?

    PatrikLundell mentioned that it's sort of broken, and that hasn't been updated yet.  Now with more direct reasons to clean this up, there's some hope, but there are technical issues with the "entity population" tracker that might have to wait for a save compat break to really fix the problem decisively.

    Quote from: Mediterraneo
    Will there be something to do with prisoners besides keeping them in a room or killing them? Setting them free, with or without weapons, if they go away? Exchanging them for loot or specifical tributes?

    I may be missing something, but I don't like genocide being the only option to end wars.
    The thing goes on (and worse) with underground creatures and cages: the situation of non speaker learners is particularily chilling. You cannot keep them in your society, you cannot release them peacefully, you cannot send them away, you cannot let the caravan bring them away. You cannot even kill them fast and mercifully - if with a terrible name - with the butcher option.
    You get to the paradoxes. The forum is full of stories of dwarven civs that take Troglodyte prisoners and - not using their labor because that would be slavery - seclude them in pits to throw monsters on them and get pleasure by the resulting mess.

    Would it be possible to address the intelligent and not so intelligent caged creatures situation, for example offering them the "visitor" status?

    That would allow them a choice to stay and contribute or freely go away. It would grant the fortress (and the player) the chance to welcome them in liberty or to refuse their contribution (if offered) too, staying ethnically pure and dwarfy.

    We have some features on the candidate list for the pre-magic releases for dealing with this, but it hasn't been decided yet.  Formalizing the prisoner status and differentiating them from caged animals would be quite welcome, at the very least.

    Quote from: Shonai_Dweller
    Are raid squads and artifact seekers ignoring other armies, megabeasts, husking clouds and so on as they travel across the map right now, or is there a chance of encounters along the way? If there isn't, is anything planned like that for this set of releases?

    There aren't any army-army interactions generally now.  Without the greater "army arc" tactical positional bits, it has seemed like a waste to code the fights up, but on the other hand, it is sort of ridiculous, compared to the average adventurer experience with wild animals and so forth.  Not sure how it'll turn out.

    Quote from: Shonai_Dweller
    Was there a video/audio or even a transcript of your talk at Migs17?

    It turns out there's no video; I went ahead and uploaded my slides here. (http://bay12games.com/dwarves/talks/migs_2017.zip)  A lot of it won't be news to people that follow DF, but some of the slides are potentially new or interesting.

    Quote from: PatrikLundell
    My 0.40.24 experience was that goblin sieges were staged from the same site and drawing members from that site, regardless of whether the site was under control of another civ or independent, resulting in an end to sieges when the site ran out of warm bodies to send. My current 0.44.05 experience is that the staging point jumps between at least two sites, possibly based on whether the original one is under control of the goblin civ or not. In addition to that, the force composition indicates the involvement of a 3:rd site.
    Have you made any changes to the army recruitment and/or army staging logic to explain that (possibly in conjunction with dealing with the army pathing issue)?

    It looks like the current method is to gather all sites currently under the umbrella of the civ, cull the list of sites that aren't connected pathwise, cull the list further based on whether the site has at least ten free people to send, pick one of the remaining sites, and collect an army from its population.  So the staging point does jump now.  They shouldn't have people from multiple sites in one invasion though -- that is a bit of staging code that I haven't gotten to yet, as I've stubbornly held on to the dream of messengers, etc.  As an interim, they should probably also pick the site with the most remaining people instead of randomly choosing so that there are fewer intervening dud sieges of ~10 goblins.

    Quote from: Urist McSadist
    Just how customizable will the myths be? Could we potentially create our own gods and magic systems, or will it work like world gen?

    Yeah, as people mentioned, the editor is important.  There are some nuances here; the current myth generator supports the addition of abstract objects that will be created (e.g. a comet in addition to the sun), and some of that'll probably be supported more fully with the first pass.  Also, magic systems are already supported somewhat in the raws, and we don't want to slip backwards with the release on that front, so there'll probably be a baseline level of support there on top of whatever else we get to.  And then once we get to the proper editors, you could, say, create real-world pantheons, etc., and hopefully eventually also create as many fixed legendary events and properties as you like.
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on March 01, 2018, 07:12:39 am
    Thanks for the answers (and the slides!).

    Good to hear there's still lots to look forward to during this cycle. Sounds like the game's going to be in a great state by the time the Big Wait begins.
    The more Fun it gets this time around, the easier that extra 6-9 months on the next release becomes to justify. :)
    Title: Re: Future of the Fortress
    Post by: KittyTac on March 01, 2018, 08:02:29 am
    TBH the real Big Wait only lasts maybe half of the time it takes to release. The other half is HYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPE
    Title: Re: Future of the Fortress
    Post by: Madde on March 01, 2018, 09:20:20 am
    It'll be like a caravan that you don't have to pay for (well, except with potential blood and tears and such.)  They drop crap off at the depot.  Not done yet, but that's the current approach.  Like the looting, there isn't a menu to make it specific yet, but we'll get to that in time.

    Does this mean the tribute system is just not final, or that the update is weeks away from release? I'm just anxious to finally play with functional necro sieges and working visitor caps.
    Title: Re: Future of the Fortress
    Post by: ZM5 on March 01, 2018, 02:18:57 pm
    Thanks for the answers, Toady.

    Quote
    Yeah, as people mentioned, the editor is important.  There are some nuances here; the current myth generator supports the addition of abstract objects that will be created (e.g. a comet in addition to the sun), and some of that'll probably be supported more fully with the first pass.  Also, magic systems are already supported somewhat in the raws, and we don't want to slip backwards with the release on that front, so there'll probably be a baseline level of support there on top of whatever else we get to.  And then once we get to the proper editors, you could, say, create real-world pantheons, etc., and hopefully eventually also create as many fixed legendary events and properties as you like.

    Hoho, I'm really excited to see just what kind of bizarre stuff one could make with that.

    Since the topic of fixed legendary events has been possible, do you think this will extend to fixed historical figures of certain races and magical artifacts as well?
    Title: Re: Future of the Fortress
    Post by: Shonai_Dweller on March 01, 2018, 03:40:42 pm
    Thanks for the answers, Toady.

    Quote
    Yeah, as people mentioned, the editor is important.  There are some nuances here; the current myth generator supports the addition of abstract objects that will be created (e.g. a comet in addition to the sun), and some of that'll probably be supported more fully with the first pass.  Also, magic systems are already supported somewhat in the raws, and we don't want to slip backwards with the release on that front, so there'll probably be a baseline level of support there on top of whatever else we get to.  And then once we get to the proper editors, you could, say, create real-world pantheons, etc., and hopefully eventually also create as many fixed legendary events and properties as you like.

    Hoho, I'm really excited to see just what kind of bizarre stuff one could make with that.

    Since the topic of fixed legendary events has been possible, do you think this will extend to fixed historical figures of certain races and magical artifacts as well?
    Dev-notes:
    - Editors for fixed worlds
       -Maps, sites, entities, historical figures, artifacts, myths, etc.
    Title: Re: Future of the Fortress
    Post by: ZM5 on March 01, 2018, 03:45:58 pm
    Ah, thanks for posting that. Thats making me even more hyped tbh.
    Title: Re: Future of the Fortress
    Post by: Toady One on March 01, 2018, 05:06:27 pm
    Locked this thread as the last FotF reply inspired us to publish more of the pre-magic plans so that people will know how we're going to proceed in the coming months leading up to the switch over to myth/magic work.  Should have the dev page and a new Future of the Fortress posted later tonight!

    Does this mean the tribute system is just not final, or that the update is weeks away from release? I'm just anxious to finally play with functional necro sieges and working visitor caps.

    It shouldn't be weeks, hopefully; it's almost done and I'd like to get it up well before going off to GDC for a week.  As usual, can't promise anything.